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Warhammer 40,000/8th Edition Tactics/Chaos Knights
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===Relics=== *'''Bound Varadian Psychogheist''': When making an attack with a ranged weapon by the bearer of this relic, any unmodified wound rolls of 6 have their AP improved by 1 (AP0 becomes AP-1). **Probably the weakest of all the relics, as it's unreliable and weak. Has a bigger impact the weaker the gun - if you wound on 2+, 1 in 5 of your inflicted wounds has better AP, while if you wound on 6+, ''all'' of your shots do, and if you can re-roll all failed wounds somehow, this becomes even more noticeable. Furthermore, when it does come up, the AP difference is more noticeable the worse the gun's beginning AP. This means that, as a general rule, this relic will modify your heavy stubbers, heavy flamers, and ironstorm missile pods the most, followed by avenger gatling cannons, and so on. If you were already planning on taking a heavy stubber+dual gatling cannon+ironstorm Despoiler, that would be the primary time to consider this relic; for example, when shooting a Land Raider with a heavy stubber (not that you should be shooting one with one if you have a choice), this makes every wound you inflict twice as likely (2/6 instead of 1/6) to make it past the target's save. **Not counting using the Rune relic to take Daemonic Vigour and hoping for the 1/6 chance of improved BS, this is one of only two relics you can take that buffs your ranged output directly on a non-Desecrator, so if you're trying to kit out a dakka Knight for offense, and you're up against an army without access to -1 to hit debuffs, this is what you've got. *'''Helm of Warp-Sight''': Rampager, Desecrator, or Despoiler only. Ignore ''all'' hit roll modifiers when using ranged weapons. **Situational, but against armies like the eldar, tyranids, and the like where -1 to hit (or worse) are common, this trait will earn dividends. RAW this also ignores any positive modifiers you could possibly get, including the +1 from your Icarus AA gun, so never combine the two. *'''Khornate Target''': Once per battle during the Fight phase, the user can sacrifice their invulnerable save for that phase to have all their melee attacks bypass enemy invulnerable saves. **Risky, but devastating on a Knight Rampager. Since the invuln save you'd be sacrificing by using this is your Ion shield, which is only for ranged weapons anyway, getting stuck in on the turn the Target is used will offset the downside of triggering it. *'''Putrid Carapace of Nurgle''': Whenever the bearer makes a successful saving throw against a melee attack, roll a d6. On a 4+, the attacker takes a mortal wound after their attacks are resolved. **The more attacks an enemy makes against you the more mortal wounds they take, although you will see diminishing returns the higher the AP is of the attacker. *'''Quicksilver Throne of Slaanesh''': +1 to advance and charge rolls of the bearer. In addition, the bearer always fights first in the Fight phase. **The worst of the four “god” relics, but on one of the forge world knights which are naturally very quick it helps to guarantee a first turn charge. *'''Rune of Nak'T'Graa''': Dreadblade only. 5++ invulnerable save against ranged and melee attacks. In addition, the Dreadblade gains one additional pact and damnation of your choice. **Note that this can be applied to a Dreadblade with neither a Pact nor a Damnation; aside from getting two Pacted Dreadblades into a detachment, this also means you can have 1 Dreadblade that is using its relic slot to remove 1 Damnation despite being allowed to choose Damnations. *'''The Traitor's Mark''': Enemies within 12" of the user take -1 to their Ld, which becomes -2 if they're within 6". Run alongside Night Lords and maybe a H&R Supreme Command detachment of Psykers to reduce your opponent's Custodes to sniveling cowards! **Stacks with the iconoclast faction trait for an effective -3 to leadership within 6”. *'''The Tyrant's Banner''': Knight Rampagers, Knight Desecrators, and Knight Despoilers only. Adds +1 to the Ld of all Chaos units within 6", and as long as the user is on the field in a battle-forged detachment you get a bonus CP on a 5+. **Notably, if you take the Knower of