Charge the field with the Imperial Knights and our guide to their 10th Edition Warhammer 40k index, how-to-play strategies, upcoming codex changes, and rules review!
Updated on June 19th, 2025, by Rob Baer with the latest Imperial Knights index 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 Index?
Games Workshop dropped a hefty points and index update for Imperial Knights, and let’s just say—things are shifting. If you were hoping for a codex around the corner, think again. These changes suggest we won’t be seeing the new Imperial Knights codex until later this year, likely in the early fall.
So in the meantime, here’s what’s changed, why it matters, and how to get the most out of your stompy metal titans on the tabletop. This also probably means you won’t see the Defender rules or kit for a while as well. So, just something to chew on before we go into the rules.
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
Armigers 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.
Feel No Pain: Noble Lance Keeps It Classy
Here’s where the Imperial Knights flex their advantage—Noble Lance Detachment gives every model a 6+ Feel No Pain. It’s not game-breaking, but it’s solid. Those bonus wounds? They just got about 20% better. For your big knights, that’s like gaining an extra wound outright. So while Chaos Knights scramble with fewer tools, Imperials get to shrug off that last bit of incoming fire with some actual staying power.
Points Drop: Titanic Knights Now on Sale
This is the fun part: Every Titanic Knight got cheaper—way cheaper. We’re talking 70 to 115 points off, depending on the chassis. Now your list can comfortably fit five big boys without having to skimp on upgrades. The Dominus class dropped to 395 points, with other mainline Knights settling in the 345–365 range. Even Canis Rex comes in at just 380.
This opens the door to some exciting list builds that were previously just a meme. Five big knights in a 2,000-point list? That’s not just possible—it’s viable.
GW Reveals Bold Update to Imperial Knights 40k Rules
Imperial Knights in 10th Edition are all about battlefield dominance through overwhelming force, board control, and now—surprisingly—efficient list flexibility. You’re not here to dance around the meta. You’re here to stomp through it with a wall of armor, a cascade of firepower, and a banner of honor fluttering over the ruins of your opponent’s hopes.
The latest updates bring noticeable shifts: lower Toughness, more Wounds, and some massive points drops that redefine what a 2,000-point list looks like. The durability changes sting a bit—Toughness went down across the board, and Dominus-class knights dropped to a 3+ save—but you’re getting more effective wounds in return and some very spicy price cuts.
Now you can field five big Knights comfortably, backed by Armigers that are tougher than they look (but slightly less annoying on objectives, thanks to a drop to OC 6 and harsher bracketing rules). You’re not trading down—you’re reshaping your threat footprint.
And don’t forget the Noble Lance detachment’s 6+ Feel No Pain. That little perk makes your new Wounds even more valuable, turning close calls into clutch survivals and adding staying power where it matters most.
This isn’t about subtle synergies or sneaky tricks. This is the knightly equivalent of kicking down the front door with a thunderous I am the meta now.
- Massive points cuts allow for Titanic-heavy lists that were previously pipe dreams
- Board presence and psychological pressure from five giant Knights is very real (about as many as you can fit into a 2k list)
- 6+ Feel No Pain from Noble Lance adds unexpected resilience
- Wound increases make up for lost Toughness in many matchups
- Simplified datasheets and playstyle mean more focus on movement, angles, and target priority
Weaknesses:
- Toughness drops make Knights more vulnerable to mid-strength anti-tank like S6 plasma and melta
- Dominus Knights now have a 3+ save, so they’re a bit squishier
- Armigers lose OC swing potential with OC 6 and a bracketing penalty that halves their objective control
- No points changes for Armigers, meaning value is now focused on the big boys
- Losing early momentum can still be punishing, especially if you’re outnumbered and cornered
Imperial Knights Army Rule
Imperial Knights bring more than firepower—they bring Code Chivalric, a rule that lets you pick one of two Oaths before the game starts. Fulfill your chosen Deed, and your army becomes Honoured, netting you 3CP and locking in some serious bonuses.
Lay Low the Tyrant gives each Knight a re-roll to hit and wound every time they shoot or fight. Take out the enemy Warlord, and you cash in big.
Reclaim the Realm boosts your movement and charges, helping you blitz objectives. Hold one in the opponent’s zone? Job done, CP earned.
Then there’s the Bondsman Abilities—signature buffs from your big Knights to nearby Armigers. They turn your smaller units into precision tools without needing aura chains or complex synergies.
Super-Heavy Walker rules keep your momentum strong, letting Knights barrel through terrain like they own the map. Sure, there’s a chance of Battle-shock if you stomp through the big stuff—but when has a Knight ever backed down from risk?
