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====={{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>
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