There are some images and rules leaks that are coming out for the Imperial Knights. Lets dig in. 

There are two sets..... the first is from Valrak most likely accurate, while the second looks rather sketchy. 




via Chapter Master Valrak
Was sent this, Codex will be out on May 7th apparently below are some changes taken from the book:
  • Ion Shields still 5+ invul to range only
  • Mechanicus Knights gets heal 1 wound per turn. Imperialis Knights get +1" to pile in/consolidate
  • Mechanicus Knights' Heavy Stubber is AP 0 but Imperialis Heavy Stubber is AP -1
  • Armiger Autocannons still 1d3 shots (per cannon) but now AP-2
  • Thermal Spear is Heavy 2, S9, and if within half range (15") d6+2 damage
  • Volcano Lance is heavy d3, s16, ap -5, d6+8, Blast
  • Valiant Harpoon and Flamer haven't changed much. Both 18". Flamer 3d6 shots, s7, ap-2, 2 damage. Harpoon is +1 to hit against vehicles/monsters, s16, ap-6, damage 10 + 3 mortal wounds. Both Dominus chassis go up to 2+ save, no increase in wounds.
  • Questoris Knights can give a single Armiger within range (12") a boost in the Command Phase. 
  • Gallants -> +1 WS
  • Crusaders -> +1 BS
  • Warden -> 'Counts as 10 models for objectives'
  • Errant -> +1 to advance/charge
  • Paladin -> Reroll a hit roll/a wound roll of 1
  • All last until the next command phase.



Not quite certain where these originated, but were sent in here by a reader showing point costs. 




 
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