Imperial Knights FAQ and Renegade Knights Rules Update!

New rules for Knights Renegades and a Knights FAQ! Sweeeeet! Now my Khorne Knight will be coming out of retirement, baby!

This article was originally published on the Warhammer-Community page.

Knights are awesome. We can all agree that there’s something special about conquering the battlefield with towering war machines the size of cathedrals, and when the new Dominus-class Knights came out, we know a few of you Chaos players were looking on with envy.

Loads of you have been asking about rules for using these models in your Chaos army – and so, today, we’re doing just that, with free rules for more Renegade Knights.  And – to accompany your new (or truly ancient) Dominus-class Knights to war – Renegade Armigers.

You’ll find rules for both of these in a free mini-update to Renegade Knights that includes rules for Questoris-, Armiger- and Dominus-class Knights as well as a Warlord Trait, new Stratagem, command benefits and an appropriately evil Relic. Basically, it’s an index, but for free!

It’s more than just the Datasheets too. As mentioned, we’ve also thrown in a Warlord Trait, Relic and several Stratagems. The Trail of Destruction Stratagem is particularly brutal – for 2 command points, you’ll be able to re-roll all failed hit rolls in the Shooting phase or Fight phase. Chaos players may recognise is as being very similar to the Daemonforge Stratagem from Codex: Chaos Space Marines – we’d imagine that it represents the daemonic “enhancements” fallen Knight pilots may have made to their steeds…

Knights are a great option for Chaos armies. Imagine a teeming horde of Daemons rushing forward to carve apart the foe while an ancient Knight Castellan lays down a hail of supporting fire. Or a thermal spear-wielding Renegade Armiger loping alongside your Chaos Space Marines as they enact a lighting raid on your enemy’s flanks. Maybe you’re just looking to combo the thundercoil harpoon with a well-placed Death Hex. (Nobody wants to see the strongest weapon in their army bounce off a 5+ invulnerable save!)

A good few members of the Warhammer Community team are Chaos-loving heretics (or bold freedom fighters who oppose the rule of the Corpse Emperor, depending on who you ask) and a few of us have already begun work on our Renegade Knights:

Loyalists, on the other hand, can look forward to a welcome improvement to their army in today’s Imperial Knights FAQ. You’re getting a bunch more command points for your Super-heavy Detachments!

Take at least one Titanic Imperial Knight in your Super-heavy Detachment, and you’ll get 3 command points – so you can field a Questoris Knight and a couple of Armigers as a nifty add-in for a range of forces. Take at least three Titanic Imperial Knights, and you’ll get a hefty 6 command points!

Why the change to command points? Well, Codex: Imperial Knights was printed before the Big FAQ, which gave every army more command points to play with. Imperial Knights were looking a bit light, especially with the new codex bringing so many new Stratagems to try, and so the new FAQ should bring you up to par with other armies in Warhammer 40,000.

Worry not, Renegades – you’re getting this command point bonus too, meaning you’ll be able to get plenty of use out of your Stratagems.

Loyalist or traitor, Knights are awesome, and if you haven’t already, now is the time to get one for your army. Pick one up today from your local store, and you’ll be able to join us on Tuesday for the Big Knight Painting Night – we hope to see you there!


And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!



About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

25 Responses to “Imperial Knights FAQ and Renegade Knights Rules Update!”

  1. Cavalier June 22, 2018 10:31 am #

    This is so sick! I was looking for a “distraction Carnifex” to take attention away from my Storm Eagler carrying 19 Berzerkers + Kharn and now I’ve found it. Man you gotta give it to GW… I never thought we’d see the day

    • Reecius June 22, 2018 10:38 am #

      Hey, they listen =)

      Yeah, this will make a lot of people very happy, I think. Myself included! I’ve been waiting for a reason to finish my Khorne army and here it is.

  2. Ujayim June 22, 2018 10:36 am #

    Very smart, very well made decision.

    • Victor June 22, 2018 1:00 pm #

      I have an smarter idea. Include these 7 pages in codex Imperial knights instead of giving them for free, forcing chaos players to buy it😀😀😀😀

  3. Vernon Burt June 22, 2018 12:14 pm #

    I really want to know what model they pulled those quad legs from.

    • Reecius June 22, 2018 12:22 pm #

      Onager Dunecrawler.

    • Dakkath June 22, 2018 12:34 pm #

      Looks like an onager dunecrawler.

  4. jordan stein June 22, 2018 1:22 pm #

    Any news about knights using ad mech strat ion shields for 1 cp over the knight strat for 3 cp?

    • Ujayim June 22, 2018 2:13 pm #

      That was also FAQd today. 3cp.

