Editing
Warhammer 40,000/8th Edition Tactics/Chaos Knights
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Stratagems== The majority of your stratagems are carbon-copies of ones from the Imperial Knight Codex, with the occasional name change thrown in. ===Universal=== *'''Trail of Destruction (2 CP):''' Use during a Shooting or Fight phase or when firing Overwatch; until the end of phase, the chosen Knight rerolls '''ANY''' to hit rolls, failed or otherwise. This allows you to reroll a "successful" hit roll which would then fail due to a hit modifier. Absolute murder and fantastic for outright deleting the linchpins of your opponent's army. *'''Titanic Duel (1 CP):''' Use during the fight phase. Select one Chaos Knight Unit within 1" of an enemy {{W40Kkeyword|Titanic}} Unit. Each player secretly chooses 1, 2 or 3. If the numbers match, nothing happens. If they don't, you add the number you choose to your Chaos Knight's attacks, but they can only target the enemy titanic. *'''Rotate Ion Shields (1 CP/ 3 CP):''' Same as your loyalist counterparts and just as solid: Grants +1 to your Invuln save (to a maximum of 4++ as of the Spring 2019 FAQ) until the end of phase. 3 CP for Tyrants, 1 CP for the rest. *'''Ion Aegis (2 CP):''' At the start of your opponent's movement phase, choose a Knight Tyrant in your army. It can't move until the end of your next turn, but until then all friendly CHAOS units wholly within 6" of that Knight get a 5++. **Like its Loyalist counterpart, this works best with a Knight set up for ranged combat. **Obliterators, daemon-engines, and chaos daemons gain no benefit from this stratagem, so stick close to heavier armor that lacks an invul save, such as predators, havocs, or helbrutes. *'''Death Grip (1 CP)''': Same as the loyalist version. Models with Gauntlet-type weapons only. Make an extra attack on a single-model enemy within 1" and if it hits, you deal D3 mortal wounds instead of normal damage, then the two roll-off their Strength. If the enemy rolls equal, higher, or if they roll a 6, it breaks lose, otherwise you deal another D3 mortal wounds, then you roll-off again repeating the same steps. **Remember that the wording is "an enemy unit [...] that consists of a single model", so you can’t use the mortal wounds to squish blobs of infantry. Instead, use this to bypass HQs with high invulns like Shield Captains or Archons, who will struggle to escape your Str8 (''you use your model's strength for the roll, not your weapon's''). While tempting, vehicles like S8 Land Raiders and even S7 Rhinos actually have an easier time to escape your death grip. *'''Corrupted Heirlooms (1 CP/3 CP)''': Not quite the same Extra Relics Stratagem everyone else gets, for you see while it does allow one or two Despoilers, Tyrant, or Abhorrent class Knights to gain Relics, they also gain the {{W40Kkeyword|Character}} Keyword so they can take those Relics, meaning you don't have to spend CP on the Tyrannical Court Stratagem to do so. Speaking of, mixing this with the Tyranical Court Stratagem is the fastest way to burn though all your CP before the game begins, so it's not recommended, even if you have a wide variety of good Relics available. Pick whichever one suits you better. **Doubling down with both Corrupted Heirlooms and Tyrannical Court might not be a bad idea in a mostly Tyrant-class knight army. There are only a few stratagems which can be used by these big boys, so if you're bringing 3 (you monster) you might as well give them all warlord traits and relics. *'''Tyrannical Court (1CP/3CP)''': After choosing your Warlord, spend 1 CP to turn another Despoiler, Tyrant, or Abhorrent class knight from your detachment into a {{W40Kkeyword|Character}}, or spend 3 to turn two of them. Does not work on Cerastus, Acastus or Armiger class. Knight Characters may pick a warlord trait (For the purposes of traits that specify a warlord the Knight using it is considered the warlord). **Probably one of the best stratagems simply because a) the Warlord Traits in the codex are absolutely fantastic, b) allows your Knights to perform '''Heroic Intervention''', which is fantastic for melee-Knights, and c) allows you to get WTs for your Knights even if your Warlord is from a different faction. If you want to give them Relics however, you must also buy the Heirlooms of the Household Stratagem, which is the only real downside of this superb Stratagem. *'''Thunderstomp (1 CP):''' After fighting with a {{W40Kkeyword|Titanic}} Chaos Knight, choose an Infantry or Swarm unit within 1"; it takes d3 mortal wounds on a 4+...''which means an average of ONE mortal wound. MEH. Paying CP to kill a single guardsman, are we?'' **Don't use this against Guardsman. Use it to deal the final few points of damage to Slamguinius that charged you! While this stratagem isn't the best, you have to remember that anything other than a war dog class can use it to finish off characters, so don't discount it! *'''Skyreaper Protocols (1 CP):''' In the shooting phase, choose a War Dog that is about to attack a unit with {{W40Kkeyword|FLY}}. Its Autocannons re-roll failed hits against that unit. *'''Spiteful Demise (2 CP):''' Spend 2 CP to make your Knight go ka-boom on a 4+. Knight Tyrant can have the range of their explosion extended to 3D6 if they can make a second 4+ roll. Fun times abound. *'''Daemonic Guidance System (3 CP):''' When selecting a target for a shieldbreaker missile in the shooting phase, the missile can ignore lines of sight and snipe {{W40Kkeyword|characters}}. And let's remember they effectively ignore both invuln and armour saves. *'''Chainsweep (1 CP):''' Use this stratagem immediately after fighting with a {{W40Kkeyword|Chaos Knights}} model from your army that is equipped with a Reaper Chainsword or the Teeth that Hunger. Roll a D6 for each enemy model within 3" of that model; on a 6 that enemy model's unit suffers a mortal wound. ''Remember it's available to a Knight that HAS a chainsword, not one that fought with it. You can stomp, then Chainsweep''. *'''Full Tilt (2 CP):''' Used in the Charge Phase. Pick a Knight that has advanced this turn; it can charge normally despite having Advanced. Good for melee focused War Dogs, Rampagers, and Despoilers. ''Push for melee! Being a Superheavy Walker means you're not locked in melee with the enemy - THEY'RE LOCKED IN THERE WITH YOU!''