Profane Secrets Pact, the Forsaken Damnation, and this relic, your Damnations will only trigger on 12s normally - i.e. 1/36 of the time. That said, being Ld11 doesn't normally help you, since the only use you usually have for Ld aside from resisting Damnations is resisting certain specific Psycher powers. *'''Tzeentchian Pyrothrone''': Turns your Chaos Knight into a Psyker. The model knows Smite and can manifest and deny one psychic power. If the Knight has the Warp-haunted Hull Warlord Trait, they can attempt to deny two powers instead. Also, the Knight always explodes when it dies from Perils (with Tyrants treating it as if they had rolled one 6). **Knights make excellent psykers: they’re tough, fast and have a lot of wounds, which is the complete opposite of a normal psyker's profile. While only one smite a turn isn’t a lot compared to other factions, it’s still up to 3.5 (typically about 1.8) mortal wounds a turn for a faction whose low numbers work against the amount of damage they might be able to do per turn. ====Relic Weapons==== *'''The Diamonas''': Replaces a Laser Destructor, making it Desecrator only. 60" Heavy 3 S16 AP-4 D1d6. Any unmodified wound roll of 6 inflicts 1d3 mortal wounds in addition to any other damage. The change from Heavy 1d3 to Heavy 3 and the +2S make this much more efficient at taking out high priority targets over the Desecrator's base weapon. *'''The Gauntlet of Ascension''': Replaces a Thunderstrike Gauntlet. Sx2 AP-4 D6, can re-roll ''all'' hits and wounds. Gain +1A and +1S each time you kill a {{W40Kkeyword|character}} ''model'' with this weapon. ** Note that this doesn't have the rules to to throw '''{{W40Kkeyword|Vehicle}}''' or '''{{W40Kkeyword|Monster}}''' units like the Thunderstrike Gauntlet does. It also has no to-hit penalty. *'''The Teeth that Hunger''': Replaces a Reaper Chainsword. S+8 AP-4 D6 (effectively turning it into a Thunderstrike Gauntlet without the hit penalty and throwing ability). +1 attack with this weapon, but it gets pissed if you don't kill any enemies with it. At the end of a fight phase where no enemies died specifically to this weapon, roll 1d6. On a 1, the bearer takes a mortal wound. Never take this; anything that could take this can take the Gauntlet instead, and the Gauntlet is a lot better, not least because you're not penalized for switching to your feet when you need to. ====Iconoclast Household Exclusive==== *'''Veil of Medrengard''': 4++ Invulnerable Save against ranged weapons. Cannot be taken by Dreadblades. **Does what is says on the tin, but unfortunately as you lack an ability which gives enemies a minus one to hit you, you can’t recreate the cheese that loyalist house raven can pull off. ***Combine this with Vow of Dominance on a Tyrant and you can laugh off pretty much all the melta and lascannon shots in the world. *'''{{W40Kkeyword|House Herpetrax}} - Crown of Jedathra''': Subtract 1 from hit rolls when fighting against a Knight equipped with this relic. *'''{{W40Kkeyword|House Khymere}} - Annihilatum''': A conflagration cannon that changes its type to assault and gains an extra point in damage. *'''{{W40Kkeyword|House Lucaris}} - Serpentstrike''': Replaces both the twin meltaguns on a Knight Tyrant for 1 with the number of shots for 2 twin meltaguns and an extra point of strength. ====Infernal Household Exclusive==== *'''The Blasphemous Engine''': Double the number of Wounds remaining when determining the model's damage chart. Cannot be taken by Dreadblades. **Useful, but rather meh when you remember that the loyalists get this as a faction trait. ***Becomes a lot less meh when you remember Infernals can be T9 for the price of D3 Mortal Wounds every turn and can heal AND come back to life with their unique stratagems. *'''{{W40Kkeyword|House Khomentis}} - Daemonic Shrike''': At the start of your shooting phase, choose 1 enemy unit within 18" of the Knight with this relic. All attacks by that Knight to the selected unit improve their AP by 1. *'''{{W40Kkeyword|House Vextrix}} - Heretek Power Core''': Add 1" to the Knight's movement and add 1 damage to a Reaper Chainsword or Thunderstrike Gauntlet equipped by the Knight. When the Knight is destroyed, add 1 to any dice rolled to see if it explodes.
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