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==Household Ambitions and Bonds== The Chaos Knight answer to the Household Traditions. You have two keywords to keep an eye on for this: {{W40Kkeyword|<Questor Traitoris>}} and {{W40Kkeyword|<Dread Household>}}. The former is what separates the Iconoclast and Infernal households (providing you the Ambitions) while the latter differentiates your separate houses and bonds. {{W40Kkeyword|Dreadblade}} knights naturally lack a Traitor Ambition and can pick any bonds they see fit, but still must pick between Iconoclast or Infernal. ===Iconoclast Household=== *'''{{W40Kkeyword|Iconoclast Household}} - Conquerors without Mercy''': If a model with this rule charged, was charged, or made a Heroic Intervention, it gains +1A ''and'' -1AP in melee (e.g. AP0 becomes AP-1). This no longer confers any morale penalties, though Dread lets you handle that anyhow. **[[Angry Marines]] on steroids, and effectively combines 2 separate faction traits into 1. Obviously set up to encourage you into melee, knights are already better in melee than shooting, so having 15 chain sweeps hits at S8 AP-4 D2 on the charge will be very much appreciated. Throw on a bonus to morale casualties to make chaos iconoclasts straight up superior to loyalist ones. **An addition point of AP also allows a gauntlet to strip another knight or baneblade of all its armour, while the chainsword will be walking around with ap-5 (scary against Land Raiders and Titans). The biggest benefit is absolutely against marines with their new Armor of Contempt, forcing them down to an invul or death. **In fact, a conflagration cannon/thundercoil harpoon Tyrant gets some of the biggest benefits from this: generally, anything you shoot with the harpoon will be in range of the morale debuff, and not only is it usually feasible to get the cannon into debuff range, charging you is now an even worse idea, because on top of the cannon's obnoxiously good overwatch, you'll hit back like an even bigger truck. **Another small point in this ambition's favor is that it gives Wardogs with Autocannons a slightly better chance of kicking their way out of melee should they get trapped. ===={{W40Kkeyword|[[House Lucaris]]}}==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, The Serpent Strikes In the Warmasters' name! Thematically, House Lucaris's members are masters of the blitz and bearers of ancient grudges. From the storm-blasted lightning-scape of Morda Prime these tenacious engines of butchery prosecute a vicious campaign of vengeance against the Imperium; upholding the oath of enmity they swore In Horus' name after his defeat at the hands of the hated Corpse-Emperor. On the tabletop, Their lightning warfare is represented by giving them the Hateful Assault equivalent and a 'fights first' warlord trait and a Strat to deliver mortal wounds on those puny units you've bowled over. A good choice for a melee focused army as it rewards you for maneuvering into combat and punishes those brave (or foolish) enough to charge you. <div class="mw-collapsible-content"> *'''Household Bond - Virtue Through Strength''': Each time a model is selected to fight, re-roll 1 hit roll or wound roll when resolving that model’s attacks. *'''Warlord Trait - Strike First, Strike Often''': Your Warlord always fights first. If an enemy unit has a similar ability, then alternate choosing units to fight with starting with the player whose turn is taking place. *'''Relic - Serpentstrike''': Pick one of your Melta weapons. It loses any abilities it has, counts as a relic, and gets +1S and +2D. If you have a carapace meltagun you have to pick between that and your thermal cannon. *'''Stratagem - Trample Them (1 CP)''': Use after 1 of your Knights has moved over enemy units. Select 1 enemy unit that was trampled on and roll a D6. The unit suffers D3 mortal wounds on a 2-5 and 3 mortal wounds on a 6. '''Tactics:''' </div></div> ===={{W40Kkeyword|[[House HERPETRAX]]}}==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, there are places even the Emperor could never claim Thematically, House Herpetrax had never claimed fealty to the Imperium. Their world was discovered well after the Great Crusade and the house had spent the long night rejecting the claims of many a false "Emperor of Mankind". They were far more comfortable with the rituals of the dark gods than they would ever have been with the Imperial Faith. On the tabletop, the knights of Herpetrax are determined warriors, fighting to their very last and bringing down whoever stands in their way. <div class="mw-collapsible-content"> *'''Household Bond - Dauntless''': +2W for {{W40Kkeyword|War Dog}}s, +4W for {{W40Kkeyword|Titanic}}s. *'''Warlord Trait - Bound to None''': Your warlord ignores ALL penalties it suffers outside of damage tracks, which is insane. On top of that, they can ignore any penalties to hit, wound, damage, advance and charge rolls, making it literally immune to all of the debuffs inflicted on it. The only way to stop your warlord is to kill it. *'''Relic - Crown of Jedathra''': {{W40Kkeyword|Abhorrent-Class}} only. Subtract 1 from hit rolls when fighting against a Knight equipped with this relic. *'''Stratagem - Warping Presence (1 CP)''': Use at the end of your fight