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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Break Their Lines! (1 CP):''' Pick an {{W40kKeyword|Iconoclast Household}} Knight that charged this turn. You gain +1 to hit rolls for that unit. This now affects the knight using it, making it a bit easier to stack on other buffs. *'''Crushed Like Vermin (1 CP):''' Pick one {{W40kKeyword|Titanic}} knight during the fight phase. Whenever they use their stomps, they take a -1 to hit but deal 2 mortal wounds against anything but vehicles or monsters, letting them flatten hordes. Only useful for 1W models with good invulns or a Knight with no actual melee weapons. *'''Hungry for Combat (2 CP):''' Mark one enemy unit in the fight phase. Any {{W40kKeyword|War Dog-Class}} knights automatically wound this unit on a natural 6 to hit, letting you ignore high-toughness enemies. This is especially worth it on chaintalons, who stand to gain the most from this. *'''Murderbliss (1 CP):''' A {{W40kKeyword|Slaanesh}} knight (Meaning that you need to buy a Favour or spend CP pre game for this to even be accessible) gains +1 attack if engaged with 6+ models or +2 attacks when engaged with 11+ models. Chainblade knights and Abominants revel in glee as they amp up their rip and tear power against mobs. *'''Pack Hunters (1 CP):''' When an enemy is engaged with two or more {{W40kKeyword|War Dog-Class}} knights, those knights gain an extra attack, making them more prone to take down the enemy with their numbers. *'''Skies of Fire (1 CP):''' A {{W40kKeyword|War Dog-Class}} knight gains +1 to hit enemy aircraft, allowing them to level their far more effective spears to send them crashing. *'''Tormented Wrath (2 CP):''' The shooty version of Hungry for Combat. Mark one enemy during your shooting phase. Any {{W40kKeyword|War Dog-Class}} knights automatically wound this unit on a natural 6 to hit, letting you ignore high-toughness enemies. *'''Trail of Destruction (1 CP):''' Use during a Shooting or Fight phase when near an objective; until the end of phase, the chosen Knight rerolls '''ANY''' to hit rolls... of 1. **This got neutered hard. Now you can only re-roll 1s to hit and you're limited to triggering only when near objectives. *'''Vengeful Outcasts (2 CP):''' One of your knights gain +1 to wound an enemy {{W40kKeyword|Imperial Knights}} model, giving you a potential edge over your goody-two-shoes counterparts. *'''Unyielding Rage (1/2 CP):''' Allows a knight to take -1 damage from an attack, though this won't stack with any other damage-reduction tricks like the Hellforged Construction bond. Costs 1 CP for a {{W40kKeyword|War Dog-Class}} knight. **This will definitely see use on higher-damage weapons that might potentially tip you over the threshold to a lower bracket. </tab> <tab name="Epic Deed"> *'''Abominable Constitution (1/2 CP):''' Lets you count a {{W40kKeyword|Nurgle}} knight count as having full wounds for the turn, making this ideal for a blaze of glory run. Costs 1 CP for a {{W40kKeyword|War Dog-Class}} knight. *'''Beseech the Dark Gods (1/2 CP):''' Once per game when a {{W40kKeyword|Pantheon Undivided}} knight (meaning you need the favour) dies but doesn't explode, you can resurrect it on a 4+, restoring it to 3 wounds. Costs 1 CP for a {{W40kKeyword|War Dog-Class}} knight. *'''Death Grip (1 CP)''': Same as the loyalist version. Models with warpstrike claw or slaughterclaw only. Before making any saves, you and your opponent need to roll 1d6 (with a +1 if your knight's strength is greater than the enemy's); if you win, the enemy can't make any invulnerable saves, but losing makes the attack deal zero damage. Sadly less effective on killing things unless they have some manner of invuln, and this certainly is wasted on infantry or anything with damage mitigation like dreadnoughts. *'''Doom and Despair (2 CP):''' Once per game during turn 3/4/5 while your warlord is on the field, you can trigger this to let you activate a harbinger ability from any previous turns while the warlord is still alive. This can let you pick out some extra synergies from the harbinger rules, but it will require you to have a pure-knights army to work with. *'''Spiteful Demise (1-3 CP):''' Spend CP to make your Knight go ka-boom on a 4+, with the cost increasing alongside the size of your knight. The Tyrant can have the range of their explosion extended to 3D6" if they can make a 4+ roll. Fun times abound. *'''Titanic Duel (1 CP):''' Use during the fight phase. Select one Chaos Knight engaged with 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. Will likely see better use on fist-knights where they might need the extra swings to tear down a beefy enemy. </tab> <tab name="Requisition"> *'''Arch-Tyrant (1 CP):''' Your warlord gains a second WT, something