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===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.
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