Jump to ratings and reviews
Rate this book
Rate this book
Pre-owned Codex: Imperial Knights for 7th Edition Warhammer 40k. Please note that this is not the current edition and is for 7th Edition Warhammer 40k. CONDITION Very Good // An item with very minor, if any, shelfwear. Occasional scuffs on exterior but spine and interior pages in like-new condition. May have price / shop sticker on packaging or book cover. Packaging for long-OOP items may be worn or damaged, but items are complete and without damage.

64 pages, Hardcover

First published January 1, 2013

2 people are currently reading
29 people want to read

About the author

Games Workshop

1,016 books108 followers
Games Workshop Group PLC (often abbreviated as GW) is a British miniature wargaming manufacturing company. Games Workshop is best known as developer and publisher of the tabletop wargames Warhammer, Warhammer 40,000 and The Lord of the Rings Strategy Battle Game.

Ratings & Reviews

What do you think?
Rate this book

Friends & Following

Create a free account to discover what your friends think of this book!

Community Reviews

5 stars
7 (17%)
4 stars
19 (47%)
3 stars
10 (25%)
2 stars
4 (10%)
1 star
0 (0%)
Displaying 1 - 3 of 3 reviews
Profile Image for Callum Shephard.
324 reviews43 followers
May 19, 2015
If you ever wanted to pin down exactly what's wrong with Games Workshop's approach to lore this edition, look no further. Oh, it's that the lore itself is bad, but when you actually stop to compare this with the prior codex, you'll quickly pick out where things have gone off of the rails.

This is how the old codex looked for the first twelve pages or so as it fleshed out their history, traditions and nature.


http://4.bp.blogspot.com/-Ex5DxGl4wSE...

How does the new and supposedly improved Codex: Imperial Knights look by comparison?

http://3.bp.blogspot.com/-15p84j_tYa4...

This is padding at its finest. They didn't even bother to just copy and paste old information. What we're left with is Codex: Imperial Knights concentrate as a result, with all the prior information condensed down into a third of the overall word count. As such, while it conveys the general basic information, no time is spent on the more minor aspects of the technology, development of those worlds or even how the individual Houses behave. This could perhaps be understood if the codex had a substantially shorter page count, but it's actually the complete opposite.

The old codex: 64 pages in length.

The new codex: 120 pages in length.

The writers here had twice the space to work with here, and almost all of it is wasted rapidly padding out the book and shoving massive bits of (recycled or otherwise) artwork next to them. As such, what you're buying offers only a fraction of the background information this should ultimately be showing people. At its best it's offering somewhat shorter versions of old lore, and at worst its lacking so much of the depth the prior book contained.

There are also entire sections of once prominent information or useful passages which are now completely missing from this codex. The Ritual of Becoming and nature of each Throne Mechanicum is missing almost entirely from the beginning, and only is offered a handful of mentions here and there. The large viewpoint short tales showing a noble linking into his war machine, fighting against impossible odds or even some of the basic intricacies which seemed so fitting of the setting. Notably one bit I couldn't help but grin at, which had each noble entering their mech of choice Thunderbirds style.

Even the very timeline itself is a mere shadow of its previous volume, with information and meaning behind so much of what was once interesting ditched entirely. You're lucky to get a sentence at all to help properly define or even explain certain historical events, and these fail to have the same world-building impact of past works. Compare the following for example:

The old codex lists the following for one event:
"112.M41 First Contact
The Imperium makes first contact with the Knight world of Kragh after a localised warp storm, which has been raging for over twenty millennia, finally abates. Though much of the planet's surviving technology is revealed to be incredibly archaic, the Knight suits remain in remarkable condition thanks to a long-lost piece of STC technology. Initial attempts to integrate Kragh into the Imperial fold are met with open hostility as the planet's two knightly houses react to the perceived threat with deadly force. Peace is finally brokered by Baron Jakobus, a venerable Knight Seneschal greatly respected by both houses - but the fragile ceasefire is jeopardized almost immediately as a trio of Tech Adepts attempt to recover the priceless STC archeotech and return it to Mars."

Now, compare this with what's listed in the new book on this timeline:
"11.M41 New Contact
The Imperium makes first contact with the Knight world of Kragh after a localised Warp storm finally abates. It had raged for over twenty millennia without pause."

