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==Special Rules== All {{W40Kkeyword|Armiger-Class}} knights gain Objective Secured. *'''Bondsman Abilities:''' Your Questoris knights have a focused buff ability that they can give to one Armiger each turn. While you can't stack these buffs, your armigers do have damage reduction when Honoured or Virtuous, reducing the incoming damage by 1. *'''Super-heavy Walker:''' A model with this rule is "eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding {{W40Kkeyword|monster}} and {{W40Kkeyword|vehicle}} models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them". This means Titanic Knights can simply walk out of melee whenever they so please without taking any of the regular penalties for doing so. Tired of shooting and slicing up his Tactical squad? Walk away and shoot his Predators! Not going to win that combat against their geared up HQ? Walk away and blast him to bits in the shooting phase then charge someone else instead! A recent FAQ also gifted us with the ability to walk through difficult terrain and not suffer any movement penalties. *'''Knight Lances:''' If your army is Battle-forged, select one model in each '''{{W40Kkeyword|Imperial Knights}}''' Super-heavy Detachment in your army. Each model you selected gains the '''{{W40Kkeyword|Character}}''' keyword, and thus eligible for WTs. **Super-Heavy Detachments cost 6 CP, however taking up to two {{W40Kkeyword|Questoris-Class}} knights or 3-5 {{W40Kkeyword|Armiger-Class}} knights refunds 3 CP and taking 3+ {{W40Kkeyword|Questoris-Class}} knights or 6+ {{W40Kkeyword|Armiger-Class}} knights and some other knights refunds all 6 CP. *'''Towering Foes:''' Now enshrined in our 9e codex, Armigers in a Knights Deatachment count as 5 Bodies + obsec, and Titanic models count as ten bodies. This includes Super Heavy Auxiliary Detachments (SHAD). *'''Wandering Hero:''' A Superheavy Auxiliary Detachment comprised of a {{W40Kkeyword|Freeblade}} '''Unit''' gains {{W40Kkeyword|Agent of the Imperium}} as a keyword, letting them freely mingle with the various Imperial armies without penalty. Unit matters because it let's you bring a 3 strong unit of Armigers. **The Mechanicus add onto this by making a Superheavy Auxiliary Detachment also gain the {{W40Kkeyword|Knight of the Cog}} keyword to help benefit from Mechanicus strats. ===Household Traditions=== Your new Chapter Tactics equivalents for Knight Houses. At first glance, Houses may seem akin to the sub-factions of the other Codexes, but the difference of some of them being {{W40Kkeyword|Questor Imperialis}} or {{W40Kkeyword|Questor Mechanicus}} means they have different access to a trio of mutually-exclusive Stratagems and Relics and the corresponding Allegiance Oath introduced in Engine War. The big thing to keep in mind: ONLY units in Super-heavy detachments get Household Traditions and the Allegiance Oath! If you're only adding one knight to an existing army and that knight is in a Super-heavy auxiliary detachment it WON'T GET THESE BENEFITS. You'll still have the keyword you chose and will be able to use Stratagems though! Freeblades are allowed to have a different Allegiance to the other knights in your detachment however if they do so you lose the benefit of the oath. ===={{W40Kkeyword|Questor Imperialis}}==== * '''The Imperialis Allegiance Oath - Vow of Honour:''' +1" to advance and charge rolls, you can ignore any or all modifiers to Advance and Charge rolls, and +1" to pile-ins and consolidations. While not as aggressive as Iconoclast Knights, this places an increased focus on charging and the boost to pile-in range lets your massive walkers slip into melee without charging. ====={{W40Kkeyword|[[House Cadmus]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, there is only the hunter and his prey.<br> Thematically, House Cadmus are the huntiest hunters to ever hunt. They're all about the fight phase and making the most of your close quarters prowess.<br> On the tabletop, they specialize in ensuring wounds are delivered to their target. While their relic and Stratagem lend themselves to shooting, their real meat and potatoes lie in getting up in the enemy's face and throwing all that weight around <br> <div class="mw-collapsible-content"> '''Household Traditions - Hunters of the Foe:''' Now has two abilities. You can re-roll wound rolls when fighting a unit of 6+ models, as well as re-rolling a wound roll of 1 if they're not Vehicles or Monsters. Truth be told, they're kind of redundant unless you're fighting blobs of cultists or gaunts. *Counterpoint. You can wreck vehicles in melee with no issues at all. Where knights struggle is against melee hordes where they get bogged down. Now that all knight weapons come with a sweep weapon profile you can wound