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How to Play 40k Imperial Knights Codex: Review

imperial knights codex product shot with art behind of knight striding to battle warhammer 40k

Charge the field with the new Imperial Knights 40k 10th Edition codex and our guide to all the how-to-play strategies, index changes, and rules review!

Updated on September 6th, 2025, by Rob Baer with the latest Imperial Knights codex rules! 

The Imperial Knights have been updated again for 10th Edition Warhammer 40k. If your idea of battlefield control includes giant chainswords, stomping feet, and just the right amount of humongous weaponry, this guide covers what’s changed and what still hits hard.

From points adjustments to cleaner datasheets, we’ve pulled together the key info, without the fluff, to help you charge into the new rules with purpose.

What’s the Deal With The Updated Codex? 

Summarize Article:

Imperial Knight Defender 3Games Workshop dropped a hefty points and Codex update for Imperial Knights, and let’s just say, things are shifting. These come just a few weeks after the Imperial Knights index changes because the Knights were destroying most tournaments. 

Toughness Down, Wounds Up: Durability’s New Face 

Every knight model lost a point of Toughness across the board, but don’t panic just yet; they’ve also gained wounds. Armigers got two more, while Questoris and Dominus frames received four.

This doesn’t fully cancel out the durability drop, especially against Strength 6 weapons (looking at you, Plasma), but it’s a solid buffer against chip damage and annoying stratagems like Grenades or powers like Doombolt.

Dominus Knights also saw their save drop from 2+ to 3+, which stings a bit but makes sense given their new, cheaper price tag.

OC and Bracketing: No More Objective Squatting

Imperial Knights Combat PatrolArmigers dropping from OC 8 to OC 6 is a quiet but significant shift. They can’t just walk onto an objective and bully out most units anymore. On top of that, Armigers now bracket harder. When they drop to 5 wounds or fewer, not only do they get worse stats, but their OC halves to 3. So, that one-wound survivor isn’t stealing the game-winning objective on a technicality anymore.

You’ll need to be a little more cautious with positioning and less reckless with mid-board pushes, but hey, it’s not like Chaos Knights didn’t get hit the same way.

Points Hike and List Building

new-imperial-knights-warhammer-40k-rulesThe biggest change from the latest rules is that Imperial Knights got pricier:

  • Armigers: +10 points each
  • Questoris and Cerastus Knights: +30–40 points
  • Canis Rex: +35 points

That means fitting five Titanic Knights into a 2,000-point list is no longer possible, at least not without sacrifices elsewhere. The days of spamming giant frames on a discount are over. Instead, you’ll be running four big Knights with Armiger support, or leaning into Armiger-heavy detachments like Spearhead-at-Arms for flexibility.

The silver lining? Fewer Knights on the table means each one matters even more, and with their wounds, Feel No Pain, and Bondsman buffs, they’re still incredibly hard to shift.

5 Biggest Changes For 40k Imperial Knights

Imperial Knights

Here’s the rundown on what’s changed, what’s new, and why your next Knight list might look a lot less copy-paste and a lot more personal.

1. Noble Lance? Gone.
The old Index detachment that gave you an army-wide 6+ Feel No Pain is off the table. That flat durability boost is out, and now you’ve got four fresh detachment options that ask you to pick a playstyle instead of just tanking everything.

2. Pick Your Path, Not Just Your Buff.
Each of the four new detachments focuses on a different Knight strategy. It’s no longer “one size fits all.”

You want more Armigers? Spearhead-at-Arms has your back. Want to charge into mid-board and start wrecking things turn two?

Valourstrike Lance is built for speed. Holding objectives like a concrete wall? Gate Warden Lance turns you into a fortress.

Looking for cinematic hero moments? Questoris Companions is basically a script for a Knight movie.

3. More Flavor, Less Spam.
The new rules lean into thematic play. Instead of just stacking all the best stats into a wall of metal, you’re encouraged to build around the detachment identity. It’s about playstyle synergy, not just raw output.

Imperial Knights Warhammer

4. Oaths Got a Makeover.
Questoris Companions let you play the Knight code like a reward system. Multiple Oaths, CP refunds, and enhancement refreshes make playing heroically feel good and efficient. It’s no longer just about slapping down a list and hitting things—it’s about hitting things with style.

5. Stratagems and Enhancements Are Sharper.
The new detachment-specific rules feel more focused. You’re not wading through generic options anymore. Each detachment has tools that actually match the theme and play pattern, making your list feel like it has a clear goal instead of just “shoot, stomp, repeat.”

