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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Calculated Targeting (2/3/4 CP):''' Allows a {{W40Kkeyword|Questor Mechanicus}} knight to deal double the damage on a natural 6 to wound when shooting, that one half of the damage being made MWs, and thus incredibly lethal. It's also absurdly expensive, as even Armigers cost only 2 CP with larger classes having to spend more for that same overkill. *'''Full Tilt (1 CP):''' No longer the go-to strat for your Warglaives and Gallants, now it only gives you an auto 6" on advance rolls (9" for Armigers). Pair up with an Errant's bondsman ability to adv. and charge for a vehicle that is rocketing across the board with minimums of 14" for Dominus, 16" for Questoris, 18" for Cerastus and 21" for Armigers! **{{W40Kkeyword|HOUSE TERRYN}} can pull off a turn-one charge with this stratagem. See Tactics for details. *'''Impetuous Glory (1 CP):''' When an {{W40Kkeyword|Armiger-Class}} knight fights in combat, each natural 6 to hit deals an additional hit. Warglaives will be using this, especially when going Imperialis. *'''Linebreaker (1 CP):''' When a {{W40Kkeyword|Questor Imperialis}} model consolidates, they can move 6" (7" when you add in the +1" being Imperialis adds) in any direction as long as they reach an enemy. The major goal for this is target priority, keeping your fists at the tanks and your chainswords at the crowds. *'''Martial Prowess (1/2 CP):''' When a knight is attacked in the Fight phase, your knight adds +1 to their save, allowing you to tank out any potential killing blows or just making walls of fire plink off easily. **Costs 1 CP for Armigers. *'''Pack Tactics (1 CP):''' Any time two or more Armigers fight the same enemy, each one gets an additional attack to help take down that enemy faster. *'''Pains of Old Night (1 CP):''' Your knights re-roll 1s to wound {{W40Kkeyword|Chaos}} units in melee. *'''Skyfire Protocols (1 CP):''' An {{W40Kkeyword|Armiger-Class}} unit adds +1 to hit enemy {{W40Kkeyword|Aircraft}} when shooting. Helverins will absolutely love this, but the Warglaives will still see plenty of use by virtue of their thermal spears. *'''Thin Their Ranks (1 CP): ''' Up to three {{W40Kkeyword|Armiger-Class}} knights in the shooting phase get to auto-wound when they roll a natural 6 to hit. While not quite as capable of drowning everything in bullets, this does make the Helverin cannons more dangerous. *'''Thunderstomp (1 CP):''' Now a modifier on the generally neglected stomps of larger knights, rolling to hit with these feet now takes a -1 to hit but now each hit on non-Characters, non-monsters and non-vehicles deals 2 damage. As before, this is worthless on guardsmen, but it can still flatten marines and orks with ease. </tab> <tab name="Epic Deed"> *'''Benevolence of the Machine God (1 CP):''' When a {{W40Kkeyword|Questor Mechanicus}} model suffers a mortal wound roll 5+++ FNP to ignore it ''and all other mortal wounds for the rest of the phase''. Great versus smite spam armies. Same as Benevolence of the Omnissiah. Note that while the effect is the same, the names are different. RAW this means you can use both these stratagems in the same phase, even though they do the same thing. *'''Crushed (1 CP):''' When fighting with a gauntlet, you and your enemy need to roll a d6 (+1 if your knight's strength is higher than the enemy's). Winning makes the enemy unable to use invulnerable saves for the attack, making it devastating against daemons, but losing makes the fist utterly useless. *'''Machine Spirit Resurgent (1/2 CP):''' Old reliable. Until the end of this turn, use the top row of a {{W40Kkeyword|Questor Mechanicus}} modelโs wound track, regardless of how many wounds it has left. Costs 1 CP if used on an Armiger. *'''Noble Sacrifice (1/2/3 CP):''' Machine Spirit's Revenge, in Knight Flavour. Spend CP to make your Knight automatically, with the cost increasing with the size of the knight exploding. Dominus Knights can have the range of their explosion extended to 3D6" if they can make a 4+ roll. Fun times abound. *'''Recount the Virtues (1 CP):''' Allows a {{W40Kkeyword|Mentor}} who didn't already use a teaching to auto-cast it. This will only see use if you're throwing in a Knight from combat reserves and need to push an armiger forward. *'''Survivors of Strife (1 CP):''' When an {{W40Kkeyword|Armiger-Class}} model is attacked, they can't be wounded on anything better than a 4+ for the phase, giving a surprising amount of durability against meltas and plasma. *'''Trophy Claim (1 CP):''' If an enemy {{W40Kkeyword|Titanic}} unit was destroyed by a melee weapon, the knight who dealt the final blow gets +1 attack for the rest of the game, +1 Honour point and counts as being Virtuous, gaining all the perks from the chivalric vows. *'''Valiant Last Stand (1/2 CP):''' One of two "On Death" Stratagems you have, and only usable if the Knight did not explode and didn't get to fight yet. This one allows a {{W40Kkeyword|Questor Imperialis}} Knight to fight as if it was his turn in the combat phase before being removed, though the Knight counts as having only one wound left when making these attacks. Costs 1 CP for an Armiger. **A model with noble combatant is a good choice for this. </tab> <tab name="Requisition"> *'''Heirlooms of the Household (1 CP)''': The typical "extra relic" stratagem. Unlike last edition, this doesn't make your other knights into characters. *'''Knight Baron (1 CP)''': After choosing your Warlord, spend 1 CP to turn another knight from your detachment into a {{W40Kkeyword|Character}}. 