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===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 modelโs 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>
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