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===={{W40Kkeyword|Questor Mechanicus}}==== * '''Mechanicus Allegiance Oath - Sacristan Pledge:''' Regain 1 wound at the start of the controlling player's turn. Also, Armigers start with 1 extra wound, other knights start with 2 extra. ====={{W40Kkeyword|[[House Krast]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, vengeance is constant.<br> Thematically, ...<br> On the tabletop, you want to run up and start wrecking fools in melee. Even more so in 9e after the Warlord Trait and Strat both were changed to enhance melee capabilities.<br> <div class="mw-collapsible-content"> *'''Household Tradition - Cold Fury:''' Changed in 9e to having nat rolls of 6 auto-wound (5+ if you're attacking Titanics). Still spectacular when you consider how sweep attacks could allow several 6s to bypass Transhuman. *'''Warlord Trait - First Knight:''' Now improves the Warlord's weapon skill characteristic by 1 (to a max of 2+), which by itself is excellent value. Omn top of this, during your command phase, you can select one Virtuous Chilveric ability from one of your select Oaths and have it be active for your Warlord. *'''Relic - The Headsman's Mark:''' Improves damage for all weapons by 1 when targeting a monster or vehicle. If attacking a Titanic unit, add 1 to the attack's wound roll. *'''Stratagem - Controlled Aggression (1 CP):''' At the start of the Fight phase, select up to two Armigers or one other House Krast unit from your army. Until the end of the phase, add 1 to the attack characteristic and improve each melee attack's AP by 1. *'''Tactics:''' </div></div> ====={{W40Kkeyword|[[House Raven]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, the strength of iron is all that holds.<br> Thematically, House Raven may well be the largest and mightiest of the Knight Households in the Imperium. They have an extremely close relationship with the Forge World Metalica, which has allowed House Raven to swell its ranks tremendously following the wisdom of Master Dominus Jamus Hetf'eld. House Raven leverages their massive numbers of Knights in order to advance as an unbreachable wall of crimson war machines, unleashing their fury upon the enemies of Humanity in a rolling wave of thunder as they advance rapidly across the battlefield. Additionally, House Raven is somewhat unique compared to other Knight Houses, as they have not solely expanded their Household in the traditional manner of passing titles and Knight Suits via inheritance, and recruiting new pilots solely from their world's nobles, as a substantial amount of their might has come from other Knight Houses and Freeblades swearing fealty to House Raven, and ultimately being absorbed into the Household. Also, their fortress on their homeworld, Kolossi, the Keep Inviolate, rivals the Fang on Fenris and even the ''Emperor's Palace on Terra''. That is, until Bellie showed up and decided to steal the entire planet. They are the other set of poster boys for Knights, and the poster boys for Questor Mechanicus. On the tabletop, they have a rad color scheme, with red armor, and yellow and black hazard markings as a sign of a pilot's veterancy. Really a rewarding faction for a anyone looking to learn to freehand, as the large stripes on the knights are big enough that it's not hard, but also large enough that you need to actually try and keep it straight and even, as it'll be noticeable if it isn't. <div class="mw-collapsible-content"> *'''Household Tradition - Relentless Advance:''' When moving or advancing, ignore any or all modifiers to your Move characteristic and Advance rolls. Also, each time this model is selected to shoot, it counts as having remained stationary. So not only do you get the 8e trait, but your Armigers can ignore difficult ground. **Better than Terryn's Gallant Warriors when you value mobility for things other than rushing straight forward, as it enables you to do a fighting retreat. Benefits Crusaders and Armiger Warglaives the most for obvious reasons - always load up on Carapace Weapons if you're running {{W40Kkeyword|House Raven}}. *'''Warlord Traits:''' *#'''Master of the Trial:''' When hit by AP-1 or AP-2 attacks, the AP is degraded by 1. Small arms fire is a frequent nuisance, so you'll often be using this. *#'''Lord of the Trials:''' Any nat 6s to hit automatically wound. *#'''Inviolate:''' 4+++ FNP against Mortal Wounds. *#'''Blessed by Metalica:''' The warlord gains +2 wounds and can be repaired by any {{W40kKeyword|Metalica Techpriest}} despite lacking any matching keywords. If you're planning to attach some AdMech and don't mind being trapped with Metalica, then you absolutely need to pick this up. *'''Relics:''' **'''Banner Inviolate''': {{W40kKeyword|Questoris-Class}} only. All