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IMPERIAL KNIGHTS: KNIGHT ARMIGERS
Regular price €70,00 EURRegular priceUnit price per -
IMPERIAL KNIGHTS: KNIGHT DOMINUS
Regular price €145,00 EURRegular priceUnit price per -
IMPERIAL KNIGHTS: KNIGHT QUESTORIS
Regular price €140,00 EURRegular priceUnit price per -
LEGIONS IMPERIALIS: QUESTORIS KNIGHTS
Regular price €35,00 EURRegular priceUnit price per
Cut off from the rest of humanity for countless years, knightly houses formed around these ancient relic machines as the defensive armies of their galactic regions. Now reunited with the wider Imperium, squadrons of Imperial Knights now take the field in the service of the Imperium, Forge Worlds, or any other human ally that may have need of them.
A force of knights may be few in number, often less than ten total machines, but each is capable of dispatching enemies many times their number. The most commonly seen are the smaller Errant pattern and the larger Paladin pattern, each with several variants best suited to close combat, ranged combat, or specialist roles.
Using the Imperial Knights in a game of 40k can take a great deal of skill as you are limited to using only a handful of units, even if they are extremely powerful ones. Your knights will be able to deal with almost any threat the enemy can bring, but knowing exactly where to go and which targets to prioritise is the key to victory.
Getting started with Imperial Knights
If you’re founding a house of Imperial Knights in Malta, these are the key kits:
- Armiger Warglaives - Smaller machines used as forward scouts, even these relatively tiny knights are capable of taking apart armoured targets.
- Armiger Helverins - A specialist ranged Armiger variant, the Helverins can lay down a brutal hail of fire from the rear of a Knight host.
- Knight Paladin -A versatile mobile fortress, the Paladin is equally equipped to annihilate targets at range and shred them up close.
- Canis Rex - A unique Knight Preceptor, the Canis Rex piloted by Sir Hekhtur has become a legend amongst the forces of the Imperium.