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==Stratagems== ===Universal=== *'''Death Grip (1 CP)''': Models with Gauntlet-type weapons only. Make an extra attack on a single-model enemy within 1" and if it hits, you deal D3 mortal wounds instead of normal damage, then the two roll-off their Strength. If the enemy rolls equal or higher (or if they roll a 6, as of the April 2019 FAQ) it breaks lose, otherwise you deal another D3 mortal wounds, then you roll-off again repeating the same steps. Works best with the Paragon Gauntlet, as you have to hit first. ''Close your eyes and seize it, clench your fist and beat it...'' **Remember that the wording is “single model”, so you can’t use the mortal wounds to squish blobs of infantry. Instead, use this to bypass HQs with high invulns like Shield Captains or Archons, who will struggle to escape your Str8 (''you use your model's strength for the roll, not your weapon's''). While tempting, vehicles like S8 Land Raiders and even S7 Rhinos actually have an easier time to escape your death grip. *'''Ion Aegis (2 CP)''': At the start of your opponent's movement phase, choose a {{W40Kkeyword|Dominus Class}} Knight (e.g. Castellan or Valiant) in your army. It can't move until the end of your next turn, but until then all friendly {{W40Kkeyword|Imperium}} units '''wholly''' within 6" of that Knight get a 5++. Works best with the Castellan, whose longer range means it isn't as affected by being unable to move. **Affects not only nearby infantry hordes (Primaris are certainly not hordes), but also helps nearby Imperial Guard TANKS, further protecting their tough hulls behind an invuln. Not even Custodes banners can give you that because those don't affect Vehicles. *'''Heirlooms of the Household (1 CP/3 CP)''': Not quite the same Extra Relics Stratagem everyone else gets, for you see while it does allow one or two Questoris or Dominus class Knights to gain Relics, they also gain the {{W40Kkeyword|Character}} Keyword so they can take those Relics, meaning you don't have to spend CP on the Exalted Court Stratagem to do so. Speaking of, mixing this with the Exalted Court Stratagem is the fastest way to burn though all your CP before the game begins, so it's not recommended, even if you have a wide variety of good Relics available. Pick whichever one suits you better. **Doubling down with both Heirlooms of the Household and Exalted Court might not be a bad idea in a mostly Dominus-class knight army. There are only a few stratagems which can be used by these big boys, so if you're bringing 3 (you monster) you might as well give them all warlord traits and relics. *'''Exalted Court (1CP/3CP)''': After choosing your Warlord, spend 1 CP to turn another Questoris or Dominus class knight from your detachment into a {{W40Kkeyword|Character}}, or spend 3 to turn two of them. Does not work on Cerastus, Acastus or Armiger class. Knight Characters may pick a warlord trait (For the purposes of traits that specify a warlord the Knight using it is considered the warlord). Probably one of the best stratagems simply because a) the Warlord Traits in the codex are absolutely fantastic, b) allows your Knights to perform '''Heroic Intervention''' without being {{W40Kkeyword|HOUSE GRIFFITH}}, which is fantastic for melee-Knights, and c) allows you to get WTs for your Knights even if your Warlord is from a different faction. If you want to give them Relics however, you must also buy the Heirlooms of the Household Stratagem, which is the only real downside of this superb Stratagem. *'''Oathbreaker Guidance System (3 CP):''' When selecting a target for a shieldbreaker missile in the shooting phase, the missile can ignore lines of sight and snipe {{W40Kkeyword|characters}}. And let's remember they effectively ignore both invuln and armour saves. *'''Rotate Ion Shields (1 CP/ 3 CP):''' Use when an enemy targets your Knight (it costs 3 CP for a Dominus class Knight), it gets +1 to any invulnerable saves for the rest of the phase. This is fantastic, and you will be using it every turn. There is some strategy involved if you have more than one Knight, because you can only use a given stratagem once per phase. Enemies only have to declare shooting one unit at a time; a savvy opponent may bait you into using it on one Knight by shooting a couple of missiles, and then unload the rest of they army into another one. You have been warned. **You can activate it when the enemy ''targets'' your Knight, doesn't specify they have to shoot at it (presumably so that it can interact with the Sanctuary relic). As such, you can also use it in the melee phase, where a Cerastus will also gain a 3++. **April 2019 Big FAQ update: The stratagem now limits your invuln to a maximum of 4++. No more combining this with Ion Bulwark or the Cerastus for a 3++. *'''Chainsweep (1 CP):''' Use this stratagem immediately after fighting with a {{W40Kkeyword|Imperial Knights}} model from your army that is equipped with a Reaper