And with Freeblades, you can slot a Knight or three into any Imperium list for some bonus stomp—no strings attached.
Bottom line? Imperial Knights win through bold movement, clean target priority, and mission-focused aggression. Pick an Oath. Prove your worth. Claim your CP—and the battlefield.
Imperial Knights Detachments
Noble Lance Detachment
The Noble Lance Detachment doesn’t just roll out the red carpet—it brings a wall of adamantium and a 6+ Feel No Pain to back it up. And once your army becomes Honoured, that turns into a 5+, making your towering Knights even harder to bring down.
This detachment rewards bold play and battlefield purpose. Fulfill your Oath, earn CP, and unlock powerful synergies that turn your army into a relentless spearhead.
Stratagems like Shoulder the Burden let wounded Knights punch harder and hold longer, while Trophy Claim dares you to take down big threats for a shot at bonus CP.
And the tools? You’ve got options. Unyielding Paragon shrugs off AP. Mythic Hero doubles up your Bondsman buffs. Mysterious Guardian lets a Knight vanish and redeploy like a 50-ton ghost. It’s not just about smashing things—it’s about smashing the right things at the right time.
Index / Pre-Codex Datasheet Rules:
Let’s break down the key datasheets that define the army’s identity, as outlined in the free Imperial Knights PDF index cards.
Knight Castellan – Your Long-Range Nuke with a Side of Utility
The Castellan is finally affordable at 395 points, and it’s bringing serious heat. The Volcano Lance, Plasma Decimator, and Siegebreaker Cannons give it unmatched anti-tank presence—and it’s not like infantry want to stand anywhere near it, either.
It’s not just a turret, though. The Ion Aegis aura gives nearby Armigers Cover, which pairs nicely with their new wounds and tougher battlefield role. Throw in Titan Hunter for re-rolling 1s to damage against Monsters or Vehicles, and this thing is a walking delete button.
Yes, the 3+ save hurts a little—especially since it used to be 2+—and Toughness 12 still puts it in range of mid-strength weapons like Plasma. But now it has 28 wounds, and with Noble Lance’s 6+ Feel No Pain (or 5+ if Honoured), those wounds stick around a lot longer than you’d think.
Knight Crusader – The Reliable Workhorse
The Crusader is the Knight you can always count on. At 365 points, it brings a fantastic mix of guns without needing to specialize. Avenger Gatling Cannon for mowing infantry. Thermal Cannon or Rapid-fire Battle Cannon for tank busting. Missile pods and stubbers for good measure.
What really sets it apart, though, is Punishing Salvoes—stay still in your Movement phase, and all your guns get Sustained Hits 1. That’s a ton of extra shots. Pair it with Crusader’s Duty, and now any Armiger it bonds with hits more reliably, too.
It’s a pure shooter, but one that plays the midfield with confidence. Durable enough to hold its ground, flexible enough to answer a variety of threats, and priced just right for fitting into multi-Knight builds.
Knight Errant – Your Fast, Aggro Hammer
The Errant is here for one thing: aggression. It’s cheap at 345 points, it moves fast, and it wants to get stuck in. Its Bondsman ability boosts Advance rolls and gives ASSAULT to ranged weapons, so it doesn’t mind charging forward and shooting while doing it.
But the real spice is Aggressive Assault—if it targets the closest eligible enemy, it gets +1 to hit with ranged attacks. That’s basicallya built-in aim-bot as long as you’re pushing the pace.
Its melee loadout is no joke either. The Reaper Chainsword and Thunderstrike Gauntlet both hit like a freight train, and with Sweep profiles available, you’re not getting tied down by infantry either.
This is the Knight you throw into the breach. It’s fast, it’s brutal, and it plays the objective game surprisingly well for a big stompy robot. Want a frontline bully with tools for both ranged and melee? Errant’s your guy.
Knight Paladin – The Balanced Commander
If you want versatility with a side of finesse, the Paladin fits the bill. At 345 points, it blends solid firepower with great melee and a Bondsman ability that boosts weapons with LANCE and LETHAL HITS—a nasty combo for any Armiger buddy it buffs.
Its Seasoned Noble ability gives you one free re-roll (hit, wound, or save) per phase, which is deceptively strong. That makes it slightly more self-sufficient than the others, especially if you’re planning to hold down the center or play a reactive game.
It packs the Rapid-fire Battle Cannon or Thermal Cannon for solid ranged output, while the Chainsword or Gauntlet handles anything that gets too close. It’s not flashy, but it’s efficient, reliable, and rewards good decision-making.