Yeah. Anyone else get the feeling the writers were skipping over a few things here? The sad thing is that this is the case for just about every single last event in the timeline, with only one or two getting even half the detailed length of the prior codex's events; and one of those is explaining what the Age of bloody Technology was!

Do you want to know why this was done as well? Not because they had fewer pages to work with (the timeline in both editions takes up four pages) but because someone thought it would be a brilliant idea to have stonking great images of Knights taking up almost half of each page. Yeah, above all else in this codex, the background hasn't been sidelined and stripped down to make room for more rules, it's to make way for more images. Even as padding this makes no sense, as this is requiring far more effort than even just copying, pasting and slightly editing material from the past codex. In a few ways, i'm personally not sure if this was a better move or not.

Despite these criticisms, it would be wrong to say that there wasn't some push to try and have new information to support this. There are actually some interesting angles which were pursued to try and flesh out the universe and this setting. The problem here truly stems from the focus and way they went about this, and sadly actually diminishes the universe as a result. This is best seen in the hierarchy listed for each House, divided between those who are Imperial allied and Mechanicus allied. Now, on the one hand this is a very good thing as it does help to offer further insight into how certain Houses operate and how they differ from one another.


At the Mechanicus end, we have a series of ranks such as "Forge Master" "Master of Lore" and others all led by a Princeps. The layout is more expected of such a highly organised force, and the lore here specifies that they are less individual powers and more cogs in a greater machine. As such, they are more frequently used to augment Titan Legions, accompany Explorator fleets and the fact they share a rank with a Titan commander actually makes a degree of sense. While there is a notable problem in certain ranks (notably "Master of Vox" being seemingly irrelevant and useless given their structure), and it does fail to truly remain in-keeping with any feudal elements, those after a Mechanicus style army of mecha now have this option to work with. This isn't the problem here, the problem comes from when you move over to the Imperial one.

By comparison, the Imperial House is noted to be far more feudal, emulating certain chivalry elements far more and there is more of a focus upon ruling individual lands. Most of the Knights themselves are listed to be scattered across a world, securing certain holdings and governed by a single High King. It's structured and regimented, with Barons ruling in his stead and helping rule the world province by province. Now, this sounds good initially, until you realise this is exactly the same structure as the Mechanicus allied Houses, just with a few names changed. To make matters worse, this isn't just making it the same as that book, it's Codex smegging Astartes syndrome all over again.
You've probably seen this for yourself in a few books, where all of a sudden an army's structure is rearranged until it's suspiciously like the tried and tested format used for genetic space marine chapters. Each House now consists of several detachments, each leader being a specialist elite led in some field and their leader elevated from their ranks to lead them all. This might sound generic, but when you really stop and compare the two, you could easily switch this into a Space Marine chapter's organisation and not even need to change ranks.

A bigger problem on this front stems from the fact that, on the whole, the structure listed in this book is supposed to be the definitive way all Houses work now. This isn't with some degree of variation, some smaller allowances for deviation or even entirely new forms, instead these two examples are supposed to cover every single Knight World in the entire Imperium. This removes a lot of opportunities for player creativity, but more importantly it makes the setting itself feel far smaller as a result, with so little diversity on offer by comparison. Oh, and atop that there's also the problem of treating the Imperial Knights as a standing army. While they might be a military force, what's in here should be more akin to Bretonnia or with only one or small groups of knights serving as watchmen for a province. What we have here instead suggests that the Knights effectively act in company formations, as the astartes so often do. Of course, once you actually skim through the bits on each House in turn, it seems that someone had the exact opposite idea, and took it to its ultimate extreme.

In a move which makes Codex: Tempestus Militarum's own bloated repetitive padding look conservative, we have countless pages about individual Knights. No, really, its the same few variants of the same image, with a few heads, weapons and colours changed, and two paragraphs added per one. This is done for each and every notable mech of House Terryn and House Raven, focusing less upon the Houses themselves than who is leading them at this time. Thirty-four pages in total cover this, along with the secondary Houses, and just as soon as you think it's over the book start's on the Freeblades. Over a quarter of the damn book is just devoted to page after page of the same thing, with incredibly little lore, when all of this could have easily been narrowed down to perhaps twelve in total. Hell, you could have ripped most of these out of the book and no one would have batted an eye.



