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Lately I have been thinking about what to do with my Imperial Guard force and how to make them more interesting. My favorite part of the Imperium is the Adeptus Mechanicus and I wanted to incorporate them with my Imperial Guard somehow without actually building a skitarii or Adeptus Mechanicus force. Seeing as the Vostroyans have close(er) ties to the Adeptus Mechanicus I thought that so can my guardsmen and it leads to all sorts of cool conversion with plenty of servitors and such goodies all around. It's not that I want my guardsmen to have access to advanced equipment normally not available to the Imperial Guard but more that I want them to look more... well "40kish".
So I had the idea of basing my Imperial Guard on a so called Knight World. A feudal world with ties to the Adeptus making for a cool "techno knights" theme with officers and such having access to some nice techy-bits.
Is this okay fluffwise? Do the knight worlds have Imperial Guard garrisons and not Skitarii legions? They aren't Forgeworlds after all. Do the Knight Worlds still exist in the current fluff? Couldn't find an awful lot of info about it.
Good idea or a bad idea?
From what I remember, knight worlds are the source of pilots for 'knights', which are large walkers somewhere between a regular vehicle and a scout titan. The knight pilots form a noble class on the planets they inhabit, kind of like cyber-brettonians on crack. This way, the noble families can train their children from birth to be good pilots (I don't think knights have the one in a million requirements which a titan has).
So the footsoldiers wouldn't necesssarily look very knightly. I guess they'd be high-tech feudal troops, though, serving as a 'lance' of supporting troops for knightly families in warfare (kind of like Skitarii do in the titan legions). Using bits from Bretonnian men at arms sprues could do down very well, and be sure to give them lots of heraldry and colour schemes based on the knightly family they serve.
I had a similar idea in mind for the footsoldiers basically Bretonnian men at arms with lasguns and gasmasks. The knightly look (that is grimdark knightly look of the far future as I envision it) will be for the officers and their retinues.
The Knight class walkers present me with a bit of a problem as they are a major part of the fluff for knight worlds but I have no idea how to represent them both model wise and rules wise...
If you want a feudal army, you could just have knights on foot for veterans, command squads (and maybe sgts)
Have mounted knights count as rough riders. Or you could convert up some mecha knights to represent ogryns?
Men at arms for regular infantry.
No need for walkers. Knight class walkers do not come from Feudal worlds
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
Well, from what I'm reading he wanted some kind of Adeptus Mechanicus link and the knight worlds kind of tick the box on both counts, being both 'medieval' and high tech.
To be honest, I'd just treat them like Skitarii. You see a lot of skitarii themed armies without titans despite the fact that fluffwise it's meant to be quite rare. Assume the knights are somewhere else on the battlefield, or that the troops are defending their home planet, or that the knights have charged off and left them behind (seems quite typical behaviour). 40k outside of apocalypse scale is meant to represent small engagements often going on within larger battles, so don't worry about why these guys will have left the walkers.
And for the Dark Skitarii I'm basing them on Noise Marines!
From where I see it, you have two ways on making this work in games:
1) Base them entirely on the IG and CSM Codecies, but make a few changes to their actual appearances to the rules that your basing them from, or
2) Do them like the IG and not do the Knights themselves, only if you intented on using them in Apoc. games under the Defiler rules.
Either way it's going to be a pretty sweet project
First. Thank you all for your helpful replies!
@ The Giant Mantis.
Yes. The main reason for this is to have both the Mechanicus link and a nice theme and, I agree, that just ignoring the knights, for now, is the easiest way to go. Perhaps I'll do one in the future to use in apocalypse games.
And @ Kai-Itza.
That sounds like a sweet project! While I mourn when someone falls away from the light of the Omnissiah and the Emperor that does sound very cool and the Defiler is a good base for a Knight. Good idea on using the Noise marines rules to represent Dark Skitarii too! Looking forward to seeing it.
As for me I'm going to use the Imperial Guard rules with limited Witch Hunter allies for flavour in this army. A inquisitor and retinue to represent a Techpriest of some sort overseeing important operations. I'll leave the knights for Apocalypse for now.
I've been collecting and playing too many 'good' armies ever since I got into this hobby (Lizardmen, Tau Empire, Adeptus Mechanicus for Necromunda, Raven Guard etc), I think it's about time to unleash my dark side - though I haven't worked out the correct evil laugh yet...
As you can see, I've been following the fell powers for almost a fortnight and I'm still perfectly fine *Convulses*.