Where to Get Imperial Knights
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If you’re looking for the Imperial Knights codex 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.
Major Shifts for Imperial Knights: From Index to Points Rework
This isn’t just a points update—it’s a full recalibration of how Imperial Knights hit the table. With no codex Imperial Knights in sight until likely fall, this new balance pass locks in an identity that’s clear: leaner, meaner, and slightly more vulnerable, but far more list-flexible than ever before.
You’re not just playing with a bunch of oversized guns anymore. You’re leading a precision strike force of towering legends from storied Knight houses, each walking the line between honor, obliteration, and just enough CP efficiency to keep things spicy.
Detachment Identity: Noble Lance Sets the Tone
The Noble Lance Detachment gives you something you can feel—a 6+ Feel No Pain across your whole army, upgraded to a 5+ if you become Honoured by completing your Oath (which can be really nice against devastating wounds). It’s not flashy, but it’s effective. With extra wounds across the board (+2 for Armigers, +4 for everything else), this FNP makes your big Knightly units noticeably harder to finish off.
The Noble Lance suite of Enhancements and Stratagems also feels purpose-built:
- Shoulder the Burden buffs everything—Toughness, Save, OC, even Hit rolls—when a Knight’s wounded.
- Squires’ Duty turns your Armigers into tag-team bruisers.
- Valiant Last Stand lets a fallen Knight fight posthumously in glorious anime fashion.
It’s a detachment that plays like the faction reads: durable, defiant, and willing to sell its life dearly for the Emperor.
Stratagems That Reward the Bold
Gone are the generic “reroll this” Index filler picks. Noble Lance stratagems are punchy, efficient, and actually match how Knights want to play.
Want to tank a round of lascannons? Rotate Ion Shields gives you that sweet 4++ against shooting. Need to punish a Monster or Vehicle? Trophy Claim gives you +1 to wound and a CP refund if you pull it off.
They’re not flashy trick cards—they’re timing-based force multipliers. You won’t drown in decision paralysis here. You’ll just crush what’s in front of you with the right move at the right time.
Unit Roles Are Sharper Than Ever
The points cuts (ranging from -70 to -115 for Titanic Knights) open the door to list styles that were pure theory a month ago. Five big Knights in a 2,000-point game? Totally on the table now—and they all feel distinct:
- Castellan: Long-range firebase with an Ion Aegis support aura. Great for anchoring and deleting armor.
- Crusader: Midfield control unit with flexible weapon options and buffs for standing still. A dependable generalist.
- Errant: Speed demon with melee punch and a Bondsman ability that boosts mobility and aggression. Wants to be in your opponent’s face.
- Paladin: The all-rounder leader, with rerolls and the best Bondsman for offense. Never the wrong pick.
This level of clarity makes list-building faster and in-game decision-making sharper.
Why Play Imperial Knights Right Now?
Because they’re finally in a spot where you can build a list that’s both fun and viable. You’re no longer forced to choose between “two real Knights and filler” or “overload and pray.”
- You can run five Titans and have a real game plan.
- Noble Lance keeps your force in the fight longer.
- Bondsman abilities are clean, impactful, and easy to track.
- You’re still a presence on the board—physically and tactically.
- Play bold. Play fast. Play like your name’s in a saga.
Weaknesses to Keep in Mind
- Durability Shifted: Lower Toughness across the board makes S6–S9 weapons much scarier now. Watch out for plasma, melta, and autocannon spam.
- Objective Control Got Trickier: Armigers dropped to OC 6, and they now bracket harder—losing both stats and half their OC when below five wounds.
- Recovery Is Hard: If you lose one or two big Knights early, it’s tough to claw back. Your list needs to hit hard, early, and with purpose.
- No Codex Means No Second Detachment: While Noble Lance is solid, you’re locked into one playstyle until the full codex arrives.
Latest Imperial Knights 40k Rules Updates
The latest PDF updates for the Imperial Knights Codex 10th Edition rules will be released in what Games Workshop calls a Balance Dataslate, sometimes along with accompanying points changes as well.
You can see all the latest Balance Dataslate updates here in our post, which breaks down the most recent changes.
Final Word From Us
This update isn’t a placeholder—it’s a wake-up call. Imperial Knights are back, trimmed for performance and repointed for impact. Whether you’re a long-time pilot or a fresh lancer looking to jump in, now’s the perfect time to armor up, and start working from the command phase!
Five Knights. No brakes.
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