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 Interventions without being {{W40Kkeyword|HOUSE GRIFFITH}}, which is fantastic for melee Knights, c) opens the Exalted Court for another role and d) can be used multiple times depending on the game size, which most armies can't do. *'''Revered Paragon (1 CP):''' Allows your Warlord to gain a second WT. With how many good traits you can use, you're pretty much spoiled for choice. </tab> <tab name="Strategic Ploy"> *'''Defiant Fury (1 CP):''' When a character dies, pick one Armiger. That Armiger can immediately shoot the killer and can re-roll to hit the killer for the rest of the game. *'''Exacting Charge (1/2 CP):''' When a knight charges, roll 6d6 (4d6 if you're using an Armiger). For every roll that beats the enemy's Toughness, you deal two mortal wounds to the enemy. Costs 1 CP for an Armiger. **Generally a good rider for fighting monsters and light tanks, as it gives you some extra punch to your attacks before the actual fighting begins. *'''Flanking Manoeuvres (1 CP): ''' When up to two Armigers are within 6" of the table edge and over 6" away from an enemy, you can throw them into reserves so you can throw them out some time later. Notable this is cheaper in terms of CP then putting two Armigers into reserves normally. Combos well with free blades with the Mysterious Guardian tradition. *'''Point Blank Barrage (1 CP):''' Allows your knights to fire their blast weapons (so mostly the RFBC) on enemies they're engaged with, but a natural 1 to hit causes a MW to the knight. Decent call against mobs, but nothing else. *'''A Squire's Duty (2 CP):''' An armiger can shoot and charge after falling back. *'''Stormstriders (1 CP):''' When a {{W40Kkeyword|Questor Imperialis}} knight moves or advances, they can walk over an enemy unit that isn't a flyer. Roll a 1d6 (+1 if the unit has 6+ models, +2 if it has 11), the enemy takes d3 mortal wounds on a 3+ and d6 on a 7+. </tab> <tab name="Wargear"> *'''Chainsweep (1 CP):''' Use this stratagem when a knight with a Reaper Chainsword or Chain-cleaver fights. The sweep profile for that weapon gives an extra attack, which is a bit of a far cry from the old version, but non-stomp attacks as a whole have gotten a good lot better. If you really want the extra damage, use Exacting Charge. *'''Hurled Wreckage (1 CP): ''' The old funbox returns again. When a knight with a thunderstrike gauntlet kills an enemy vehicle or monster, you can throw that dead body at an enemy within 9". Roll a d6 (subtract 1 if targeting a character with 9 or less wounds), dealing d3 mortal wounds on a 3+ and maxing out on a 6. *'''Ion Aegis (2 CP)''': At the start of your opponent's movement phase, choose a {{W40Kkeyword|Dominus Class}} Knight (e.g. Castellan or Valiant) in your army. Friendly {{W40Kkeyword|Armiger-class}} units within 6" of that Knight get a 4++. Now takes a more comprehensive take, letting you cover multiple Armigers where Rotate Ion Shields is more for the Questoris knights. *'''Rotate Ion Shields (1/2 CP):''' Use when an enemy targets your Knight in the shooting phase, it gets a 4++ invuln for the rest of the phase. This is fantastic, and you will be using it every turn. Costs 1 CP for Armigers. **There is some strategy involved if you have more than one Knight, because you can only use a given stratagem once per phase. Enemies only have to declare shooting one unit at a time; a savvy opponent may bait you into using it on one Knight by shooting a couple of missiles, and then unload the rest of big guns into another one. You have been warned. </tab> </tabs> ===Adeptus Mechanicus Codex=== The Stratagems below are listed as ''Adeptus Mechanicus stratagems'' in their respective codex, but several of them still work on {{W40Kkeyword|Questor Mechanicus}} Knights via being Knights of the Cog. The ones affecting Knights (directly or indirectly) are: *'''Benevolence of the Omnissiah (1 CP):''' See above. **Important to note that since this and Benevolence of the Machine God don't share the same name (at least if they don't FAQ it out) if you have an Adeptus Mechanicus detachment, you could use both in the same phase to give two different knights a 5+++ negate mortal wounds if you need to. *'''Knight of the Cog (1 CP):''' Use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12" of a friendly {{W40kKeyword|ADEPTUS MECHANICUS CHARACTER}}. That unit gains the Canticle of the Omnissiah special rule until the end of the next turn. Can we say Shroudpsalm? *'''Tech-adept (1 CP):''' An AdMech HQ can repair your knight and another vehicle in one go. Granted, each repair only restores 1d3 wounds, but that small difference can still be enough to bring you up a bracket on the damage table. Especially worth considering on a Necromechanic warlord.
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