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===Questoris Knights=== Now moving 10" and no longer having attack multipliers on Titanic Feet, the Big Boys have seen a few different improvements in 9th, and gained special abilities to buff Armigers. *'''Knight Crusader''': The gun platform for Questoris Knights, armed with an Avenger gattling cannon and your choice of Thermal Cannon or RFBC. Either set up can perform well; whether it's melting Vehicles and shooting up elite infantry, or with the battle cannon in an anti-infantry role. The Bondsman ability allows you to select an Armiger within 12" to get +1 to their Ballistics Skill, which works great for Helverins and (presumably) post-FAQ Moiraxes. This loss of the attack multiplier on Titanic Feet hurts a bit, but make no mistake; the Crusader remains a good choice. *'''Knight Errant''': After being neglected for much of 9e, the Book of Rust offered a glimpse of the Errant's potential with the House Raven's relic Thermal Cannon. Now with the 9e codex, that potential has been unleashed in the form of 30" heavy 2d3 S9 AP-4 d6+2 (d6+4 at half range) thermal goodness, and the choice between either the sword or the gauntlet - both of which have sweep profiles (and have outstanding relics to choose from). The Bondsman ability is excellent too; pick an Armiger within 12", that unit can declare a charge in a turn which it advanced AND you add 1 to it's to Advance and Charge rolls, which means after staring down the Thermal Cannon people will need to deal with the Errant and a yeeted Warglaive. With all of this, the Errant now settles into being our best Big Game Hunter. *'''Knight Gallant''': Comes stock with 5 attacks, a 2+ weapon skill, and 12" of movement over the standard knight - it comes kitted out with a chainsword and gauntlet, making it your go to melee knight unless you want to go to forge world for a lancer. The Bondsman ability isn't bad either; +1 to the Weapons Skill for an Armiger. Like in previous editions, the Gallant makes for one hell of a distraction as a 400 point melee missile. *'''Knight Paladin''': Comes with a Reaper Chainsword and a Rapid Fire Battle Cannon. On one hand the loadout doesn't make much sense; the RFBC has 72" range while you also have a melee weapon, but on the flip side this Knight is well-suited to splitting attacks between two targets. While the buffs to the RFBC (flat 3 damage!!) and melee options (sweep attacks and great relics!) alone would make the Paladin a solid choice, the real money is with the Bondsman ability; select an Armiger 12" away, that unit can re-roll 1s for both hits and wounds. Overall the Paladin, much like the Errant, has finally found its footing in 9th, with the Paladin finally becoming the all-rounder it always should've been. *'''Knight Preceptor''': The knight preceptor takes the role of a Knight drill sergeant. His Mentor rule now makes him act as a Chaplain, which is very excellent. Comes packing a reaper chainsword, which it can swap for the gauntlet, and a Las Impulsor is a good all-purpose weapon that synergizes nicely with both types of Armiger: Dispersed mode can thin out infantry swarms that might tarpit a Warglaive, and Focused mode deals with the tough armored targets that the Helverin's autocannons can't reliably damage. Can take all the standard carapace weapons and, funnily enough, replace its heavy stubber with a [[C.S Goto|multilaser]] for free, which means you'll never, ever take a heavy stubber. No Bondsman ability for the Preceptor, they're too busy doing Knightly Teachings. *'''Knight Warden''': Boasts a Gatling cannon with built-in heavy flamer and reaper chainsword. This will perform well against almost any target, and it's a good candidate for the gauntlet upgrade to shore up its marginal weakness against landraiders and their ilk. The Bondsman ability has an Armiger you select from 12" away count as 10 models when holding objectives, which considering Armgiers are obsec, isn't that bad. *'''Questoris Knight Magaera''' <sup>(Forge World)</sup>: Received several changes over the years and has settled into a fantastic all-around role. To start, it's ranged attacks ignore cover, which is excellent as opponents will likely be hiding in cover on several occasions. The lightning gun is Heavy 8 S7 AP-2 D3, and every hit roll of 6 scores a bonus 2 hits, which acts like a to-hit bonus but better due to interactions with things like re-rolls; you're likely average around six to eight hits with the gun. Instead of a the pop gun or melta, we get a phased plasma-fusil (again another throwback to 30k) which is a twin plasma gun that can't overcharge but clocks on at 24" Rapid Fire 2 S7 AP-3 D2. Melee-wise it comes with a Reaper Chainsword by default, but the real value is swapping it for a Hekaton Siege Claw (which looks like one of those prize grabber claws at an arcade) which has Sx2 AP-4 D6, -1 to hit, +2D against {{W40Kkeyword|Monster}}s and {{W40Kkeyword|Vehicle}}s, or a second profile which is the same as Titanic feet, but strictly better, as they deal D3 damage while still making the 3 hit rolls. The siege claw also comes with a twin rad cleanser from 30k: 12" Assault 2d6 S2 AP0 D3, Automatically Hits, Poisoned (2+), which is ''radically'' better than a Heavy Flamer. Generally you want to get within 12" and melee to make the most of the claw and Plasma-Fusil, but the Lightning Cannon does add some ranged punch. On top of all this; a 5++ in melee that '''can''' be rotated with Ion Shields. Comparing the Magarea to other Questoris Knights is tricky; you're basically trading the Carapace weapon to ignore cover. Ultimately, you'll want to pick based on what you value with the shooting weapon(s) and associated strats and if that outweighs not having the Claw, which is our best melee weapon for Questoris models. *'''Questoris Knight Styrix''' <sup>(Forge World)</sup>: Ignores cover, and comes with a Vulkite Chierovile (Heavy 5 S8 AP-3 D1d6, nat 6 to wound is +2 Mortal Wounds), which is incredibly swingy - and with only five shots, you'll find landing those wound roles of sixes difficult. It also has Graviton Crusher (Heavy 1d3 S6 AP-3 D2, D3 against Sv3-, ''does not'' have Blast). Overall, it's inferior to the Magarea due to it's main gun lacking the damage output of the Lightning Cannon.
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