The only good news here is that, again, there were some efforts to push for something better here. One of the big problems in the setting has always been how static things are, so with here several houses have been noted to change their heraldry over time. Several images depict each stage of this evolution, with small notes depicting what each addition connoted to the House. The problem is all of this stops as soon as they join the Imperium. What's listed here is just from M24-31, meaning that everything stops as soon as they rejoin the Imperium itself. Good idea, poor execution. The individual Knights depicted and their histories are also a decidedly mixed bunch. Some work well, others feel like pointless additions while others seem oddly off-kilter. Notably one Terryn Knight by the name of Alarbus contains the following passage, which is little more than shallow explosive bolter porn than anything with actual substance behind it:

"In his Knight Gallant, Honoured Vigilance, Sir Alarbus has already begun to forge a name for himself amongst his house's many heroes and veterans. To earn the blue and red stripes that honour House Terryn and the Imperium, a Knight must single-handedly slay a Titan-class foe. Although still reckoned young, the Noble Alarbus has already done so twice, earning stripes for both his reaper chainsword and thunderstrike gauntlet. He earned the first by felling a mountainous Gargant when his lance were sent to halt the rampages of Waaagh! Grazguts. Hard pressed by the Gargant's guns, the intrepid Knight hacked through the Ork machine's protective plates, before hoisting himself into the beast's iron belly, carving his way through and out the other side of the behemoth just before the Gargant's damage engines exploded catastrophically."

Anyone else thinking this guy's second name is Draigo at this point? It's admittedly one of the more extreme examples, but it shows just how badly some are put together. They do little to really examine the history behind the machine, use the pilot as a possible example to represent an aspect of his House, and it's the same old exaggerated bolter porn we've seen a thousand times over. There's no energy to it, nothing fun or suggesting the writer was really invested in this story, it's some stupidly exaggerated tale but without the fun of being stupidly exaggerated or nuts, and written in an insanely by the numbers style. By comparison a number of others, especially the Freeblades, stand out well as they add to the scale of the setting and truly seem to fit in well with the more fantastical or archaic styles of the setting. Geranitus and The Living Litany are two such examples of near legendary questing Knights done well. Others such as The White Warden (linked to the Red Waaagh! Games Workshop keeps pushing) is one driven into taking up the Freeblade life thanks to political scapegoating on his world and internal disputes.

Now, if there is one problem above all others which needs to be highlighted and brought to the fore, it's how the codex treats Knight technology. As in, it treats it as if no one ever understood or remembered how to ever make Knights or any of the systems relating to them. Yeah, at every point the book goes the extra mile to slam home how making the Knights, the Throne Mechanicum or even the teachings given to the Sacristans are all somehow lost to time. Sure, it's a common thing in the Imperium, but the problem is that Codex: Imperial Knights was built itself upon establishing how the mechs were an exception to this rule. One of the main reasons, after all, that they hold such close ties to the Mechanicus was thanks to the Tech-Priests building, restoring and teaching them how to use their machines following Old Night. The new codex seems to forget this little detail, repeatedly bashing the reader with sections like this:

"Long ago it was realised that it mattered little if Knights marches out to protect their world only to return to find their strongholds in ruin. Without the irreparable equipment and mechanisms of the Chamber of Echoes and the Sanctuary, no new Rituals of becoming could take place, nor could Knights be repaired."

Overall, while you can appreciate the writers attempting to expand upon what was established, Codex: Imperial Knights is a definite misfire in terms of lore. Getting so many details of past books wrong, wasting pages on pointless padding, lacking the detail found in the past codex and really limiting the army's potential, it's a definite failure on almost every level. Certainly not a bad one, and not offensive enough to be remembered as a monumental slump in writing, but a sign that the perpetual wave of releases is harming the creativity of these codices. If you're buying these for the background or love of the universe, in all honesty you're better off with last edition's codex. Definitely save your money for something better than this rushed joke of a book.

So, that's the lore done and now onto the rules. People knew quite early on what we were going to get with this one, a few Knights with some slightly shiner helmets and bigger guns, and a giant power fist. While sadly not accompanied by, say, militia from a Knight world or something to help better flesh this out into an army. On the one hand, sure this is understandable. It's the whole point of their lore and they're supposed to serve as a supporting force. On the other though it's a little hard not to look at a book consisting of nothing but super heavy vehicles and not raise an eyebrow at just how hard Games Workshop seems to be pushing the Apocalypse angle of bigger guns into standard Warhammer 40,000. Honestly, the only thing which really saved it was thanks to the older book retaining a few obvious weaknesses to exploit, requiring backup from more traditional units and some of the best lore written in years.