  5. Xenos Player June 22, 2018 2:11 pm #

    That increase in CP looks like they are only considering knights being used on their own. It seems like GW are totally ignoring soups when they write their rules.

    • Ujayim June 22, 2018 2:14 pm #

      Oh, how dreadful. Knights can now gain 3CP for almost 900pts. Better go warn those 200pt battalions that give 5 that Knights are coming to push soup into the next level.

      • Xenos Player June 23, 2018 12:50 pm #

        Aren’t the Knights getting 9CP for the big knights, then 3 for a big and 2 smalls? I play Tyranids and Necrons, As a Tyranid player generating CP isn’t an issue. But as a Necron player our best builds are unlikely to generate more than 9-10CP. If in reading this correctly IK’s with a strong build can now generate 12CP is our need for CP any less than the Knights players.

    • Reecius June 22, 2018 2:59 pm #

      No, not really. They also write rules assuming that there are people that play all Knights, too. Those folks want to have access to CP.

      Not everyone takes extra battalions for CP, although it can feel that way at times.

      • Ujayim June 22, 2018 3:03 pm #

        It was a good call. The community by and large lost their collective minds over how restrictive it was. This was a great move on their part.

        • Reecius June 22, 2018 3:33 pm #

          Well, to be fair there’s always some group in the community losing their collective minds over something, lol, but I agree that this was a good play for sure.

          • Ujayim June 22, 2018 5:25 pm

            Oh, for sure. This seemed really United, that’s all I was getting at.

          • Reecius June 22, 2018 6:59 pm

            Fair play, haha.

      • Xenos Player June 23, 2018 1:08 pm #

        I think that’s the problem with the soup versus pure armies. By allowing the greater flexibility to have all these mixed armies GW have created a problem for themselves. Balance for pure armies is going to be hard enough to ensure but all the extra factors for all the different mixtures of imperial and
        chaos soups. I’m really hoping that we get the AoS allies rule and would at least bring some order to it.

  6. Nick Wenker June 22, 2018 9:22 pm #

    Good news: Chaos gets some updated Renegade Knight stuff, including the two new knights, for free, including much-needed points changes. Bad news: No chapter tactics, and the only warlord trait and relic options are lackluster (compared to amazing traits and relics, and stratagems, for IK).

    Certainly better than before, but can’t help but hope that someday Renegades are on par with Imperials. Especially since I’m still smarting from the loss of Daemon Knights, which even has a kit.

  7. rvd1ofakind June 22, 2018 11:02 pm #

    Good news for list building and they fixed the dumb armiger thing. Made me consider way more options for knights. There’s even a slight chance that non-nurgle daemons won’t suck when allied with them.

    But for the love of God. This is another in the line of “please stop taking the astra militarum CP battery battalion”. Just remove it from the fucking game. Why is that even a mechanic? 5+ to get CP. “Games are not finishing, let’s add more rolls – that’ll help”. It’s auto-take for most armies. If they REALLY need a mechanic like that, just do +2 CP or whatever.

    “But it’s fine, not every imperium list has the CP battery battalion”. Oh ok, just 80%+ of top imperium lists. Oh OK. That’s totally fine, lol. Silly me.

    • Zool June 23, 2018 9:58 am #

      They should FAQ the detachment rule to reduce the command point benefit to the original 3 points point if the army is not from same codex.
      Or rather give 2 CP bonus for each detachment if u have them from same codex. If not u gain the old rulebook points.

      • Fluorescent Alpaca June 23, 2018 10:39 pm #

        This is a great idea. Part of the problem with the CP battery aside from guard being able to do it very cheap is that knights are able to make everyone their warlord it seems. If knights couldn’t take relics as a result of the CP battery, then they might be more tame. But they are for sure a CP thirsty army so you can’t really blame top players for taking what they have available to them.

        I back to your original point there is very little incentive to take a “single book” army, which would really only be an army whose 2000pts fills out a brigade so you take that. If knights had more limited CP access then that would probably balance them out and be overall more beneficial for the game

  8. Kevin Lantz June 23, 2018 12:43 am #

    Seems wise to not include chapter traits/mark rules right off, I’d imagine there are some abuses that can come up quickly (like teeznetch guys getting +1 to invulnerables getting applied to the knights)

  9. Zool June 23, 2018 1:53 am #

    Now we only need a FAQ for other LoW points decrease. Bare Wraithknight for 402 points vs 285 knight.

    • rvd1ofakind June 23, 2018 5:40 am #

      Just distrubute his points to guardians, rangers,spears and the must take HQs 😉

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