that very few armies can brag about these days, let alone any that don't require a named character like [[Trajann Valoris]]. *'''Chosen by the Dark Gods (1 CP):''' One knight without a Favour gains the mark of Chaos, though they gain nothing else. As with the favours, a {{W40Kkeyword|Khorne Knight Abominant}} loses their casting but gains +1 to WS and attacks. This can be used more times on bigger games, same as WT and Relic strats. *'''Corrupted Heirlooms (1 CP)''': While before, this allowed you to cheese out your knights, this now only gives you extra relics without the extra keywords. If you still plan on the Tyrant-spam with WTs and Relics, you're gonna need to go waste all your CP for it. **Does '''not''' grant the character keyword. *'''Tyrannical Court (1CP)''': The mandatory WT strat. Sadly, this doesn't let your allied Dreadblades gain a WT, which is a big loss. **Probably one of the best stratagems simply because the Warlord Traits in the codex are absolutely fantastic and this allows your Knights to perform '''Heroic Intervention''', which is fantastic for melee-Knights. </tab> <tab name="Strategic Ploy"> *'''Bind the Souls of the Slain (1/2 CP):''' Pick one {{W40kKeyword|Infernal Household}} model during the fight phase. Whenever that model destroys an enemy model, roll a d6; on a 4+, the Chaos Knight regains 1 wound, to a maximum of 6. Costs 1 CP for a {{W40kKeyword|War Dog-Class}} knight. **If you're looking for a way for your knight to recover from a bad shot, this can let you feed them some infantry to heal them. That said, don't let this be the reason the enemy baits you. *'''Hunting Hounds (1 CP):''' Pick up to two {{W40kKeyword|<Dread Household> War Dog-Class}} models during the movement phase. So long as they're over 6" away from any enemies and within 6" of a board edge, they can immediately jump back into reserves for you to redeploy on a future turn. *'''A Long Leash (1 CP):''' Pick one {{W40kKeyword|<Dread Household> War Dog-Class}} knight and one {{W40kKeyword|<Dread Household>}} Rampager/Desecrator/Despoiler knight. The War Dog is now always considered to be inside the big knight's buff aura, which can help bolster a distant war dog trying to take down their prey. *'''Unleash the Hounds (1 CP):''' Use after one {{W40kKeyword|<Dread Household> War Dog-Class}} knight finishes a charge. Any fellow War Dogs that charge this same enemy can re-roll their charge, making this very worth it to run down a target. *'''Wrathsurge (1 CP):''' Whenever a psyker fails their psychic test within 18" of a {{W40kKeyword|Khorne}} knight (requiring the favour), they immediately suffers Perils. </tab> <tab name="Wargear"> *'''Diabolic Aegis (1/2 CP):''' Same as your loyalist counterparts and just as solid: Grants a straight 4++ invuln save until the end of phase. Costs 1 CP for a {{W40kKeyword|War Dog-Class}} knight. *'''Infernal Aegis (2 CP):''' At the start of your opponent's movement phase, choose a Knight Tyrant in your army. Any {{W40kKeyword|<Dread Household> War Dog-Class}} knight within 6" of the Tyrant gain a 4++ invuln against any shooting. **Sadly no longer buffs any allied units, but it does help boost your war dogs. *'''Macabre Projectiles (1 CP):''' Models with a warpstrike claw only. Whenever they kill an enemy monster or vehicle, they can toss the remains to another enemy within 9". Roll a d6, subtracting 1 if you target an enemy character with 9 or fewer wounds; on a 3+ they deal d3 mortal wounds, maxing out to 3 MWs on a 6. Ideal for chucking at another monster or vehicle rather than at a squad, but it remains just as hilarious. *'''Ravenous Pterrorshades (1 CP):''' One enemy within Dread range of a {{W40kKeyword|Pterrorshades}} model must take a Dread check during the Morale phase. If they fail, they take the difference between the roll and their Leadership in Mortal Wounds, making it a very dangerous weapon without using a gun. *'''[[Rip and Tear|Reap and Rend]] (1 CP):''' Pick one model equipped with a chainsword or chaintalon during the fight phase. Whenever this knight attacks using the Sweep profile of their chainsword, they can't re-roll to hit, but they gain an additional hit roll. The only time this might see use is if you're fighting a large enough or beefy enough unit where that one hit would be worth sacrificing a potential re-roll. *'''Sorcerous Ammunition (1 CP):''' Pick one {{W40kKeyword|Tzeentch}} knight (requiring the favour) during the shooting phase. Any shots they make automatically wound and, if the target is a psyker, must take a Dread test. Failing forces them to suffer perils on top of whatever damage you deal them, making this a surefire way to kill monstrous psykers like daemon princes and hive tyrants. </tab> </tabs>
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