Armigers within 6" can re-roll 1s to hit in ''any'' phase. **'''Fury of the Keep:''' Replaces a thermal cannon. Upgraded to Assault 1d6 S9 AP-5 D1d6+2 with Blast. **'''Metalican Eye:''' Any attacks against {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} units add -1 to their AP. **'''Relentless Wrath:''' Replaces a rapid-fire battle cannon. This cannon's now Assault 2d6 and D3 - the Assault won't matter since you can't fire it in melee and could already fire it after advancing, but the D3 is slightly better than +1D for murdering TEQ (note; it does matter if it's in a Super Heavy Aux detahcment, as they do not benefit from Household traditions). **'''Spirit of Kolossi:''' The bearer can re-roll one hit, wound, or damage roll when shooting or fighting. *'''Stratagems:''' **'''Crimson Wall (2 CP):''' Use during the fight phase. Whenever {{W40kKeyword|House Raven Character}} is hit by an attack, they automatically roll a 6 on their save. If you're up against something like a traitor knight with a fist or a super-power fist, you'll be relying on this. **'''Hammer Blow (1/3 CP):''' Use during the shooting phase. One model that hasn't moved can't charge, but can re-roll 1s to hit with any Blast weapons or re-roll the hit roll if the target unit has over 6 models. The cost is upped to 3 CP if used on a Dominus or Acastus knight. **'''Honour Inviolate (2/3 CP):''' Use during the shooting phase. If your model didn't move this turn, their ranged weapons all add +1 to their strength, meaning everything dakka can now splatter even more things. The cost is upped to 3 CP if used on a Dominus or Acastus knight, usually the shootiest. **'''Horrors at Bay (1 CP):''' Whenever an enemy unit is attacking one of your knights, you can force it so that only ''models'' within engagement range can attack, which flat-out cripples the value of hordes as now only a few of the dozen boyz can make a swing and if their klaw nob isn't in that range, he's SOL. **'''Kolossi Eternal (3 CP):''' Use once per game during the opponent's shooting phase. Select one non-armiger model in your army and two others within 3" of that first. All three models gain a 4++ Invuln save for that phase. **'''Lockstep Advance (1/3 CP):''' Use during the movement phase. That model's movement is halved, but when you roll to determine attacks, you can roll a second die and drop the lower one. Usually, these weapons are the ones with Blast, so you'll want to use this anyway. The cost is upped to 3 CP when used on a Dominus or Acastus knight. **'''Order of Companions (1 CP):''' Changed in 9e to no longer provide the bonkers value it did before. Before the battle, select one House Raven {{W40kKeyword|Questoris-Class}} model from your army. Each time this model is selected to shoot or fight, you can re-roll one hit roll, one wound roll, or one damage roll when resolving that model's attacks. ***Fortunately, you can use this multiple times in bigger games, same as most Requisition strats. **'''Rolling Thunder (1 CP):''' Whenever one of your non-Armiger knights make a charge, any enemies within 3" of this knight take a -1 to hit, making sure that your knight will likely survive their first blow instead of going kamikaze. **'''Shadow's Reach (2 CP):''' Use during the enemy's movement phase. Any models within 3" horizontally and 5" vertically or your selected non-Armiger unit are now considered engaged with them. This can make you a pretty wide target and fortunately isn't restricted by classification. It also means that you're more of a target, as you can be stuck fighting an enemy you don't want. *'''Tactics:''' </div></div> ====={{W40Kkeyword|[[House Taranis]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, the Omnissiah's grace aids those who hold true.<br> Thematically, house Taranis is first of the Knightly Houses, and perhaps the most loyal to the Adeptus Mechanicus. Owners of a uniquely advanced variant of the Throne Mechanicum (the neural link that allows Nobles to plug into and control Knights) that has none of the extremely negative side effects that the rest of the Imperial Knights suffer, and they won't share. Uniquely, does not follow the concepts of feudalism or chivalry, as most other Knight Houses do, and are, instead, nearly completely devoted to the Adeptus Mechanicus and the Omnissiah. This is partially a result of the near total annihilation of the Household near the outset of the Horus Heresy, during which they were part of the minority of forces on Mars, which were still loyal to the Emperor, and carried out an epic, if suicidal, charge into a massive enemy force with the intent of slaying the enemy commander. I wont spoil how it ends, but ''Horus Heresy: Mechanicum'' is pretty