phase, and roll 1d6 for each enemy unit within 6" of one of your Knights. On a 2+, that unit suffers a mortal wound while a 6+ deals d3 MWs. A sizeable upgrade from the last edition that makes it more reliable as an off-turn bomb. '''Tactics:''' </div></div> ===={{W40Kkeyword|[[House KHYMERE]]}}==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, time travel is WIERD. Thematically, House Khymere was a loyal House that learned they had been declared Heretics after reports of Chaos Knights bearing their livery had been reported all over the Great Rift. Unwilling to fight against the Imperium, and seeking to clear their name, the entire House flew into the Warpiest parts of the Great Rift, was driven batshit insane, and came out BEFORE they left, thus creating the reports that originally led to their fall in the first place. On the tabletop, the knights of Khymere are better suited against mobs. They get clear advantages on crushing the weak and preferring mobs over big things like monsters. <div class="mw-collapsible-content"> *'''Household Bonds - Rampant Cruelty''': +1 to wound any units below half-strength. *'''Warlord Trait - Maddened Cries''': Enemies within 9" must take a Dread taste, taking a mortal wound if they fail. *'''Relic - Warpfire Shield''': A more accessible relic, this grants a 5++ invuln against melee, with a saving throw of 6 dealing a mortal wound to the attacker. *'''Stratagem - Fury of Sutr's Wake (1/2 CP)''': When one unit charges, roll 4d6 (6d6 if it's a {{W40Kkeyword|Titanic}} model), dealing 1 mortal wound for each roll that exceeds the target's Toughness and 2 for a 6. Costs 2 CP for a {{W40Kkeyword|Titanic}} model. '''Tactics:''' </div></div> ===Infernal Household=== *'''{{W40Kkeyword|Infernal Household}} - Daemonic Surge''': Remember the Riptide and its Nova Reactor ability? This is basically the same thing but for all your Knights - take one mortal wound to gain one of 3 buffs based on a d3 roll, or take d3 mortal wounds to choose the specific buff you want. Either way, this happens during the Command phase. Fortunately, Infernal Households have access to a healing Stratagem to keep their wounds at an acceptable number. The buffs themselves are as follows: *#'''Daemonic Hunger''': +3 to Movement. Perfect for one of the forge world knights to give them guaranteed turn 1 charges. *#'''Daemonic Fortitude''': This model cannot be wounded on any roll below a 4+. Your go-to against S8 (Melta/Plasma/TH MEQ) or S9 weapons (lascannons), but against low strength weapons on an already toughness 8 unit you won’t notice anything. *#'''Daemonic Power''': +1 to a chosen ranged weapon's wound roll. Superb on most of your guns but is best suited to high rate of fire weapons with a strength value just below a wounding threshold. Just remember if you're planning on using this with a dual gatling cannon despoiler, it will only buff ''one'' of the gatlings, not both of them. ===={{W40Kkeyword|[[House KHOMENTIS]]}}==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, a cornered beast is the most dangerous one. Thematically, these knights embody the various predatory animals of their homeworld. Fed up with the constant exploitation by the Imperium, the nobles of Khomentis decided to take ally with daemons, bonding with them. On the tabletop, the knights of Khomentis focus the most on efficiency, ensuring the most out of the daemonic power gifted to them and making sure that every hit they make counts. <div class="mw-collapsible-content"> *'''Household Bond - Profane Symbiosis''': Whenever you use Daemonic Surge, you can opt to either re-roll the boost you got (if you sacrificed 1 wound) or pick two different boosts (if you sacrificed d3 wounds). Both of these push the buck with how effective your surges are, even if you lack the ability to save against them. *'''Warlord Trait - Dread Hunter''': Once per game, at the start of your shooting phase, you may add 1 damage and re-roll hit and wound rolls for 1 weapon the Warlord is equipped with. *'''Relic - Daemonic Shrike''': Pterrorshade only. At the start of your shooting phase, choose 1 enemy unit within 18" of the Knight with this relic. All attacks made by that Knight against the selected unit during this turn improve their AP by 1. *'''Stratagem - Encircling Hounds (1 CP)''': Deep strike a unit {{W40kKeyword|War Dog-Class}} unit from strategic reserves, counting the effective round as 1 higher for issues such as placement. '''Tactics:''' </div></div> ===={{W40Kkeyword|[[House KORVAX]]}}==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, there are fates worse than death. Thematically, these are the remnants of Kolossi, home of House Raven, after [[Be'lakor]] sunk it into the Warp. While those who defended their home fought to the last, they were ultimately beaten and forced into the Dark Master's servitude. Now they are forced to fight against the very people they once protected and fought alongside, helpless before their new lord. On the tabletop, the knights of Korvax focus the most upon the Dread ability, ensuring that it reaches whatever you seek to take down. The Stratagem in particular lets you walk past any terrain and bring the dread faster. <div class="mw-collapsible-content"> *'''Household Bond - Forged in