all infantry in the game on a 35/36 while deal huge amounts of damage with ap others armies have to go to dedicated units for. The rerolling all wounds is redundant however unless you’re fighting T5 units (“cough” custodes “cough”) while just using your feet. '''Warlord Trait -Veteran of Gryphonne IV:''' All incoming melee damage is reduced by one to a minimum of 1. *Basic but a nice middle finger to heavy all those high rate of fire weapons which have received a damage boost this edition. '''Relics - The Hunter's Eye:''' {{W40Kkeyword|Questoris-Class}} or {{W40Kkeyword|Armiger-Class}} knights only. Nullifies cover bonuses against the user's attacks. Very handy if you play on tables with lots of terrain. *Situational, but as cover bonuses covers a lot of different buffs this edition it has its place. '''Stratagems -Bio-scryer Cogitator Array (1/2 CP):''' Lets you immediately shoot at a unit that is set up from tactical reserve, provided it shows up within 12". Notably, this does NOT impose a to hit penalty, setting it apart from other similar stratagems. Not to mention having a Crusader pump a tank squad's worth of firepower into an opportunistic deepstriker is better than other armies infantry-only responses. 1 CP for Armigers, 2 CP for everyone else. '''Tactics:''' </div></div> ====={{W40Kkeyword|[[House Griffith]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, there is only room for brave knights who charge everything.<br> Thematically, House Griffith are more akin to historical knights with their focus on expensive, well armored, and elite units charging into their enemies to break them with superior might.<br> On the tabletop, Griffith make awesome use of the Knight's ability to simply walk out of combat with lesser foes. This allows you to get in some serious cycle charging turn after turn to ensure your Household Tradition's extra attacks are always active. <br> <div class="mw-collapsible-content"> '''Household Traditions - Glory of the Charge:''' Add +1 to the Attacks characteristic of a model during any turn in which it charged, was charged, or performed a Heroic Intervention. Yes, your Knights now have Shock Assault. While this no longer allows everyone to Heroically Intervene, you do have a Chivalric Vow that lets you do this. A 25% increase in damage output (20% for the gallant), for the melee focused knights this can be the difference between the Baneblade being able to quote “to be or not to be” at you. '''Warlord Trait - Master of the Joust:''' Your warlord is eligible to declare a charge in a turn in which it Advanced, which is very useful since Full Tilt was re-worked in the 9e codex. Remember that you get advance and charge buffs already. '''Relics - Mark of the Lance:''' When you finish your Charge move, roll a d6; on a 2-3 one enemy unit within 1" suffers D3 mortal wounds, on a 4-5 it suffers 3 mortal wounds, on a 6 it's D3+3. Combine with the knights ability to retreat and charge and you can put out a lot of wounds. '''Stratagems - Dragonslayer (2 CP):''' In the shooting phase or fighting phase, until the end of the phase, add 1 to the attack's wound roll vs vehicles or monsters. '''Tactics:''' </div></div> ====={{W40Kkeyword|[[House Hawkshroud]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, duty is eternal. Thematically, House Hawkshroud are the broest of the Knight Houses, often sending out Knights to help others. On the tabletop, Hawkshroud still fight harder longer thanks to their Household Tradition. Meanwhile, their strat and relic has been re-worked in 9e. <div class="mw-collapsible-content"> '''Household Tradition - Oathkeepers:''' Still has wounds count twice as many for the purposes of your Damage Chart, but you now count as having +1 more Honour point than you really have, letting you edge into Virtuous perks so long as you aren't Dishonoured. *Probably one of the best traits in the codex. The loss of effectiveness from damage can really gimp your knight, but if your enemy has to deal 18 wounds to your Questoris, 21 to your Dominus and 9 to your Armigers to even drop their statistics by one point, it means you can survive far longer putting out higher damage, and give you a definite edge against other knight armies, or armies that kill you with chip damage. '''Warlord Trait - Duty of Forsworn:''' Pick an enemy unit at the start of the game. Your Warlord adds +1 to all hit rolls against that unit. *Not always great, but put this on a Castellan and pick the biggest baddest thing they have and watch the look of fear on your opponent's face as you tell him your Volcano Lance is hitting on 2's. This is especially something to consider with certain Vows and Secondaries. '''Relic - Angel's Grace:''' {{W40Kkeyword|Questoris-Class}} or {{W40Kkeyword|Armiger-Class}} knights only. Get