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===Relics=== You have 22 relics to choose from, the highest of any army yet. ====Universal==== *'''Endless Fury:''' Replaces an Avenger Gatling Cannon. 36" Heavy 14 S6 AP-2 2 D, and unmodified hit rolls of 6 count as being two hits. **Gives you on average 11.67 hits compared to the normal gatling cannons 8 hits, giving you a total of 9.72 and 6.66 dead GEQ's respectively. The extra 3.67 hits can be useful and is nearly a 50% improvement on the standard gatling cannon, and also helps against negative hit modifiers since the bonus hit triggers on a natural roll of 6. **should give you at least 4 hits on overwatch, which isn't huge, but if your opponent gets very unlucky could put a big hole in his TH/SS terminators *'''Judgement:''' Replaces Stormspear Rocket Pod. Flat out upgrade for it, as it becomes AP-3 and allows rerolls to hit. *'''Ravager:''' Replaces a Reaper Chainsword. Is S+8 AP-4 D6 and allows the Knight holding it to re-roll 1s to hit. **Hitting with 16 strength lets you wound things like Land Raiders and enemy Knights on a 2+, without suffering the -1 to hit from the Thunderstrike Gauntlet. Re-rolling ones is a nice bonus, but you have other sources of re-rolls. **This is your best melee weapon if you don't already have a source of rerolls, especially on a Gallant. **House Krast's Household Tradition improves this, letting it re-roll all failed hits. *'''Skyshield:''' Replaces a Twin Icarus Autocannon. 60" Heavy 6 S7 AP-2 2 D, otherwise identical to the regular twin Icarus Autocannon. **Underwhelming as the normal Icarus cannon is a bit meh, and is outstripped by your missile launchers. *'''The Paragon Gauntlet:''' Replaces a Thunderstrike Gauntlet. Sx2 AP-4 8 D, and with no hit roll penalty either! **A flat upgrade over the basic version and your best melee weapon, combine with additional re-rolls and bonus’ to hit and your knight can lay even a warlord Titan low. Best suited to the knight gallant due to its base 5 attacks but it does render the reaper chainsword useless. *'''Sanctuary:''' The user's Ion Shield invulnerable save works against melee weapons as well as ranged weapons. Good on a Knight that expects to go up against enemies with powerful melee attacks. **Superior to the Armour of the Sainted Ion against high ap ranged and melee attacks but does not improve your resilience to low ap attacks or melee attacks. *'''Armor of the Sainted Ion:''' Grants your knight a 2+ armor save. Doesn't get simpler than that. **While seemingly underwhelming in comparison to other flashier relics, it's deceptively great. You gain a significant edge against swarms of low strength, low ap fire, and combined with your ion shields a -3 ap attack is exactly the same. Also good against massed low/medium ap melee attacks, as a -3 ap melee weapon will trigger the 5+ armor save Sanctuary grants. Always take this over sanctuary since -4 or better AP in combat is very rare and -1 or 2 is quite common even on anti-tank weapons. Since this also helps with shooting this is definitely the better option. **Combine with the Ion Bulwark Warlord Trait to make any knight you want a tough son-of-a-bitch to crack. Slap it on a Castellan or Valiant and no one even bothers to shoot at it. Who wants to fire at a 2+, 4++, T8, 28 wound monster? Nobody, that's who (Unless they have soulburners). All the while your Castellan/Valiant survives. Turn 3 comes around--all your opponents anti-tank is dead and you have this monster roaming about fucking up whatever it damn well feels like. **Still worry about massed melee with the above option though, since your Castellan still only has WS+4, so if your opponent floods in enough dudes you will still die due to sheer numbers. ===={{W40Kkeyword|Questor Imperialis}}==== *'''Banner of Macharius Triumphant''': {{W40kKeyword|Questoris Class}} Knights only. +1 Ld to all {{W40kKeyword|Imperium}} units within 6" of the bearer, and also grants Objective Secured to the bearer. If an objective is contested with an enemy unit that also has ObSec or an equivalent, the bearer counts as being 10 models instead of just one. *'''Traitor's Pyre''': Replaces a Conflagration Cannon. Re-rolls failed rolls to