Terror''': Once per battle, you can acfivate an extra Harbingers of Dread power, whether from the current turn or a previous one. While your Warlord lives, this lasts for the rest of the game on all your knights, even if you have any attached units from another faction like Dreadblades. *'''Warlord Trait - Lord of Dread''': +3" to all aura and Dreaded ranges. *'''Relic - Rune of Darkness''': One per turn upon failing a save, you can trigger this rune to nullify the incoming damage. However, you have to roll a 2d6 every time you use it, breaking the rune if the roll exceeds the bearer's Leadership stat. *'''Stratagem - Knights of Shade (2 CP)''': Two {{W40Kkeyword|War Dog-Class}} units or one {{W40Kkeyword|Titanic}} unit can move through any intervening terrain as though it didn't exist. '''Tactics:''' </div></div> ===={{W40Kkeyword|[[House VEXTRIX]]}}==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, some loyalties do remain. Thematically, Vextrix is a House bonded to the Traitor Legio Mortis, in an alliance that predates the Horus Heresy. Having performed a mini-Istvaan of their own loyalists at Beta-Garmon (the Titandeath), they have been fighting Loyal Knights and Titans for a very long time. On the tabletop, the knights of House Vextrix are focused upon effectiveness in combat. Though limited in value on certain guns, they work best when using high damage weapons that would see more use on large things like enemy knights and tanks. <div class="mw-collapsible-content"> *'''Household Bond - Titankin''': When a Knight shoots, you may re-roll a single hit and wound roll. *'''Warlord Trait - Favour of the Dark Mechanicum''': Your warlord gains 1 wound (if a War Dog) or 2 wounds (for anything else). In addition, your warlord regains d3 wounds each Command phase. *'''Relic - Heretek Power Core''': Add 2" to the Knight's movement and add 1 damage to a melee equipped by the Knight unless using a sweep profile. Both of these are pretty much making you focus more on monsters and enemy knights rather than mere hordes of men. *'''Stratagem - Interception Array (2 CP)''': At the start of your shooting phase, choose one of your Knights. That Knight now ignores all hit roll and ballistic skill modifiers for the rest of the phase. '''Tactics:''' </div></div> ===Fell Bonds=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Unlike the set household Bonds above, a custom household can choose to be either an {{W40Kkeyword|Iconoclast}} or {{W40Kkeyword|Infernal}} household by picking a bond from one of the following lists. These are even open to Dreadblades, whom normally cannot benefit from Traitoris Ambitions. <div class="mw-collapsible-content"> <tabs> <tab name= Iconoclast> *'''Infamous Heredity:''' Unavailable to Dreadblades. Your copy-an-existing-subfaction bond, letting you pick that dread household's bond, WT, and strat. No relics though, so why pick this? *'''Bold Tyrants''': -1AP to ranged attacks within 18". *'''Frenzied Invaders''': Unmodified hit rolls of 6 with all melee weapons except for titanic feet get an extra hit. Considering how shit titanic feet are in this edition the caveat isn't really a bad thing. *'''Learned Idolators''': Treat any incoming AP-1 attacks as AP0, saving you a bit of a hassle against things like bolt rifles. *'''Loping Predators''': Your knights count as having remained stationary if they shoot after advancing. *'''Pinpoint Cruelty''': Unmodified hit rolls of 6 with shooting improves both AP and Damage of that attack by 1. *'''Prideful Wrath''': Count wounds as doubled for wound tracks, ensuring your added survival. Especially useful for your more fragile War Dogs. *'''Worthy Offerings''': +1 to hit enemy vehicles, monsters and characters. If a model with this bond has a Favour of the Dark Gods and kills one of the mentioned enemies, their offering will always be accepted, regardless of their tally. </tab> <tab name= Infernal> *'''Bound Vassals:''' Unavailable to Dreadblades. Your copy-an-existing-subfaction bond, letting you pick that dread household's bond, WT and strat. No relics though, so why pick this? *'''Biomechanical Fusion''': Dreadblades gain the Infernal Household Ambition despite normally being unable to benefit from it, while those in a household gain a 4+++ FNP against any mortal wounds suffered as a result of their Daemonic Surge. *'''Dark Forging''': +4" to the range of ALL guns. In addition, any equipped stubbers gain +1 to strength and damage as well as the ability to ignore LoS so you can snipe out characters. *'''Geists of Ruin''': Your knights are treated as being in light cover when shot at from more than 18" away (the actual wording is the Knight has the benefits of cover on its saving throws). *'''Hellforged Construction''': When hit by a weapon with Strength 7 or lower, you degrade the Damage of that attack by 1. *'''Merciless Tormentors''': Re-roll 1s to hit enemies within 18" for ranged attacks. *'''Unhallowed Inscriptions''': 5+++ against any mortal wounds that were '''not''' suffered as a result of Daemonic Surge. In addition, psykers gain +1 to their deny rolls. Great against psychic heavy armies. *'''Warp Vision''': Ignore all light cover when shooting. </tab> </tabs> </div></div>
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