a straight up 5+++ against mortals AND a 6" aura that grants the 5+++ against mortals to Armigers. Much improved over the older version. '''Stratagem - Staunch Allies (2 CP):''' Now changed in 9e, you can no longer surprise people with an overwatch ambush. Instead, select one model 12" away from a model of yours that is being charged. You can perform a 6+D6" Heroic Intervention, which is incredible range and stacks with any other bonuses you may have for HI's. *Stacks perfectly with Defend Those in Need, as the Honoured ability lets all your knights Heroically Intervene. </div></div> ====={{W40Kkeyword|[[House Mortan]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, one must fight back against the darkness<br> Thematically, House Mortan is a dour House whose planet is perpetually shrouded in darkness and covered in monsters. The Knights must perpetually fight these dark monsters, developing their strength when the greater Imperium cannot aid them. <br> On the tabletop, Mortan's experience fighting in inky blackness translates to a skill in close-quarters, and some fun with hit modifiers. <br> <div class="mw-collapsible-content"> '''Household Traditions - Close-Quarters Killers:''' Straight up improved in 9e with now letting you re-roll melee hit rolls of 1, with zero qualifiers. '''Warlord Trait -Legacy of the Black Pall:''' Enemies must subtract 1 from their hit rolls targeting your Warlord from Shooting attacks further than 18". Useful, but only really on a backfield camping knight where they cannot be flanked by deepstriking foes. Can be combo'd with Gatekeeper for some lulz (Transhuman and -1 to hit). '''Relics - Honor's Bite:''' Replaces a Reaper Chainsword, now upgraded in 9e. Strikes become S+6 AP-4 6 damage, and wound rolls of 6 deal 3 extra mortal wounds, Sweeps triple attacks at S:User AP -4 2 damage and wound rolls of 6 grant 1 extra mortal wound. '''Stratagems - Slayer of Shadows (1 CP):''' Upgraded in 9e to now work in the shooting and fighting phases. One model can ignore any WS and BS modifiers for that phase. '''Tactics:''' </div></div> ====={{W40Kkeyword|[[House Terryn]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, fight for honor<br> Thematically, House Terryn are honorable Knights who fight to escape the mundanity of the traditions on their world.<br> On the tabletop, Terry hits hard and lots of times! <br> House Terryn is among the mightiest Knight Houses in the Imperium, and is one of the most unrelenting in their constant march to war in the Emperor's name. This is partially due to the incredibly complex, laborous, and torturous traditions Nobles are expected to follow... Unless they're at war. House Terryn is known for their exceeding gallantry and unrelenting assaults on the enemies of Mankind, and for their unrelenting commitment to their Knightly vows. One of the poster boys of the Imperial Knights, and the main poster boys for the Questor Imperialis Knights. Also they have a major role in the events of Psychic Awakening: Engine War, and its pretty cool. <div class="mw-collapsible-content"> '''Household Tradition - Gallant Warriors:''' When advancing or charging, roll an extra D6 and drop the lowest. Gets you up to places quicker and lets you run over and smash fools more reliably. '''Warlord Trait - Champion of the Household:''' Re-roll Advance and Charge rolls. '''Relics - Thunder of Voltoris:''' Replaces a rapid-fire battle cannon. 72" Heavy D6+6 S9 AP-2 D3 Blast, which is vastly improved over last edition's. '''Stratagems - Glory in Honour (1 CP):''' Sadly changed to adding +1 attack and letting you re-roll 1's to hit in melee. '''Tactics:''' </div></div> ===={{W40Kkeyword|Questor Mechanicus}}==== * '''Mechanicus Allegiance Oath - Sacristan Pledge:''' Regain 1 wound at the start of the controlling player's turn. Also, Armigers start with 1 extra wound, other knights start with 2 extra. ====={{W40Kkeyword|[[House Krast]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, vengeance is constant.<br> Thematically, ...<br> On the tabletop, you want to run up and start wrecking fools in melee. Even more so in 9e after the Warlord Trait and Strat both were changed to enhance melee capabilities.<br> <div class="mw-collapsible-content"> *'''Household Tradition - Cold Fury:''' Changed in 9e to having nat rolls of 6 auto-wound (5+ if you're attacking Titanics). Still spectacular when you consider how sweep attacks could allow several 6s to bypass Transhuman. *'''Warlord Trait - First Knight:''' Now improves the Warlord's weapon skill characteristic by 1 (to a max of 2+), which by itself is excellent value. Omn top of this, during your command phase, you can select one Virtuous Chilveric ability from one of your select Oaths and have it be active for your Warlord. *'''Relic - The Headsman's Mark:''' Improves damage for all weapons by 1 when targeting a monster or vehicle. If attacking a Titanic unit, add 1 to the attack's wound roll. *'''Stratagem - Controlled Aggression (1 CP):''' At the start of the Fight phase, select up to two Armigers or one other House Krast unit from your army. Until the end of the phase, add 1 to the attack characteristic and improve each melee attack's AP by 1. *'''Tactics:''' </div></div> ====={{W40Kkeyword|[[House Raven]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, the strength of iron is all that holds.