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=Wargear= ==Basics== ;Ion Shield :Every Knight gets this ''(except the Lancer, which gets something else)'' you get a 4++ save against shooting on a facing of their choice, chosen each turn. ::ALWAYS remember to position your Ion Shield for each knight at the start of your opponents shooting phase, don't wait for him to start rolling, otherwise he'll just assume it has the same position as the previous phase. Consider making a marker of sorts to nominate easily the facing. ::According to the RAW, Ion shields work until the next shooting phase, when you have to reposition it. Therefore, if it's facing the correct direction, it will protect you from overwatch shots. Plan accordingly. ;Heavy Stubber :S4 AP6 Heavy 3; every Knight has at least one nipple-mounted, some have two. Likely a .50 cal in 21st Century terms (as Heavy Stubbers have been around since before the Dark Age of Tech), a low-power gun with the same strength as a bolter but not the same penetrating power, meant to wipe up anything you'd rather not waste your big guns on. The Paladin's Battle Cannon also takes one. Useful for shooting at a target you intend to charge at in the Assault phase while shooting your main gun at another unit. Every knight has the option to replace this with a meltagun, which is a good choice if you're seriously expecting to see a wall of AV. ;Meltagun :You know it and you love it. All Knights can replace their little pea shooter with this thing, but it works best on Knights that have to close with the enemy to use it (read: Gallants and Errants). ==Arm Weapons== ===Ranged=== ;Rapid-Fire Battle Cannon :A two shot Leman Russ Battle Cannon, ever reliable and perfect for clearing big units of MEQ or worse, since that's two large blast markers that can cover a whole lot of dudes. Also, since it's ordnance, you get four chances to penetrate vehicle armour (due to the Ordnance re-roll). ;Thermal Cannon :A shorter ranged, single shot pie plate that is S9 AP1 melta. So you use this for wrecking Terminators and Land Raiders. Against most other things you were probably better off with the Battle Cannon instead. Mathhammer confirms this, the battle cannon is statistically better against every target with the exception of AV14 in melta range and TEQS. ::Do pay attention to that AP1, however. You get a 1/3 chance of destroying a vehicle rather than stripping a hull point as well as the ability to cripple a tank into submission. ;Avenger Gatling Cannon :S6, AP3, Heavy 12, Rending - For absolutely ruining squads and/or light vehicles, especially if your opponent tends to space his units further apart to prevent them from suffering under blast markers. Can even be used as an AA weapon in a pinch due to its high rate of fire but you've got other weapons for that now. Due to rending and high rate of fire eats HP like popcorn, a built-in heavy flamer for mobs, and being best option against AV, even better than the thermal cannon against every possible target. ===Close Combat=== ;Reaper Chainsword :The standard weapon of most non-Forge World Knights, it's a Destroyer close combat weapon. ;Thunderstrike Gauntlet :Another Destroyer close combat weapon, except that it ALWAYS strikes at Initiative 1 due to the "Colossal" rule ''(same as the new Bloodthirster of Insensate Rage)''. The benefit of this is that if your punch kills a Monstrous Creature or a Vehicle, you can then [[Awesome|THROW]] the dead model 12" away as an out-of-phase shooting attack that uses the large blast marker with no AP, but has the Strength equal to the model's Toughness or half of the front Armour Value of the vehicle. '''FUN'''. Even with the Colossal rule hindering your strike order, it's not like tanks are ever going to hit you back! ==Carapace Weapons== ;Ironstorm Missile Pod :A Whirlwind Launcher without the Ordnance rule so it's worse against vehicles. It's not fantastic compared to the other weapons that a Knight can get due to its low strength and poor AP. However it can be good for clearing up the remnants of squads that you couldn't wipe out with your main guns. But since Superheavy walkers don't need to fire all of their weapons at the same target what it can be good for is shooting a unit that tried to hide out of line of sight due to the Barrage rule. Also gives you more horde clearing potential, to help deal with the fact that an enemy horde will have way more units than you can shoot at in one turn and will outnumber you 30-1. ;Stormspear Rocket Pod :A Heavy 3 Krak Missile launcher, good for pounding away at squads causing ID on MEQ units or for knocking a few hull points off of tanks rather than wasting your main gun on an already weakened target. Also good for popping open light vehicles so you can blast the squad inside them to bits with your main gun. ;Twin Icarus Autocannons :Your only true anti-aircraft weapon. Not as good as a quad-gun but it's the best you can get right now. Then again, better to have something that does slightly more than chip the paintwork off Flyers than nothing. Take if you go up against Flyers on a regular basis or intend to use the Skyspear Lance formation, leave at home otherwise. Mount on a Knight Paladin for a good "Jack of All Trades" type of Knight. ==Knightly Heirlooms== Yes, Knights have Relics now. You only get one per Knight ''("may take one of the following...")'', and of course only one of each per army, and even then only if your detachment/formation gives a knight access to the Heirloom list, so you're unlikely to see Relics unless there are three or more Knights. The weapon Relics replace weapons of exactly the same type, so no buying a "third" arm or stupid stuff like that. It also means that FW knights can only take certain relics since they don't have the same standard loadouts as the rest. ;The Paragon Gauntlet :A master-crafted Thunderstrike Gauntlet for 15pts. It's okay. ;Ravager :For 25pts, gain a Reaper Chainsword with AP 1 which also re-rolls to-hit rolls of 1. Hand it to a Knight Gallant and watch your opponent cry. ;Mark of the Omnissiah :It Will Not Die for your Warlord, sounds awesome but probably won't save your bacon as often as you think. Still better served taking Techmarine allies. Costs 30pts. ;Sanctuary :A 6++ invulnerable save to all other facings on your ion shield. Nice and cheap at 15pts, you really cannot go wrong with this one. ::[EDIT] - Rules as written, you get a second Ion Shield with the purchase of this relic. This can also be purchased by Forgeworld Knights. Enjoy: a Knight Lancer Warlord in an Exalted Court can have a 3++ on one facing, a 4++ on another, 5++ on the other two facings and in close combat, rerolling 1s with the right Warlord Trait. :::[EDIT2] - With the addition of the new draft FAQ from GW, this is no longer the case, and indeed can't work on the various FW knights with 'Ionic Flare Shields', which are not 'Ion Shields'. This is still a draft as of this posting, with no official FAQ for the codex (January 2017). ::::[EDIT3] - The Codex now has an official FAQ, directly stating that ''Sanctuary replaces the modelโs normal ion shield''. ;Helm of the Nameless Warrior :Gain Rampage, which is a good grab since your knight will ALWAYS be outnumbered - though at 30pts might be worth some forethought. Best equipped on a Knight Gallant. ;Banner of [[Lord Solar Macharius|Macharius]] Triumphant :All friendly units from ''Armies of the Imperium'' within 12" may reroll failed morale and fear checks. Unless you're taking allies, you're wasting your time with this. It is, however, the cheapest Relic you have at a mere 10pts.
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