Chainsword, Ravager, or Honour's Bite. Roll a D6 for each enemy model within 3" of that model; on a 6 that enemy model's unit suffers a mortal wound. ''Remember it's available to a Knight that HAS a chainsword, not one that fought with it. You can stomp, then Chainsweep''. **You better be fully surrounded, since it only wounds on a 6+. Even if you're surrounded by 20 guardsmen, you wouldn't pay one CP to kill three of them, would you? ***Uh... yes? 3.33 dead GEQs is equivalent to 3.33/(5/6)/(5/6) = 4.7952 Feet attacks. Would you pay 1 CP to add 1-2 attacks to your Knight? I would. ****Uh... no? In most cases that CP isn't going to be worth the death of 3.33 GEQs, which if they're packed up are probably stupid cheap. Instead, I would Fall Back & do something useful with my Knight. *'''Full Tilt (2 CP):''' Used in the Charge Phase. Pick a Knight that has advanced this turn; it can charge normally despite having Advanced. Good for the already speedy Armiger Warglaives and Cerastus Knights. ''Push for melee! Being a Superheavy Walker means you're not locked in melee with the enemy - THEY'RE LOCKED IN THERE WITH YOU!''. **Aaaaw yeah, "good" doesn't do it justice. And not just for Gallants (who go from distraction Carnifex to Inescapable Collosus of destruction). Unless a Crusader or shootier, a Knight actually does more damage with its stompy feet than with its gun arm. This bumps your melee threat radius up to 22.5", and House {{W40kKeyword|Raven}} doesn't even need to forfeit its shooting! **{{W40Kkeyword|HOUSE TERRYN}} can pull off a turn-one charge with this stratagem. See Tactics for details. *'''Noble Sacrifice (2 CP):''' Machine Spirit's Revenge, in Knight Flavour. Spend 2 CP to make your Knight go ka-boom on a 4+. Dominus Knights can have the range of their explosion extended to 3D6 if they can make a second 4+ roll. Fun times abound. *'''Thunderstomp (1 CP):''' After fighting with a Knight, choose an Infantry or Swarm unit within 1"; it takes d3 mortal wounds on a 4+...''which means an average of ONE mortal wound. MEH. Paying CP to kill a single guardsman, are we?'' **Don't use this against Guardsman. Use it to deal the final few points of damage to Slamguinius that charged you! While this stratagem isn't the best, you have to remember that all Questoris and Dominus class can use it to finish off characters, so don't discount it! *'''Skyreaper Protocols (1 CP):''' In the shooting phase, choose an Armiger Helverin that is about to attack a unit with {{W40Kkeyword|FLY}}. Its Helverin Autocannons re-roll failed hits against that unit. *'''Devastating Reach (1 CP):''' In the charge phase, pick a {{W40Kkeyword|Titanic}} Knight that has not yet charged, then pick an enemy unit entirely within ruins or a Sector Mechanicus structure (which must not have any models on the ground floor). That Knight can charge the enemy unit, and if its charge brings it within 2" horizontally and 6" vertically of the unit, the charge succeeds and the Knight can attack it in the fight phase (but not with Titanic Feet). **Without this stratagem your gallant effectively becomes a big computer game boss after a player who’s just out of reach, combine with deaths grip to crush that character who thought that they had the higher ground. *'''Pack Hunters (1 CP):''' After an Armiger Warglaive charges, all other Warglaives from the same household can re-roll charges if they are within 12" of the first one. ''Excellent after "Sally Forth!"''. *'''Bonded Oathsmen (1 CP):''' Choose a Questoris-class or Dominus-class Knight that has been charged this turn. Any friendly Armiger-class Knights within 6" of that Knight can perform Heroic Interventions as if they were Characters. '''Engine War''' Gives most non forgeworld knights their own gimmick so you can burn through CP even faster! *'''Belligerent Machine Spirit (1 CP): ''' A Knight Warden (Knight with only the avenger cannon) auto hits with the avenger cannon at 8" or less. Straight up hilarious. *'''Capacitor Charge (1 CP): ''' Knight Preceptors (Las Impulsor knights) when using the high intensity profile get 6 shots instead of 1d6. *'''Close Quarters Destruction (1 CP): ''' Knights Errant (Thermal Cannon knights) reroll to wound for all weapons in half range. *'''Cover the Advance (1 CP): ''' One unit wounded by a knight crusader's main guns may not fire overwatch this turn. *'''Electrothaumic Overload (2 CP): ''' Auto-hitting splash damage of d3 mortal wounds for every ''unit'' within 3" of another unit wounded by an attack with the Knight Valiant's harpoon during the shooting phase. Introduces serious risks to some aura providers. *'''Flanking Manoeuvre (1 CP): ''' Add 8" to a model's move characteristic when advancing but must end the movement within 12" of a board edge. ''Stacks with other advance buffs''. *'''Hurled Wreckage (1 CP): ''' Auto hit and get maximum wounds when throwing something destroyed by a thunderstrike gauntlet or one of its upgrades at a vehicle or monster. Situational at best, but makes for maximum cinematics. *'''Linebreaker (1 CP): ''' Pile in and consolidate 6" instead of 3" with a Knight Gallant (close combat). Because your turn 1 charge wasn't vile enough. *'''Pack Tactics (1 CP): ''' +1 attack (up to +2 attacks) for each armiger in close combat with a selected enemy unit after the first. 