<br> Thematically, House Raven may well be the largest and mightiest of the Knight Households in the Imperium. They have an extremely close relationship with the Forge World Metalica, which has allowed House Raven to swell its ranks tremendously following the wisdom of Master Dominus Jamus Hetf'eld. House Raven leverages their massive numbers of Knights in order to advance as an unbreachable wall of crimson war machines, unleashing their fury upon the enemies of Humanity in a rolling wave of thunder as they advance rapidly across the battlefield. Additionally, House Raven is somewhat unique compared to other Knight Houses, as they have not solely expanded their Household in the traditional manner of passing titles and Knight Suits via inheritance, and recruiting new pilots solely from their world's nobles, as a substantial amount of their might has come from other Knight Houses and Freeblades swearing fealty to House Raven, and ultimately being absorbed into the Household. Also, their fortress on their homeworld, Kolossi, the Keep Inviolate, rivals the Fang on Fenris and even the ''Emperor's Palace on Terra''. That is, until Bellie showed up and decided to steal the entire planet. They are the other set of poster boys for Knights, and the poster boys for Questor Mechanicus. On the tabletop, they have a rad color scheme, with red armor, and yellow and black hazard markings as a sign of a pilot's veterancy. Really a rewarding faction for a anyone looking to learn to freehand, as the large stripes on the knights are big enough that it's not hard, but also large enough that you need to actually try and keep it straight and even, as it'll be noticeable if it isn't. <div class="mw-collapsible-content"> *'''Household Tradition - Relentless Advance:''' When moving or advancing, ignore any or all modifiers to your Move characteristic and Advance rolls. Also, each time this model is selected to shoot, it counts as having remained stationary. So not only do you get the 8e trait, but your Armigers can ignore difficult ground. **Better than Terryn's Gallant Warriors when you value mobility for things other than rushing straight forward, as it enables you to do a fighting retreat. Benefits Crusaders and Armiger Warglaives the most for obvious reasons - always load up on Carapace Weapons if you're running {{W40Kkeyword|House Raven}}. *'''Warlord Traits:''' *#'''Master of the Trial:''' When hit by AP-1 or AP-2 attacks, the AP is degraded by 1. Small arms fire is a frequent nuisance, so you'll often be using this. *#'''Lord of the Trials:''' Any nat 6s to hit automatically wound. *#'''Inviolate:''' 4+++ FNP against Mortal Wounds. *#'''Blessed by Metalica:''' The warlord gains +2 wounds and can be repaired by any {{W40kKeyword|Metalica Techpriest}} despite lacking any matching keywords. If you're planning to attach some AdMech and don't mind being trapped with Metalica, then you absolutely need to pick this up. *'''Relics:''' **'''Banner Inviolate''': {{W40kKeyword|Questoris-Class}} only. All Armigers within 6" can re-roll 1s to hit in ''any'' phase. **'''Fury of the Keep:''' Replaces a thermal cannon. Upgraded to Assault 1d6 S9 AP-5 D1d6+2 with Blast. **'''Metalican Eye:''' Any attacks against {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} units add -1 to their AP. **'''Relentless Wrath:''' Replaces a rapid-fire battle cannon. This cannon's now Assault 2d6 and D3 - the Assault won't matter since you can't fire it in melee and could already fire it after advancing, but the D3 is slightly better than +1D for murdering TEQ (note; it does matter if it's in a Super Heavy Aux detahcment, as they do not benefit from Household traditions). **'''Spirit of Kolossi:''' The bearer can re-roll one hit, wound, or damage roll when shooting or fighting. *'''Stratagems:''' **'''Crimson Wall (2 CP):''' Use during the fight phase. Whenever {{W40kKeyword|House Raven Character}} is hit by an attack, they automatically roll a 6 on their save. If you're up against something like a traitor knight with a fist or a super-power fist, you'll be relying on this. **'''Hammer Blow (1/3 CP):''' Use during the shooting phase. One model that hasn't moved can't charge, but can re-roll 1s to hit with any