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===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 wonβt 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>
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