wound. **Gives you 6.22 dead MEQs as opposed to the 4.66 dead MEQs of the vanilla version. *'''Helm of the Nameless Warrior''': Add +1 to hit rolls in the Fight phase. **For when you haven’t taken one of the many ways to get re-rolls for your warlord with house traits (or when you do have re-rolls and you want your knight to only miss 1 in 36 of its attacks). Best used on the gallant as they have the extra attack to truly make the best use of the 2+ weapon skill (in the new codex Gallants have a Natural 2+ weapon skill), and it goes without saying that this trait is completely wasted if you plan on keeping your warlord in the backfield. **If you have multiple Gallants, give one of them this, one of them the Paragon Gauntlet, and the other Ravager, and just go to town ===={{W40Kkeyword|Questor Mechanicus}}==== *'''Mark of the Omnissiah''': At the start of the turn, roll a d6. The bearer heals 1 wound on a result of 1-5, and heals d3 wounds on a 6. Like having a built-in techpriest at all times. **Sit your knight in a sacristan forgeshrine to heal an average of 3 wounds a turn, more if your also grab a tech priest. Then kit your knight out with your long range guns, sit on the back objective in the shrine and force your enemy to come to you, while your knight heals all but the most powerful shots your opponent can throw at it. Then the dick move: make it House Taranis so it also gets FnP and a chance to resurrect itself if it still dies somehow. *'''The Helm Dominatus''': {{W40kKeyword|Questoris Class}} and {{W40kKeyword|Dominus Class}} only. At the start of the shooting or fight phase, pick an enemy unit within 24". Until the end of the phase, all {{W40kKeyword|Armiger Class}} Knights within 6" of the bearer add 1 to their hit rolls against that unit. ** Put this on a Knight Preceptor to get a swarm of Armigers hitting on twos and rerolling ones. *'''Cawl's Wrath''': Replaces a Plasma Decimator. Improves AP to -4 and adds +1 to damage in both regular and overcharged modes, making this basically a supersized version of the Redemptor Dreadnought's Macro Plasma Incinerator. Naturally, this makes it much better at wiping out TEQs and light vehicles than its standard counterpart. ====Household-Specific==== *'''{{W40kKeyword|House Terryn}}- Thunder of Voltoris''': Replaces a rapid-fire battle cannon. 72" Heavy 2d6 S9 AP-2 d3 D, and when rolling for shot number it rolls 3d6 and drops the lowest. Take this. It's 3d6h2 baby lascannon. *'''{{W40kKeyword|House Griffith}}- Mark of the Lance''': When you finish your Charge move, roll a d6; on a 2+ one enemy unit within 1" suffers D3 mortal wounds, which is improved to 3 mortal wounds on a 6. Basically a better version of the House Griffith Warlord Trait. (Why not Take both?) *'''{{W40kKeyword|House Hawkshroud}}- Angel's Grace''': Each time you suffer a mortal wound in the psychic phase, roll a d6; on a 4+ you don't lose the wound being rolled for. *'''{{W40kKeyword|House Cadmus}}- The Hunter's Eye''': Nullifies cover bonuses against the user's attacks. *'''{{W40kKeyword|House Mortan}}- Honor's Bite''': Replaces a reaper chainsword. S+6 AP-4 6 D, and wound rolls of 6 deal d3 extra mortal wounds. *'''{{W40kKeyword|House Raven}}- The Banner Inviolate''': {{W40kKeyword|Questoris Class}} only. All House Raven models re-roll 1s to hit in the fight phase when within 6" of the bearer. *'''{{W40kKeyword|House Taranis}}- Fury of Mars''': Replaces a Thermal Cannon. Same statline as the basic one for the most part, but has an increased range of 48" and you get the Melta effect (two D6 take the highest Damage) at its full range. *'''{{W40kKeyword|House Krast}}- The Headsman's Mark''': Improves damage for all weapons by 1 when targeting an enemy with 10 or more wounds. If the target unit is {{W40kKeyword|Titanic}}, damage is improved by 2 instead. Superb for both Dominus variants as well as Gallants. Putting this on a Crusader will also let it out shoot a Dominus for quite a bit less if you were thinking about just taking the one knight. *'''{{W40kKeyword|House Vulker}}- The Auric Mask''': When an enemy takes a Morale test within 12" of the user, it must roll 2d6 and keep the highest.
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