Blast weapons or re-roll the hit roll if the target unit has over 6 models. The cost is upped to 3 CP if used on a Dominus or Acastus knight. **'''Honour Inviolate (2/3 CP):''' Use during the shooting phase. If your model didn't move this turn, their ranged weapons all add +1 to their strength, meaning everything dakka can now splatter even more things. The cost is upped to 3 CP if used on a Dominus or Acastus knight, usually the shootiest. **'''Horrors at Bay (1 CP):''' Whenever an enemy unit is attacking one of your knights, you can force it so that only ''models'' within engagement range can attack, which flat-out cripples the value of hordes as now only a few of the dozen boyz can make a swing and if their klaw nob isn't in that range, he's SOL. **'''Kolossi Eternal (3 CP):''' Use once per game during the opponent's shooting phase. Select one non-armiger model in your army and two others within 3" of that first. All three models gain a 4++ Invuln save for that phase. **'''Lockstep Advance (1/3 CP):''' Use during the movement phase. That model's movement is halved, but when you roll to determine attacks, you can roll a second die and drop the lower one. Usually, these weapons are the ones with Blast, so you'll want to use this anyway. The cost is upped to 3 CP when used on a Dominus or Acastus knight. **'''Order of Companions (1 CP):''' Changed in 9e to no longer provide the bonkers value it did before. Before the battle, select one House Raven {{W40kKeyword|Questoris-Class}} model from your army. Each time this model is selected to shoot or fight, you can re-roll one hit roll, one wound roll, or one damage roll when resolving that model's attacks. ***Fortunately, you can use this multiple times in bigger games, same as most Requisition strats. **'''Rolling Thunder (1 CP):''' Whenever one of your non-Armiger knights make a charge, any enemies within 3" of this knight take a -1 to hit, making sure that your knight will likely survive their first blow instead of going kamikaze. **'''Shadow's Reach (2 CP):''' Use during the enemy's movement phase. Any models within 3" horizontally and 5" vertically or your selected non-Armiger unit are now considered engaged with them. This can make you a pretty wide target and fortunately isn't restricted by classification. It also means that you're more of a target, as you can be stuck fighting an enemy you don't want. *'''Tactics:''' </div></div> ====={{W40Kkeyword|[[House Taranis]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, the Omnissiah's grace aids those who hold true.<br> Thematically, house Taranis is first of the Knightly Houses, and perhaps the most loyal to the Adeptus Mechanicus. Owners of a uniquely advanced variant of the Throne Mechanicum (the neural link that allows Nobles to plug into and control Knights) that has none of the extremely negative side effects that the rest of the Imperial Knights suffer, and they won't share. Uniquely, does not follow the concepts of feudalism or chivalry, as most other Knight Houses do, and are, instead, nearly completely devoted to the Adeptus Mechanicus and the Omnissiah. This is partially a result of the near total annihilation of the Household near the outset of the Horus Heresy, during which they were part of the minority of forces on Mars, which were still loyal to the Emperor, and carried out an epic, if suicidal, charge into a massive enemy force with the intent of slaying the enemy commander. I wont spoil how it ends, but ''Horus Heresy: Mechanicum'' is pretty cool, even if its not the best written book in the world, it really does the Knights of House Taranis, and Titans of Legio Tempestus justice. However, by a minor miracle, two of their Knights escaped what would have been the Household's final charge, and once the war for Mars was ultimately won by the Loyalists, the Mechanicum spared no expense in rebuilding the first Knight Household. Since, House Taranis has fought with the knowledge that, whatever happens, the Omnissiah will provide. On the tabletop, This House specializes in making your Knights **really** hard to kill, while giving them some extra power in neutralizing their greatest threats - tanks and other Lords of War. The tradition is as close to a straight durability increase as you'll ever see, and the Strategem is one of the best in the book, while the Trait and Heirloom give you extra punch versus heavy armor. <br> <div class="mw-collapsible-content"> ;Household Tradition - Omnissiah's Grace: If it ain't broke, don't fix it. Still a straight and simple 6+++ against non-mortal wounds, totaling to T8 3+/5++ranged/6+++. Not too spectacular, but it can cover for the Ion Shields' inability to protect against melee attacks. And since Knights have so many wounds, that's a lot of opportunities for this