. *'''Devastating Reach (1 CP):''' In the charge phase, pick a {{W40Kkeyword|Titanic}} Chaos Knight that has not yet charged, then pick an enemy unit entirely within ruins or a Sector Mechanicus structure (which must not have any models on the ground floor). That Knight can charge the enemy unit, and if its charge brings it within 2" horizontally and 6" vertically of the unit, the charge succeeds and the Knight can attack it in the fight phase (but not with Titanic Feet). **Without this stratagem your melee Chaos Knights effectively becomes a big computer game boss after a player who’s just out of reach, combine with deaths grip to crush that character who thought that they had the higher ground. *'''Pack Dogs (1 CP):''' After a War Dog charges, all other War Dogs can re-roll charges if they are within 12" of the first one. ===Iconoclast Household Exclusive=== *'''Break the Enemy Line (2 CP):''' Pick an enemy unit within 1" of an Iconoclast Household Knight that charged this turn. You can reroll all failed hit rolls against that unit. Unlike Trail of Destruction, this affects the enemy unit instead of the attacking knight. Works great when a pair of War Dogs dogpile the same target. *'''Vow of Carnage (1 CP):''' One of three mutually exclusive vows. Use before the battle begins and select one Chaos Knight. for every ten models they kill, their attack characteristics go up by one. And yes, Mumakil, tanks and other Knights still only count as one.Utterly bananas on a a twin avenger knight. vs chaff it could easily get +2 base attacks a turn.... and then it could charge for another +1...CARNAGE. *'''Vow of Dominance (2 CP):''' One of three mutually exclusive vows. Use before the battle begins and select one Chaos Knight. Any unmodified wound rolls of 1, 2, or 3 fail to wound that model even if they would normally wound on a 2+. Utterly INSANE on a Tyrant. *'''Vow of the Beastslayer (1 CP):''' One of three mutually exclusive vows. Use before the battle begins and select one Chaos Knight. Reroll wound rolls of 1 if targeting a unit with a model with 8+ wounds. *'''{{W40Kkeyword|House Herpetrax}} - Warping Aura (1 CP)''': Use at the end of your fight phase, and roll a D6 for each enemy unit within 1" of one of your Knights. On a 4+, that unit suffers a mortal wound. *'''{{W40Kkeyword|House Khymere}} - Fury of Sutr's Wake (2 CP)''': Select 1 Knight during your shooting phase, and roll a D6 for each enemy unit within 3" of that Knight. On a 4+, that unit suffers D3 mortal wounds. *'''{{W40Kkeyword|House Lucaris}} - Trample Them (1 CP)''': Use after 1 of your Knights has moved over enemy units. Select 1 enemy unit that was trampled on and roll a D6. The unit suffers D3 mortal wounds on a 2-5 and 3 mortal wounds on a 6. ===Infernal Household Exclusive=== *'''Bind the Souls of the Defeated (2 CP):''' Use during the fight phase. select one Infernal Household model. Whenever that model destroys an enemy model, roll a d6. on a 4+, the Chaos Knight regains 1 wound. A maximum of 6 can be regained this way. *'''Pact with the Dark Gods (3 CP):''' Use this when an Infernal Household model is destroyed but does not explode. Roll a d6 at the end of the phase. On a 4+, the model returns to life with d3 wounds. Place it as close as possible to its previous position, but more than 1" away from Can't be used to bring the same model back a second time. **Because the model returns at the end of the phase, it can't be targeted a second time by whatever killed it. **Don't forget you must return outside of 1". This means you will need to declare a charge if you want to pile back in, which may be risky if you only have 1 wound left. **Obviously, you will get more mileage by using this on a Tyrant than a War Dog. *'''Daemonic Ammunition (1 CP):''' Use before the battle begins. All Chaos Knights one Infernal Household Detachment have their Heavy Stubbers upgraded to Strength 5. *'''Diabolic Rift (2 CP): ''' Use during your opponents Psychic Phase. If a psyker attempts to manifest a power within 12" of ANY Chaos Knight, they will peril on any result of double (as for recent FAQ). **This Stratagem right here completely hoses psychic heavy armies. Thousand Sons, Grey Knights, Craftworlds, and Tyranids players will hate you. **Be careful as some armies have some sort of protection against perils, like craftworld's Farseers who can ignore mortal wounds from perils on a roll of a 2+ or Magnus the Red for example. Plus 12" isn't that much... Thousand Sons in particular laugh at the range of this. Take an Infernal Enrapturess and the Daemonic Possession Stratagem if you really want to punish psykers (or use a combination for best effect). *'''{{W40Kkeyword|House Khomentis}} - Encircling Hounds (1 CP)''': Deep strike a unit of War Dogs during your deployment 6" within a battlefield edge and at least 9" away from enemy models. *'''{{W40Kkeyword|House Vextrix}} - Interception Array (2 CP)''': At the start of your shooting phase, choose one of your Knight's. That Knight now ignores all hit roll and ballistic skill modifiers for the rest of the phase.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information