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Warhammer 40,000/8th Edition Tactics/Imperial Knights
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===Universal=== *'''Blessed by Sacristans:''' One weapon of your choice (obviously can't be used on Relics) deals a mortal wound on the unmodified wound roll of 6. **High rate of fire weapons benefit from this the most, such as the gatling cannon which would deal 1.33 mortal wounds on average. Excellent against all targets, the mortal wounds bypass armour and invulnerability saves, but can also splash over into those annoying infantry swarms. *'''Cunning Commander:''' Free re-roll for your hits, wounds, saves or damage once per battle and you start with +1 CP if you are Battle-Forged. The re-roll is nice, but the Command Point is what you really want this for. If you arent taking the Exalted Court stratagem, use it to give one of your knights this trait. Since the loss/gain of cp cancels out, your knight gets a free reroll once per game. *'''Fearsome Reputation:''' -1 Leadership penalty for all enemy units within 12" of your warlord, and -2 if they are within 6". Insufficient on its own, {{W40kKeyword|Imperial}} armies have a ton of different Ld debuffs that can stack with it, and it's not like you weren't bringing allied detachments. Canis Rex and Sir Hekthur both have this trait. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Here's a list of the {{W40Kkeyword|Imperial}} units that stack with Fearsome Reputation: <div class="mw-collapsible-content"> *{{W40Kkeyword|Adeptus Astartes (-3Ld)}}: '''Reivers''' can deepstrike near an '''Angel of Death''' Warlord, and the '''Standard of the Emperor Ascendant''' can be mounted on an Index {{W40Kkeyword|Biker}} Ancient. ''These sources of debuffs can quickly arrive wherever you need them''. *{{W40Kkeyword|Dark Angels (-3Ld)}}: '''Interrogator Chaplains''' have a natural -1Ld aura, they have the '''Eye of the Unseen''' relic for further -1Ld, and Interromancy's '''Mind Wipe''' inflicts -1Ld (and will proc more often with your help), along with other Ld powers. ''That's -3Ld from two characters with Jump Packs''. *{{W40Kkeyword|Blood Angels (-1Ld)}}: '''Sanguinior''' have a natural -1Ld aura, as does anyone wearing a Sanguinary Mask. *{{W40Kkeyword|Inquisition (-1Ld)}}: Psykers '''Terrify''' inflict -1Ld from 18" away, and disable overwatch. *{{W40Kkeyword|Astra Militarum (-3Ld)}}: Psykana's '''Terrifying Visions''' inflict -2Ld from a safe 18" away. {{W40Kkeyword|Armageddon Officers}} can also bring the '''Skull Mask of Acheron''' to spook nearby enemies. Bringing them in a Supreme Command/Battalion is not only cheap, but gives you CP. Bringing them in a Spearhead detachment grants you access to Russes with '''Objective Secured''' and Basilisks. ''Versatile, powerful and easy to use at range. Complements your close-and-personal units''. *{{W40Kkeyword|Adeptus Mechanicus (-2Ld)}}: '''Sicaran Infiltrators''' are the Mechanicum's ''faster'' Reivers, and {{W40Kkeyword|Metallica}} has a -1Ld Stratagem. *{{W40Kkeyword|Adeptus Custodes (-1Ld)}}: '''Inspire Fear''' makes enemies add 1 to Morale tests, and Custodes have extra deepstrike gimmicks. </div> </div> *'''Ion Bulwark:''' Ion shield invulnerable save is increased to 4++ vs shooting attacks. **The 2019 April FAQ sadly nerfed "Rotate Ion Shields" to limit the invulnerable save a knight can have to a 4++, so you can no longer use this trait and the stratagem to make you knight Castellan a giant custodian. Oh well...Still one of the better traits to take on your dominus class knights due to the firepower they attract. *'''Knight Seneschal:''' Simple +1 attack for your Warlord. **Give to your knight gallant with the correct keyword trait for a total of 7 attacks on the charge, allowing a knight to kill anything smaller than a reaver titan. *'''Landstrider:''' All units with the same {{W40kKeyword|Household}} as the Warlord within 6" add 2 to Advance and Charge rolls. Synergizes with packs of Warglaives, to all but guarantee a charge. Powerfull charge gimmicks, especially '''Turn One Charge''' with Terryn. **Hysterical on a House Raven warlord. Basically adds 2" to the movement characteristic of all knights within 6", as they can advance every turn without penalty. Great for playing keep away and quickly repositioning with your shooty Knights. Also great for a Gallant- watch as the four inches of additional total movement (with the use of Full Tilt, of course) means they charge directly into the heart of the enemy lines on the first turn.
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