trait to activate. ::Mathhammer time: A straight boltshell (S4/AP0/D1) has a 5/162 chance of wounding against that, multiplied by (7 - N) / 6, where N = your BS (BS 3+ means N=3). Have fun trying to [[/d/|penetrate that armor.]] ;Warlord Trait - Knight of Mars: Once per battle, after rolling a D6 or D3 when making an Advance roll, hit roll, wound roll, damage roll, charge roll, or saving through for this Warlord after any re-rolls (if any) have been made, you can change the result of one of those dice to a 6 (or a 3 if it was D3). Not great, unless your army is Virtuous, you can then do this once per turn instead of once per battle. ;Relic - Fury of Mars: Replaces a meltagun, twin meltagun, thermal spear, or thermal cannon. The weapon becomes a Relic for all rules purposes, add 1 to the weapon's strength, delete the weapon's abilities, and add 2 to that weapon's damage characteristic. ;Stratagem - Our Darkest Hour (1/2 CP): Still the coolest named strat, still the coin flip we all know and love. And now in 9e costing less CP than before (1cp for Armigers, 2cp for everyone else). Use when one of your models dies and doesn’t explode. Roll a dice, on a 4+, the knight gets back up with 3 wounds left. Notably, this happens at the end of the phase meaning your Knight isn’t just going to be pasted immediately. This is why you take Taranis. Combine with the Mark of the Omnissiah Heirloom for regen shenanigans. However, this strat can only be used once per battle, so choose wisely! '''Tactics:''' </div></div> ====={{W40Kkeyword|[[House Vulker]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, ...<br> Thematically, ...<br> On the tabletop, ... <br> <div class="mw-collapsible-content"> *'''Household Tradition - Firestorm Protocols''': Unchanged from before, when targeting the closest enemy unit with a ranged weapon, re-roll hit rolls of 1. A good choice for Knights that like to get in their opponent's faces with short-ranged weapons, like the Atrapos (the Valiant benefits little from this trait since the Conflagration Cannon already auto hits l, while the Thundercoil Harpoon re-rolls failed hit rolls against {{W40Kkeyword|Vehicle}} and {{W40Kkeyword|Monster}} units). Also makes the Castellan's Plasma Decimator safer to use when overcharged. *'''Warlord Trait - Adamantium Knight:''' Wound rolls of 1, 2, and 3 made against the Warlord with this WT are auto-fails, even if the wound chart says otherwise. **Considering that most of the Knights have T8, this will mean even dedicated superheavy-killer weapons as Volcano Cannons will only be able to wound on a 4+, dramatically reducing their effectiveness against you. **A lot of armies do not have widespread access to strength 9 or higher weaponry, so this only really matters if you're up against Guard players (lascannon swarms and shadowswords) or against other superheavies and (god-emperor forbid) Titans. In short, you usually won't need this trait, but when you do it will be a life-saver, so consider buying it in with Exalted Court if you're facing a list with significant S9 or higher. *'''Relic - The Auric Mask:''' When an enemy takes a Morale test within 12" of the user, it must roll 2d6 and keep the highest. *'''Stratagem - Saturation Bombardment (1cp/2CP):''' Still the same, use before a model shoots. Any unmodified hit rolls of 6 cause 2 hits instead of 1. Better on Crusaders, the more dakka the better. *'''Tactics:''' </div></div> ====Custom Household Traditions==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, the oaths of knighthood are ultimately decided by the individual.<br> Though originally introduced in Engine War, the new codex saw fit to rearrange how custom households are decided, as well as how Freeblades get their bonus. <div class="mw-collapsible-content"> While Imperialis and Mechanicus Households are ultimately restricted to their own list of martial traditions, a Freeblade can select a trait from a third list exclusive to them. <tabs> <tab name="Questor Imperialis"> *'''Glorified History:''' Not available for Freeblades. Your generic copy of an existing Imperialis household, getting everything but the relic. Ignore. *'''Front-Line Fighters:''' +1 to Strength when shooting an enemy within 18". This means more for your Stubbers than it will your main guns. But does let Armigers Helverins reach strength 8 with there autocannons allowing instant death of toughness 4 targets. *'''Hunters of Beasts:''' +1 to hit monsters and vehicles, +1 damage against titanic enemies. This also scores 2 Honour Points when you kill these enemies while using the Lay Low the Tyrants Oath. Better when facing Nids or Guard who rely on such units for a lot. *'''Noble Combatants:''' The errata fixed this tradition, and not a moment too soon: As long as you don't use a melee weapon's