Bottom line: the codex shifts Imperial Knights from a stat-block army into one where your detachment choice actually matters. More personality, more flavor, and better incentives to play into a style instead of just leaning on raw points efficiency.

Strengths of the New Imperial Knights Codex

how to play new rule codex imperial knights painted product shot of defender and book warhammer 40k

  • Detachment variety means you can tailor Knights to your style
  • More wounds offset the Toughness drop
  • Bondsman synergy makes Armigers punch far above their weight
  • Board control from sheer presence: even four Titanic Knights warp the battlefield

Weaknesses of the New Codex

imperial knight wal hor featured model

  • Points hikes reduce list flexibility and stop 5-Knight builds cold
  • Toughness drops make Knights more vulnerable to mid-strength anti-tank fire (plasma, melta, etc.)
  • Dominus save down to 3+, making them noticeably easier to chip down
  • Armiger OC nerf and harsher bracketing reduce their utility on objectives
  • Still fragile to alpha strikes, losing a big Knight early can snowball hard

40k Imperial Knights Army Rule

Imperial Knights Army Rule 240k Imperial Knights bring more than oversized cannons; they march to war under the Code Chivalric, a system that rewards bold play with extra Command Points and lasting buffs. 

Code Chivalric: Oaths and Deeds

Imperial Knights Army Rule 3At the start of the game, you swear an Oath by rolling or choosing one from this chart. Each one has a Deed to complete and a Quality your army gains until it’s fulfilled. Pull it off, and your Knights are Honoured, banking 2CP and keeping the bonuses locked in for good.

  • Lay Low the Tyrant: Hunt down an enemy Character for re-rolls to hit and wound every time you shoot or fight.
  • Reclaim the Realm: Win on objectives with added movement and charge distance.
  • Reap a Great Tally: Destroy enough units to meet the round’s tally, feeding the Oath with pure carnage.

Each Oath demands aggressive play, rewarding you with CP and buffs that shift momentum in your favor.

Bondsman Abilities: Big Knights Make Small Knights Deadly

Imperial Knights Army RulesThe calling card of Imperial Knights is the Bondsman ability. Your larger Knights empower nearby Armigers, giving them sharper accuracy, better AP, or sustained hits. Armigers may look like the “little guys,” but under Bondsman orders, they can punch way above their weight

How Imperial Knights Win

Knights don’t play cautiously; they crash through missions with clear goals, powered-up Armigers, and movement rules that keep them pressing forward.

  • Swear an Oath: Set the tone with mission-driven aggression.
  • Buff your Armigers: Turn them into precise killing machines.
  • Leverage mobility and allies: Use Super-Heavy Walker freedom and Freeblade flexibility to stay in control.

Imperial Knights win by seizing ground, smashing priority targets, and riding their Oaths to victory. Pick your Deed, prove your worth, and leave nothing standing.

Imperial Knights 40k Detachments & Rules

Imperial knight group

The Imperial Knights 40k Codex doesn’t just hand out bigger guns; it reshapes how you play through four distinct detachments. Each one brings its own flavor, shifting the way your titans and Armigers hit the table.

Each detachment rewards a different flavor of Knight play, whether you want swarming Armigers, fast and aggressive pushes, defensive anchors, or heroic duels. Let’s break them down.

Spearhead-at-Arms Detachment: Armigers Front and Center

Spearhead at Arms DetachmentDetachment Rule- Knightly Teachings: Each Bondsman ability can affect up to three Armigers if they’re near an Honoured Knight. Oh, and Armigers gain Battleline, turning the “little guys” into the backbone of your Household.

Playstyle: Flood the board with Armigers, buff them into monsters, and overwhelm opponents with sheer efficiency.

Enhancements:

  • Mentor’s Pride: Reroll a hit once per attack.
  • Fables of Nightmare: Precision on melee.
  • Tales of Heroism: +1 to Hit and Wound when charging.
  • Martial Tuition: Armigers use Counter-offensive for free.

Spearhead at Arms DetachmentStratagem Highlights: Armigers shoot after falling back, gain Rapid Fire 1, stack AP in melee, or just shrug off AP modifiers. A toolbox built for swarming mid-board.

Valourstrike Lance Detachment: Speed and Smash

Valourstrike LanceDetachment Rule- Bold Gallantry: Reroll Advance rolls, and if a Knight Advances, their ranged weapons gain [ASSAULT]. Suddenly, your titans aren’t just fast, they’re gunning while on the move.