cool, even if its not the best written book in the world, it really does the Knights of House Taranis, and Titans of Legio Tempestus justice. However, by a minor miracle, two of their Knights escaped what would have been the Household's final charge, and once the war for Mars was ultimately won by the Loyalists, the Mechanicum spared no expense in rebuilding the first Knight Household. Since, House Taranis has fought with the knowledge that, whatever happens, the Omnissiah will provide. On the tabletop, This House specializes in making your Knights **really** hard to kill, while giving them some extra power in neutralizing their greatest threats - tanks and other Lords of War. The tradition is as close to a straight durability increase as you'll ever see, and the Strategem is one of the best in the book, while the Trait and Heirloom give you extra punch versus heavy armor. <br> <div class="mw-collapsible-content"> ;Household Tradition - Omnissiah's Grace: If it ain't broke, don't fix it. Still a straight and simple 6+++ against non-mortal wounds, totaling to T8 3+/5++ranged/6+++. Not too spectacular, but it can cover for the Ion Shields' inability to protect against melee attacks. And since Knights have so many wounds, that's a lot of opportunities for this trait to activate. ::Mathhammer time: A straight boltshell (S4/AP0/D1) has a 5/162 chance of wounding against that, multiplied by (7 - N) / 6, where N = your BS (BS 3+ means N=3). Have fun trying to [[/d/|penetrate that armor.]] ;Warlord Trait - Knight of Mars: Once per battle, after rolling a D6 or D3 when making an Advance roll, hit roll, wound roll, damage roll, charge roll, or saving through for this Warlord after any re-rolls (if any) have been made, you can change the result of one of those dice to a 6 (or a 3 if it was D3). Not great, unless your army is Virtuous, you can then do this once per turn instead of once per battle. ;Relic - Fury of Mars: Replaces a meltagun, twin meltagun, thermal spear, or thermal cannon. The weapon becomes a Relic for all rules purposes, add 1 to the weapon's strength, delete the weapon's abilities, and add 2 to that weapon's damage characteristic. ;Stratagem - Our Darkest Hour (1/2 CP): Still the coolest named strat, still the coin flip we all know and love. And now in 9e costing less CP than before (1cp for Armigers, 2cp for everyone else). Use when one of your models dies and doesn’t explode. Roll a dice, on a 4+, the knight gets back up with 3 wounds left. Notably, this happens at the end of the phase meaning your Knight isn’t just going to be pasted immediately. This is why you take Taranis. Combine with the Mark of the Omnissiah Heirloom for regen shenanigans. However, this strat can only be used once per battle, so choose wisely! '''Tactics:''' </div></div> ====={{W40Kkeyword|[[House Vulker]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, ...<br> Thematically, ...<br> On the tabletop, ... <br> <div class="mw-collapsible-content"> *'''Household Tradition - Firestorm Protocols''': Unchanged from before, when targeting the closest enemy unit with a ranged weapon, re-roll hit rolls of 1. A good choice for Knights that like to get in their opponent's faces with short-ranged weapons, like the Atrapos (the Valiant benefits little from this trait since the Conflagration Cannon already auto hits l, while the Thundercoil Harpoon re-rolls failed hit rolls against {{W40Kkeyword|Vehicle}} and {{W40Kkeyword|Monster}} units). Also makes the Castellan's Plasma Decimator safer to use when overcharged. *'''Warlord Trait - Adamantium Knight:''' Wound rolls of 1, 2, and 3 made against the Warlord with this WT are auto-fails, even if the wound chart says otherwise. **Considering that most of the Knights have T8, this will mean even dedicated superheavy-killer weapons as Volcano Cannons will only be able to wound on a 4+, dramatically reducing their effectiveness against you. **A lot of armies do not have widespread access to strength 9 or higher weaponry, so this only really matters if you're up against Guard players (lascannon swarms and shadowswords) or against other superheavies and (god-emperor forbid) Titans. In short, you usually won't need this trait, but when you do it will be a life-saver, so consider buying it in with Exalted Court if you're facing a list with significant S9 or higher. *'''Relic - The Auric Mask:''' When an enemy takes a Morale test within 12" of the user, it must roll 2d6 and keep the highest. *'''Stratagem - Saturation Bombardment (1cp/2CP):''' Still the same, use before a model shoots. Any unmodified hit rolls of 6 cause 2 hits instead of 1. Better on Crusaders, the more dakka the better. *'''Tactics:''' </div></div>
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