sweep profile, it can make a number of additional attacks equal to the number that did not reach the inflict damage step of the fight sequence (i.e. didn't hit, didn't wound, or the target made their save). This goes a long way in boosting the reliability of the Strike profiles of your chainswords and gauntlets. ** Extra chances for wound rolls can also synergize with the "on a wound roll of a 6 you get X" effect that quite a few relics and traits have. *'''Paragons of Honour:''' A pure Knights army can swear a third Oath. . . We have no idea how or even if this works for Freeblades. *'''Strike and Shield:''' Your knights can't be hit on anything better than a 4+ in melee and any attacks with AP-1 count as AP0. Gives you quite a bit, especially against massed small arms. </tab> <tab name="Questor Mechanicus"> *'''Fealty to the Cog:''' Not available for Freeblades. Your generic copy of an existing Mechanicus household, getting everything but the relic. Ignore. *'''Blessed Arms:''' All guns gain +6" range, but your Cognis Heavy Stubbers become Heavy 6 and improve their AP by 1. *'''Honoured Sacristans:''' +1 to saves against Damage 1 weapons, your answer against getting hit by small arms fire. *'''Machine Focus:''' Re-roll one wound or damage roll when shooting, which means a lot for you. *'''Steel-Sinewed Aim:''' +1 to hit when shooting an engaged enemy, which incidentally does a lot for your stubbers and meltas. *'''Unremitting:''' When using a blast weapon, you count the target as having double the number of models for the sake of determining how many hits you score. Congrats, your battle cannon is now guaranteed to flatten space marines. </tab> <tab name="Freeblade"> *'''Last of their Line:''' You can re-roll to hit an enemy unit with 11+ models (Or 6+ models for an Armiger). *'''Mysterious Guardian:''' This knight can arrive from strategic reserves as if it were one turn later. *'''Peerless Warrior:''' Once per game, you can use an Epic Deed Strat without spending any CP. *'''Mythic Hero:''' When determining chivalric abilities, this knight counts as having 2 more Honour Points, thus letting them access special perks more easily. **Incidentally, the Canis Rex MUST take this ability, which steps in line with its WT also giving Honour Points. </tab> </tabs> </div></div> ===Knightly Teachings=== Rather than psykers, your loyalist Knights repurpose their Knight Perceptor into being a Priest-like unit that can inspire Armigers on a 4+. Conveniently, this still works with Freeblades (though you'll only see use in a Freeblade Lance) and Sir Hekhtur can use this on any knights. #'''The Virtue of Courage:''' Armigers within 6" deal another hit on a natural 6 to hit, making for a good bubble of protection. #'''The Oath of Justice:''' Armigers within 6" count as having 2 more Honour Points for the sake of determining Chivalric abilities in case you're just on the edge over getting to Exalted powers. #'''The Folly of Mercy:''' One Armiger within 12" can now move, shoot, and perform objective actions without risking anything. #'''The Knight's Faith:''' Armigers within 6" gain a 6+++ FNP, with any affected by Bondsman abilities improving this to a 5+++. Just the thing you need to protect them from a melta shot. #'''The Warrior's Hope:''' One Armiger within 12" gains the Chivalric powers of one Oath that wasn't selected. As you're not held down by any of the baggage, you can easily let this stack up on any other vows you did select. #'''The Wisdom of Nobility:''' Mark one Armiger within 12". When they get picked for a Bondsman ability, they can share this ability with another Armiger within 6". ===The Code Chivalric=== Because of course you have to play the chivalric knight gimmick to the hilt. Throughout the game you have the ability to gain or lose Honour Points by honoring certain Oaths that you swear at the game's start. While you start at 1 Honour (and thus start at Honoured for a special ability), you can gain an additional power when you reach Virtuous at 5 Honour. <tabs> <tab name="Defend the Realm"> Earn Honour by claiming more objectives than the enemy for a turn but you lose it for each turn where they control more objectives. *''Honoured - Duty and Wisdom:'' You gain an additional CP each turn, giving you more ammo for your strats. *''Virtuous - Duty and Honour:'' All your models gain ObSec, with your Armigers counting as 8 models now for capping. Try shoving them off now! </tab> <tab name="Lay Low the Tyrants"> Earn Honour for each turn where you kill at least one {{W40kKeyword|Warlord/Character/Monster/Vehicle}}, but lose Honour if you don't kill at least any two units. Probably the hard sell depending on the army. *''Honoured - Martial Pride:'' Your knights can re-roll one hit or wound roll each turn. *''Virtuous - Martial Legacy:'' Once per turn, you can substitute one Advance roll, hit roll, wound roll or save with an automatic 6. Sadly, this doesn't help with your randomized damage. </tab> <tab name="Protect Those in Need"> Earn Honour each turn where you manage to Heroically Intervene or Charge, lose Honour for each turn where you don't do those in a circumstance where such is possible. *''Honoured - Selfless Heroes:'' Your knights can now all Heroically Intervene with a range of 6". Good for you, this might help you keep your Honour intact. *''Virtuous - Inspiring Heroes:'' Your knights can use their Bondsman abilities twice a turn. </tab> <tab name="Refuse No Challenge"> Earn Honour in any round where you kill 2+ enemy units in melee, lose Honour for any turn where your knights fall back. *''Honoured - Noble Display:'' +1 to hit in melee after charging, getting charged, or heroically intervening. *''Virtuous - Mighty Display:'' Re-roll advance and charge rolls, which can help stack with Protect Those in Need. </tab> </tabs> ===Exalted Court=== As with various other factions in this edition, you now have a set of character upgrades for your Questoris and Dominus knights that cost Power Level and points to not only provide special rules, but also a special perk when the knight is Honoured or Virtuous and a special perk when used in a Crusade game. You can buy each one only once, but each one can also use their Bondsman abilities twice. <tabs> <tab name="Questor Imperialis"> *'''High Monarch:''' The costliest of the upgrades, but you're also picking a mandatory warlord who can potentially double your Honour intake on a 5+. When Honoured, this lets you share the High Monarch's Bondsman ability to all nearby Armigers, making it a powerful support. *'''Master of Justice:''' A knight that gets to pick two Imperialis traditions, with the exception of Exalted History. When Honoured, once per game you can use one Strategic Ploy strat without paying CP if you use it on a model benefiting from the Master of Justice's Bondsman ability. *'''Monarchsward:''' The Monarchsward is your dedicated bodyguard, protecting fellow characters (thus requiring the Knight Baron strat) from getting shot while they're nearby. When Honoured, Armigers under the Monarchsward's Bondsman ability can always fight first, a perfect match for the Warglaives. *'''Herald:''' When a knight uses their Bondsman ability within 9" of the Herald, that knight can also target an Armiger within 9" of the Herald, making a massive range boost. When Honoured, the Herald's Bondsman ability grants Armigers a 4++ invuln on top of the other perks. *'''Gatekeeper:''' The tank of the lot, unable to be wounded on anything below a 4+ while wholly within your deployment zone. Put this on a Crusader or Castellan if you really want your opponent to hate you. When Honoured, an Armiger under the Gatekeeper's Bondsman ability gains +1 to Toughness when within range of an objective. This lets your Armigers tank a little more while keeping objectives in your hands. </tab> <tab name="Questor Mechanicus"> *'''Princeps:''' Your mandatory warlord, the Princeps focuses on preventing Honour loss as opposed to maximizing on the gains like the High Monarch. When Honoured, the Princeps' Bondsman abilities can now work on Questoris knights as well as Armigers. ** Something to note that the -1 Damage Taken DOES NOT apply to Questoris knights, only Armigers. However, this is still a pretty powerful buff you can apply. A Princeps Errant, for example, can give a Gallant Advance and Charge, a Princeps Paladin can slap its reroll-1s to hit and wound on a Crusader, etc. Go nuts! *'''Master Tactician:''' A knight that can take a second Mechanicus tradition with the exception of Fealty to the Cog. When Honoured, once per game you can use a Battle Tactic strat on an armiger that's benefiting from the Master Tactician's Bondsman ability. *'''Master of Lore:''' Lets your knights gain the {{W40kKeyword|Mentor}} keyword and use teachings (only one known, and only one per command phase), while Knight Preceptors with this upgrade can use two teachings each turn. When Honoured, The Master of Lore's Bondsman ability can stack with others instead of overriding a previous Bondsman Ability. *'''Master of Vox:''' Allows you to recover a spent CP on a 5+, letting you preserve them for other strats. When Honoured, the Master of Vox can mark any Armiger on the field to receive its Bondsman ability. *'''Forge Master:''' Best suited for the backfield, where it reduces the incoming damage of any attack by 1. When Honoured, the Armiger benefiting from the Forge Master's Bondsman Ability add +1 to hit and wound rolls when attacking an enemy within your DZ. </tab> </tabs>
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