Playstyle: Push forward hard with aggressive charges and mobile firepower. Perfect for players who want to close the gap fast.

Enhancements:

  • Iron Chalice: Heal or ignore wounds.
  • Evanescent Ion: Grants Stealth.
  • Judicant’s Helm: Ignore Cover.
  • Lancer’s Sigil: Reroll Charges.

Valourstrike Lance 2Stratagem Highlights: Advance and charge with Full Tilt, slam enemies with Thunderstomp, give weapons Lethal Hits, rotate shields for a 4++ save, and even sneak in a movement trick during the opponent’s phase.

Gate Warden Lance Detachment: Hold the Line

Gate Warden Lance DetachmentDetachment Rule- Dauntless Defenders: Pick two objectives as “foundations.” Knights defending them ignore hit modifiers and gain Sustained Hits 1. If one falls, choose a new one.

Playstyle: Dig in, control the board, and grind opponents out with sheer resilience.

Enhancements:

  • Acquisitor-at-Arms: Buffs Bondsman WS/BS on defensive duty.
  • Purgation’s Hand: Reroll 1s in melee.
  • Augury Halo: Ignore Cover.
  • Vengeful Tread: Tank Shock on demand.

Gate Warden Lance Detachment 2Stratagem Highlights: 5+crits, boosted weapons, big movement for defenders, and even battlefield-wide Battle-shock pressure. A proper castle detachment.

Questoris Companions Detachment: Hero Knights

Questoris Companions DetachmentDetachment Rule- Heroes of Legend: Multiple Oaths at once, CP for completing Deeds, and refreshed enhancements when new Oaths are achieved. Knights living their best heroic saga.

heroes of LegendsPlaystyle: Lean into centerpiece Knights backed by Oaths and CP swings that keep the army fighting at peak efficiency.

Enhancements:

  • Herald of Triumph: Enemies take -1 to Battle-shock near your charge.
  • Wyrmslayer Divination: Reroll hits vs flyers.
  • Pennant of Silvered Fury: Sustained Hits 2 in melee.
  • Crushing Condemnation: Mortal wounds when destroying units in melee.

Questoris Companions Detachment 2Stratagem Highlights: Fight after falling back, charge after advancing, heroic duels, OC boosts, and even a clutch Feel No Pain 6+. Pure narrative swagger turned competitive muscle.

Which Detachment Fits You?

  • Spearhead-at-Arms: Armiger spam with big buffs.
  • Valourstrike Lance: Aggressive charges and speed plays.
  • Gate Warden Lance: Objective-focused defense and grinding firepower.
  • Questoris Companions: Heroic centerpiece Knights with Oath-driven power.

Each detachment leans into a different flavor of Knight play, from Armiger swarms to titanic duels. Whichever you choose, the Codex now gives you tools to stomp enemies your way.

Imperial Knights 40k Datasheet Analysis

Imperial knights wal hor

Let’s break down the key datasheets that define the army’s identity, as outlined in Warhammer 40k Imperial Knights Codex. 

Units With Defined Roles

Points went up, but unit clarity is sharper than ever.

  • Castellan: Long-range firebase, Volcano Lance deletes tanks, Ion Aegis protects Armigers.
  • Errant: Mid-board brawler with Thermal Cannon and an [ASSAULT] Bondsman buff for Armigers.
  • Preceptor: Hit rerolls for Armigers, best force-multiplier Knight.
  • Gallant: Cheap melee missile with charge buffs.
  • Defender: Objective anchor, handing out damage reduction and invuln saves.
  • Canis Rex: Hero centerpiece with built-in rerolls, plus Sir Hekhtur fighting on after the chassis drops.
  • Helverin: Suppresses infantry and cripples accuracy with autocannons.
  • Warglaive: Flanker with thermal spear and chain-cleaver pressure.

Knight Castellan

Knight Castellan Datasheet 2Role: Titanic long-range fire support.
Highlights: Volcano Lance deletes enemy tanks, Plasma Decimator shreds infantry, Ion Aegis grants nearby Armigers cover, and re-rolling damage against Monsters and Vehicles.
Use: Park it on the backline and watch it erase priority targets while shielding Armigers. The Castellan is your anchor for ranged dominance.

Armiger Helverin

Helvrin RulesRole: Suppression fire specialist.
Highlights: Dual autocannons pump out long-range shots, Heavy Stubber adds chip fire, and Suppression Protocols impose -1 to Hit on enemies they tag.
Use: A perfect Armiger for harassing infantry and crippling light vehicles. Take multiples to stack debuffs and keep opponents swinging at shadows.

