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===Questoris Knights=== The basic Knights that have been around since 6e, now joined by the Preceptor. *'''Knight Crusader''': The most expensive and most shooty variant, 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 as well (although that's only because you can't take two Avengers - sadly that option is for Renegades only). Don't forget that the Crusader is still pretty handy in melee: just as good as the others versus infantry, and decent versus light vehicles, also, DAKKADAKKADAKKADAKKA. *'''Knight Errant''':Armed with the newly-buffed Thermal Cannon and a Chainsword, this is your close range and aggressive tank hunter. It's also a bit cheaper than the others.. well, every little helps. You can change the sword to the gauntlet if you want to super-specialise. *'''Knight Gallant''': Comes stock with 5 attacks and a 2+ weapon skill over the standard knight and 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. Comes with the standard heavy stubber which you should exchange for the melta as you’ll be advancing with this knight every turn, and you can still take the standard carapace weapons, but these are somewhat wasted if you plan on advancing every turn. **Combined with the +1 attack Seneschal warlord trait, the house Griffith trait on the charge for another attack and the paragon gauntlet to give you a package which will deal 31.11 damage to a warhound Titan and more than enough damage to one shot any knight that doesn’t have an invulnerability save better than a 5++. Alternatively you could use those 7 attacks on the charge to kill 14.58 guardsmen or 9.72 space marines (60 and 140 points respectively). In short, you either need an excellent invulnerability save or quantum shielding to survive melee with this adamantium monster. **Or run it as house Terryn and fight twice (for 3CP) leading to a total of 12 attacks with Seneschal warlord trait meaning you will, on average, deal 44.4 damage to a Warhound Titan (the same to a Reiver Titan as well) or kill 25 guardsmen. **Now one of the best Distraction Carnifexes in the game. It's got 24 wounds at T8 and 3+ / 5++ (can go up to 4++), hits like a brick if not killed (can solo superheavies with paragon gauntlet or squads of infantry with titanic feet, and as mentioned above can fight twice for 3CP if House Terryn) and looks very physically imposing. It also moves quickly so you can potentially make a turn one charge (If Terryn it moves 12"+4.5"+8.5" for an average total of 25"), making it a decent alpha strike unit. This strategy is very command point heavy though, so be sure to bring some allies to help out. *'''Knight Paladin''': Comes with a Reaper Chainsword and a Rapid Fire Battle Cannon. The battle cannon has not been served well by this edition, and as such this load-out is somewhat schizoid - the battle cannon has long range, but you need to get up close to use the sword. Of course this is all kind of moot seeing how you don't take movement penalties, and you can shoot out of combat or fall back, shoot, and charge. In practice this loadout is a decent all-rounder and having a 84" threat range is by no means bad. Unlike the Thermal Cannon and Avenger it does well against all targets, make sure you position the Paladin well to make best use of it though. *'''Knight Preceptor''': The knight preceptor is a new unit that takes the role of a Knight drill sergeant. His Mentor rule lets nearby Armigers reroll 1s to hit, so if you take one make sure it has a few Armigers backing it up. 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]]. *'''Knight Warden''': Your all-rounder, boasting 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. *'''Questoris Knight Magaera''': Basically a Paladin with a few nasty surprises. Got a buff in the Summer 2019 update, though not enough to quite salvage it entirely. Its weapons still ignore cover, which is good. The lightning gun is a much better now; its been buffed to a 6 Shot S7 AP-2 D3 gun and its Rending rule has been replaced with a much better effect: every Hit roll of 6 scores a bonus 2 Hits! Its chainsword can be replaced with a Hekaton Siege Claw (which looks like one of those prize grabber claws at an arcade) which has x2 strength and -4 AP but suffers from a -1 to hit (much like how the grabber claws can never seem to get a damn prize). The update also gave the claw a bonus 2 damage vs Vehicles and Titanic targets, which is very nice! The siege claw also comes with a twin rad cleanser from 30k with 2d6 hits with poison 2+ that does 3 damage. Instead of a peashooter as a carapace weapon, it has a Plasma fusil (again another throwback to 30k) which is just like a 2 damage plasma gun but it's rapid fire 2 and no Overcharge option. Even after these boosts, its still a bit hard to justify its cost. It's no longer the garbage heap it was to start, but dust it off and play with a friend to see how it is. Experiment with re-roll mechanics. *'''Questoris Knight Styrix''': The jack-of-all-trades that the Preceptor wished it could be. Although definitely not what it used to be back in 7E, it's become a late bloomer the release of the new codex. The Styrix combines a solid high strength main gun and arm weapon with close-range anti-elite shooting. The Volkite Chieorovile is a Heavy 5 weapon comparable to overcharged plasma with lascannon damage, though now its traded in its extra Hot effect for Mortal Wounds on Wound roll of 6. This brings it in line with other Volkite weapons, though it is a bit of a downgrade, making it a touch more effective against Infantry targets, but falling off some vs tanks. Bummer. The Graviton Crusher is decent, especially once you factor in rerolls and damage bonuses. Always take the Hekaton Siege Claw and Twin-Rad Cleanser. The former is a Gauntlet that trades the throw for 2 extra damage vs Vehicles and Titanic units--not bad, but nothing to write home about. But the Twin-Rad Cleanser is amazing in a meta filled with minus to hit enemies. That being said, he's on the overpriced side now, though still a highly effective hybrid Knight for taking all comers. So you can finally make the House Krast murder machine you've always dreamed of without exploding on turn one. Consider this: with the House-specific tradition, warlord trait, and heirloom, your Volkite Chieorovile is more efficient than a Volcano Cannon and the melee capabilities are just short of a Taranis Gallant's.
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