If there is one thing to say about this new codex, it does improve upon the old one when it comes to rules. Not an admittedly hard effort given there was barely enough content in the prior edition to fill a White Dwarf article, but they didn't entirely skimp on things here either. The biggest difference right from the get-go is the equipment each Knight can be outfitted with. Notable among the new options are the addition of carapace mounted weapons. These add, atop the main arms and stubbers, the option for each Knight to carry a Reaver Titan style backup weapon to augment its firepower. The two missile pods (Ironstorm and Stormspear) are what you'd expect, with one being a Strength 5 Large Blast weapon, and the other firing off trios of krak missiles each turn. The real fun comes in the form of the Icarus Autocannon, a twin-linked weapon which offers Skyfire and Interceptor among its effects. Yeah, the Knights are no longer reliant upon Heavy Stubbers to shoot down aircraft. It's nothing which is going to ever overshadow dedicated weapons, but it's helpful in offering the Knights a little more suitability given their points costs.



In terms of main arm weapons we now have the Avenger Gatling Cannon (Stolen from the Strike Fighter of the same name and given an upgrade to make it Heavy 12 and Rending!) and the Thunderstrike Gauntlet. The Avenger is definitely the cheesiest among the new cannons, and it's not hard to see why. On the Strike Fighter it was already lovingly known as the "Fuck Space Marines" gun, and now with a greater output it can punch holes in just about any infantry in moments. It's thankfully limited to only a couple of variants, but i'd really like to know who the hell thought giving an already infamously powerful "rip and tear" gun an upgrade was a good idea. It's not especially fun so much as just watching the army quickly die.
By comparison the Thunderstrike Gauntlet holds up far better as a dumb if incredibly fun weapon. At Strength D - because by this point there seems to be some mandatory decree that there be at least one per codex - it's hitting as hard as you'd expect as a glorified power fist, but then you have the rules. Taking one of the Giant options from Fantasy, the Knight can now pick up and throw things at people. Yep, the rules for this are as follows -

"If an Imperial Knight fighting with a Thunderstrike Gauntlet destroy an enemy Monstrous Creature or vehicle in the Fight sub-phase, it can choose to hurl it (Gargantuan Creatures, Super-heavy vehicles and buildings cannot be hurles). If a vehicle was destroyed as a result of suffering an Explodes! result on the Vehicle Damage table, resolve any damage before hurling it. Any passengers must make an emergency disembarkation before their transport vehicle is hurled. To hurl an enemy model, immediately resolved a shooting attack against an enemy unit within 12" that is not locked in combat using the profile below. A hurled model is removed from the battlefield after the attack has been resolved."

While sadly not as fun as "Pick up and..." from the other armybooks, you can at least now imagine a Knight scooping up a Land Raider and crushing Dante beneath its burning wreck. To make matters even more hilarious, The strength of this attack is always equal to the Toughness or front Armour Value of the hurled object. It's dumb to be sure, but it's one of these ones which is frankly too hilariously dumb to be mad about. If anything it's just a shame they didn't take things a step further via Pacific Rim rocket punches.

Atop of the basic guns we also have a few unique items of note in here, which does help with the knightly theme. Let's face it, most legends revolving around crusades, chivalry and knights involve a few legendary weapons, from Excalibur to Joan of Arc's famous blade. In this case it's less weapons and more general items though.

Click on the links to read these articles in full.
Profile Image for Emmalee.
303 reviews1 follower
August 29, 2014
(this is a 6th edition review, basically the first codex for this army)

This is really the most disappointing codex's for the price. One model, two different builds, that's it. The fluff is good, but for what you get, it's not really worth the money.

They've put out a lot of supplements here and there or Apoc stuff for the knights, but the codex itself is very plain. Maybe in future updates they'll be more in it.
Profile Image for Ian Williams.
44 reviews1 follower
March 20, 2014
Good amount of fluff and details, but when it comes down to it, it's a 90 page book, for one model. The references to the Horus Heresy book Mechanicum are nice, but also maddenly different than what's described in the novel.
Displaying 1 - 3 of 3 reviews

Can't find what you're looking for?

Get help and learn more about the design.