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===Favour of the Dark Gods=== Sadly, your knights can no longer take marks right out the bat. Insteady, you had to spend points and Power Level in order to grant your knights not only that god's keyword but also a special power. And yes, you get Undivided perks, praise the dark gods! You also gain a special task: For each model this blessed model kills, you need to tally up the total number of wounds the slain enemy had. Once you reach a certain number of wounds (5 for War Dogs, 10 for Abhorrents, 15 for Tyrants), the Dark Gods will accept the offering and activate a special "Favored" power for the rest of the game. <tabs> <tab name= Khorne> '''NOTE:''' Abominants might want to think twice when taking Khorne favours - it shuts off their psychic powers, but improves their WS and Attacks by 1. While this can make your tentacle rape extra rapey, you have far better weapons if you intend on fighting other knights or heavy tanks. Besides, tentacle rape is more Slaanesh's thing anyway. *'''Blood Shield:''' Once per game, you can trigger this ability, making the enemy unable unable to make invuln saves against your melee attacks (making for sure monster-killers), but it also shuts off your shields as well, turning it into a costly AND risky gambit. After all, even a tank in combat can still shoot off its lascannon sponsons at you. **''Favoured:'' Offering Khorne enough sacrifices lets you trigger this ability a second time. *'''Collar of Infernal Brass:''' Grants a 12" bubble that makes psykers take -2 to any psychic tests. A nice little bubble to keep them out of the close quarters of any shooty knights. **''Favoured:'' Offering Khorne enough sacrifices makes your knight immune to all psychic powers, turning it into a living dead zone, something only available to [[Sisters of Silence]] and Culexus assassins. **This is an excellent option for when you need to have some psychic defense in your army but you still want to take "Abhor the Witch!". **If you really hate your friends who play Grey Knights, Thousand Sons or Eldar, then combine this with "warp-haunted hull" and drink their tears. *'''Throne Mechanicum of Skulls:''' Lets your knight re-roll charges. Simple and your cheapest Favour. **''Favoured:'' Offering Khorne enough sacrifices adds a melee crit effect. Every natural 6 to hit in melee scores an additional hit. </tab> <tab name= Tzeentch> *'''Pyrothrone:''' Turned from a generic relic into a Tzeentch-only upgrade. Your knight still becomes a psyker and learns a Warp Storm power, while an Abominant with this favour gains a third power they can cast each turn. **''Favoured:'' Offering Tzeentch enough sacrifices lets your knight re-roll one psychic test each turn. *'''Cursed Rune of Fate:''' Whenever this knight rolls a natural 6 on a save against a ranged attack, the shot bounces back and deals a mortal wound to the attacker, up to a maximum of 6. **''Favoured:'' Offering Tzeentch enough sacrifices grants your knight a 4++ invuln. Considering how valuable this save is to your knight, this makes your kills worth the pricetag. *'''Mirror of Fates:''' Anytime your enemy uses a CP while your knight is on the field, you steal that CP on a 5+. For a Strat-heavy army, this can make yourself a little more sparing of what you can throw on the field. **''Favoured:'' Offering Tzeentch enough sacrifices grants this knight a 1/round ability to turn one hit, wound or save roll into an automatic 6. </tab> <tab name= Nurgle> *'''The Putrid Carapace:''' This knight gains a +1 to any saves against attacks with a damage of 1. Against armies with tons of small-arms fire like Guardsmen or Orks, this will pretty much make you invincible. As such, it's an incredibly costly favour. **''Favoured:'' Offering Nurgle enough sacrifices grants this knight +1 to Toughness, making them even harder to crack. *'''Blessing of a Thousand Poxes:''' When this knight attacks in melee, any natural 6s to hit automatically wound. This surprisingly costs more for your Abhorrents than your Tyrants. **''Favoured:'' Offering Nurgle enough sacrifices extends this ability to all of your knight's guns. *'''Aura of Corruption:''' Your knight gains a 6" bubble that inflicts -1 to the Strength of any enemies within it, making it more worthwhile for knights prone to getting into melee, though not necessarily ones built for it. **''Favoured:'' Offering Nurgle enough sacrifices grants your knight another 6" bubble that deals -1 to Toughness. This one is more suited for your melee knights. </tab> <tab name= Slaanesh> *'''Quicksilver Throne:''' This knight can now heroically intervene and always fights first. Surprisingly super-cheap for your Tyrants, though it's not much more expensive for your other knights. **''Favoured:'' Offering Slaanesh enough sacrifices improves this knight's pile-in and consolidation range to d3+3". *'''Beguiling Majesty:''' Melee attacks against this knight take a -1 to hit and wound rolls, making it more of a blocker. **''Favoured:'' Offering Slaanesh enough sacrifices grants this knight a 6" bubble that deals -1 attack to all models in it. *'''[[Slaanesh Subjugator|Subjugator Machine Spirit]]:''' Why yes, those weird titans are still around. This allows your knight to count as having been stationary even if they shoot after advancing or falling back. **''Favoured:'' Offering Slaanesh enough sacrifices lets the knight charge after advancing or falling back, making it more mobile and more effective in close combat. **The dream here is advancing across the battlefield, shooting down enough stuff for the ''Favour'' and charging right after! **Favoured part is fully useful only on your War Dogs, all bigger knights are already able to charge after falling back courtesy of the Super-heavy Walker rule. </tab> <tab name="Pantheon Undivided"> *'''Mark of the Dread Knight:''' Grants your knight a 6+++ FNP save. **''Favoured:'' Offering the pantheon enough sacrifices upgrades the knight's FNP save to a 5+++. **Listen to the whispers of the Dark Gods. Shrug off those Daemonic Surges, [[That Guy|you know you want to]]. *'''Warp-Borne Stalker:''' Allows this knight to deep-strike anywhere at least 9" away from an enemy unit. This works even if they're a War Dog who was part of a squad, as the War Dogs already split up once deployed. **''Favoured:'' Offering the pantheon enough sacrifices allows this knight to return to reserves and then re-deploy anywhere on the board. *'''Blessing of the Dark Master:''' Enemies can't re-roll hit, wound, or damage rolls against this knight. Way to infuriate the aura-based meta. **''Favoured:'' Offering the pantheon enough sacrifices makes it so that this knight can never be hit on a roll below a 4+. **Take the Infernal households for Daemonic Surge and start slaying chaff for favour, and at the end of the phase, have a monster that makes all your opponents hit like guardsmen. The mark of the Dread Knight might help you shrug off wounds by adding an extra step, including those from Daemonic Surge, but this one lets you be tanky by making more attacks fail in each step. And the Emperor help your opponent when you roll/pick Transknight physiology, limiting your opponents attacks to a 25% chance to make it to the armor save phase. **Since this specifically doesn't act as a penalty to hit, you can still stack minuses to hit (just note, if they have 2s and 3s to hit, the -1 to hit will do jack shit). </tab> </tabs>
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