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Warhammer 40,000/9th Edition Tactics/Chaos Knights
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==Special Rules== *By and large, you're always looking at the same statline, including a 5++ invuln against shooting, and they all '''explode''' on a 6+, 2d6", 1d6 mortal wounds. *Your {{W40Kkeyword|War Dog-Class}} units count as having Objective Secured. *They also all share some flavor of the '''Super-heavy Walker''' rule. **A Chaos Knight can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Renegade Knight Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. In addition, a Chaos Knight can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Chaos Knight only gains a bonus to its save in cover if at least half of the model is obscured from the firer. *'''Fallen Hero''': If you add in a super-heavy auxiliart detachment with a lone {{W40Kkeyword|Dreadblade}} in it, you give it the {{W40Kkeyword|Agent of Chaos}} ability, letting it join any other Chaos army without throwing off any mono-faction abilities like the Death Guard's Contagions or Thousand Sons' Cabbalistic Rituals. Likely to be what you pick up if you need a Knight for support. *'''Traitoris Lance''': Slightly different from the loyalists, if your army is Battle-forged, select one model in that '''{{W40Kkeyword|Traitor Knights}}''' Super-heavy Detachment in your army. The model you selected gains the '''{{W40Kkeyword|Character}}''' keyword. If the detachment has 1-2 {{W40Kkeyword|Abhorrent-Class}} knights or 3-5 {{W40Kkeyword|War Dog-class}} knights, you refund 3 CP. Having 3+ {{W40Kkeyword|Abhorrent-Class}} knights or 6+ {{W40Kkeyword|War Dog-class}} knights in your detachment refunds you 6 CP. *'''Towering Foe''': For the purposes of counting models on objectives, your war dogs count as five and everyone else counts as ten. **We now have the toughest "troops" in the game. Suck it, bitches! ===Harbingers of Dread=== The big mono-faction rule, giving you a turn-based set of rules based on things like the Space Marine Doctrines. Of course, it's all hinged upon a new rule called Dread, a special morale check for enemies that rolls 2d6 under the unit's Ld. Your units all gain a Dread range that starts at 12" and isn't changed by anything else that'd affect auras (similar to DG contagions). That may not sound too big an AOE, but you're Knights - with your large base you can cover large swathes of the board. You get to pick from one of three different lists each turn, but the first and last turns always come from the Doom list and every turn's bonus stacks on top of those from the previous turns. {| !scope=col rowspan=2| Battle Round !scope=col colspan=2| Doom !scope=col colspan=2| Despair !scope=col colspan=2| Darkness |- !scope=col | Name !scope=col | Effect !scope=col | Name !scope=col | Effect !scope=col | Name !scope=col | Effect |- !scope=row| 1 |'''Dread Host''' || Enemies within Dread range suffer -1 Ld and -1 to Combat Attrition rolls. This is automatically picked for you; you don't get a choice. |- !scope=row| 2 |'''Encroaching Doom''' || Dread range increases to 15", offering a bit of reach in forcing those unfavorable Dread tests. |'''Creeping Decay''' || Enemies within Dread range suffer -3" to any of their auras and any command abilities like Chapter Masters. Against aura-dependent armies like Nids and Guard, this is a lot more devastating because it forces them to be closer together. |'''Gheist Storm''' || Enemies within Dread Range must take a Dread test whenever they charge or shoot. If they fail, they can't shoot any knights unless they're the closest target and all charge rolls are halved, which is a very direct way of crippling the foe. Won't mean much for melta, however. |- !scope=row| 3 |'''Mortal Terror''' || Any time an enemy fails a morale test, an additional model flees before rolling for Combat Attrition. If the Morale roll was twice the highest Leadership of the unit, then they lose an additional d3 models. |'''Empyric Fugue''' || Enemies within Dread range must take Dread tests whenever they want to perform special actions, both when they start the action and during the Morale phase. Likely not to be picked unless you know that the enemy's gonna try those sorts of objectives. |'''Pall of Darkness''' || Enemies shooting from over 12" away must take -1 to hit. |- !scope=row| 4 |'''Wailing Gheists''' || Your Dread aura now deals -2 to Leadership. |'''Paralyzing Insanity''' || Enemies within Dread range lose ObSec. Ohhhh boy, this is evil. Especially if you picked up Encroaching Doom so your War Dogs can rob objectives. |'''Veil of Shadows''' || Enemies take -1 to hit in melee. |- !scope=row| 5 |'''Horror of the Warp''' || Enemies within Dread range now suffer -2 to Combat Attrition rolls and nat 1s force two models to flee. This is automatically picked for you; you don't get a choice. |}
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