Knight Errant

Knight Errant RuleRole: Mid-range brawler.
Highlights: Thermal Cannon for tank hunting, Reaper Chainsword for melee pressure, Bondsman ability grants Armigers the [ASSAULT] keyword, and adds 1 to hit.
Use: A flexible frontline piece that buffs Armigers while smashing through objectives. Great for aggressive pushes into mid-board.

Knight Preceptor

Knight PReceptor RulesRole: Armiger commander.
Highlights: Mentor Bondsman ability gives Armigers rerolls to wound, wide array of weapon options, and solid melee backup.
Use: Best taken when you’re running multiple Armigers; his buffs turn Helverins and Warglaives into real threats.

Canis Rex (and Sir Hekhtur)

Canis Rex RulesRole: Hero centerpiece Knight.
Highlights: Legendary Freeblade with CP reduction, getting rid of battleshock, and unique relic melee weapon Freedom’s Hand. Sir Hekhtur fights on as a Lone Operative when the Knight is destroyed.
Use: Thematic, durable, and effective. Canis brings narrative flair without sacrificing competitive strength.

Knight Gallant

Knight Gallant RulesRole: Close-combat wrecking ball.
Highlights: Reaper Chainsword and Thunderstrike Gauntlet devastate anything up close, Bondsman ability gives Armigers Charge rerolls, and Martial Pride adds 3″ to Consolidation moves.
Use: Cheap Questoris chassis built for board pressure. Point it at the enemy, and something is getting smashed.

Armiger Warglaive

Armiger Warglaive RulesRole: Mobile tank hunter.
Highlights: Thermal Spear melts armor, Reaper Chain-cleaver tears through multi-wound infantry, and Impetuous Glory buffs melee when charging.
Use: Excellent flanker. Pair with a Preceptor or Errant for Bondsman buffs and watch them shred vehicles and elite units.

Knight Defender

Knight Defender RulesRole: Defensive anchor.
Highlights: Conversion Beam Obliterator for long-range shots, Bondsman ability reduces damage taken, and Selfless Protector hands out a 4++ invulnerable save.
Use: Plant it on an objective and dare opponents to dislodge it. Its auras make your army harder to kill, and the weapons keep enemies honest.

Takeaway

Imperial Knights datasheets cover every battlefield role. The Castellan locks down fire lanes, the Gallant rushes into melee, Errants and Warglaives push mid-board, and Preceptors keep Armigers efficient. Canis Rex stands tall as the hero pick, while the Defender brings pure utility. With the right mix, your Household can flex between board control, raw damage, and durability.

Why Play Imperial Knights Now?

imperial knights clip art

Because they have landed in a healthier spot than they’ve been in months. Lists actually have variety, Bondsman buffs are impactful without being fiddly, and the new detachments give the whole army strong identity.

On the table, Knights still dominate space, dictate movement, and force opponents to answer the question: Can you handle this much armor?

  • Four big Knights is the sweet spot for 2,000 points.
  • Armigers matter more than ever as Battleline in certain detachments and as efficient damage dealers.
  • Bondsman abilities are simple, strong, and rewarding to play around.
  • Board control is still yours. You’re not just durable, you’re dictating tempo.

Imperial Knights aren’t just stompy robots anymore. With the Codex, points shakeups, and four flavorful detachments, they feel like a faction with real identity baked into every list. You can run Armiger swarms, charge headlong with Valourstrike, hunker down with Gate Warden, or tell heroic sagas with Questoris Companions.

So whether you’re here for the crunch of CP tricks, the spectacle of five titans striding across no man’s land, or just the joy of saying “my little Armiger just killed a tank,” Imperial Knights deliver. Get your banners ready, swear your Oaths, and let the galaxy tremble.

Where to Get the Imperial Knights 10th Edition Codex

Imperial Knights 10th Edition Codex new product shot

Snag your new codex goodies from our handpicked list of retailers, and give us a high-five in support! Every qualifying purchase helps Spikey Bits keep the lights on and the fun going. 

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Quick Order Links To Get 15% Off or More:

You can save even more on your purchase by using our exclusive list of redeemable discount codes from some of the best hobby retailers and miniature manufacturers!

If you’re looking for the Imperial Knights PDF, Wahapedia is the go-to spot for free reference material, but if you want the full book with lore, art, and all the extras, Games Workshop’s official version is the way to go.

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