3 armigers together getting 18 strike or 36 sweep attacks. *'''Repulsing Conflagration (1 CP): ''' Something else for the Valiant; -2 to enemy charge rolls if hit by overwatch. *'''Siegebreaker Bombardment (1 CP): ''' +1 to wound with siegebreaker cannons if a Castellan didn't move in the previous movement phase. *'''Thin Their Ranks (1 CP): ''' Armiger Helverins shooting at units with 6 or more models have 6 shot autocannons instead of 2d3 (meaning 12 instead of 4d3 total). Yet another reason not to take large infantry squads. *'''Thunderstruck (1 CP): ''' Knight Paladins (Battle Cannon) get flat 3 damage from battle cannon shots, including the relic version, during the shooting phase. In addition to the CP cost, you must also [https://www.youtube.com/watch?v=v2AC41dglnM sing] whilst rolling. *'''Trophy Claim (1 CP): ''' If an enemy Titanic unit was destroyed by a melee weapon, the knight who dealt the final blow gets +1 attack for the rest of the game. As written, this could trigger on ranged attack from a thunderstrike gauntlet. ===Questor Imperialis Specific=== *'''Ironhail Heavy Stubbers (1 CP)''': At the start of the battle, select one Imperial Knights Detachement. All Heavy Stubbers on Questor Imperialis units in that detachment become -1 AP. Depending on how many Stubbers you have, this could be obscenely good value. *'''Valiant Last Stand (2 CP):''' One of two "On Death" Stratagems you have, and only usable if the Knight did not explode- this one allows the Knight to fire his ranged weapons or fight as if it was his turn in the combat phase before being removed, though the Knight counts as having only one wound left when making these attacks. Pretty damn good for its cost. **The Valiant is a good choice for this- the Conflagration Cannon automatically hits so the crippled BS will make no difference. *'''Sally Forth (3 CP)''': Allows a {{W40kKeyword|Questoris}} or {{W40kKeyword|Armiger}} class UNIT to Outflank, coming in 6" from a table edge and 9" from a enemy model at the end of the movement phase. I.e.: at the end of your ''second'' movement phase, as I don't think your want to outflank inside your own deployment zone. **A bit more useful to Armigers, since not only trying 3 charges is better than a single one, nor because of their exclusive Pack Hunters stratagem, but that allows you to bring up to three Thermal Spears into melta range, while Questoris either bring just one or a weapon with enough range that it doesn't need to outflank. ***I think people underestimate the levels of Distraction Carnifex achieved by having a Gallant pop out of nowhere on turn 2. Also give this monster Land Strider to have a 7 inch charge with a full health melee Lord of War. Assuming your turn 1 shooting phase was decent, then you should have blasted some holes in the enemy screen, and this should leave some decent potions to fit your new beat stick into position. Even if you're limited to just the front of their lines, this still leaves you with a knight on full health in melee range. It's always proved worth it. ===Questor Mechanicus Specific=== *'''Cognis Heavy Stubber (1 CP)''': The Mechanicus version of the Ironhail Heavy Stubbers stratagem. Used in the same way, but lets heavy stubbers fire after advancing with a -2 penalty (''not like House Raven cares''). In addition, you overwatch at full Ballistic skill with heavy stubbers, which does synergize with Vulker's rerolls. ''Of course, this is relevant only if feel threatened by charging GEQ, who are literally unable to tie you down. But on the other hand, it's still cost-effective and can get you a few extra kills.'' *'''Benevolence of the Machine God (1 CP):''' When a model suffers a mortal wound roll 5+ to ignore it ''and all other mortal wounds for the rest of the phase''. Great versus smite spam armies. Same as Benevolence of the Omnissiah. Note that while the effect is the same, the names are different. RAW this means you can use both these stratagems in the same phase, even though they do the same thing. *'''Machine Spirit Resurgent (1 CP):''' Old reliable. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds. ===Household-Specific=== *'''{{WH40Kkeyword|House Mortan}} - Slayer of Shadows (1 CP):''' Use in shooting phase. One model can ignore all negative penalties to shooting. It also ignores positive modifiers to shooting, but those are so rare that you can ignore that downside. ''Just EXCELLENT against Eldar.'' *'''{{WH40Kkeyword|House Terryn}} - Glory in Honour (3 CP):''' Use it after one of your units has fought, <u>NOT at the ''end'' of the Fight phase</u> unlike other "Fight Twice" stratagems. It lets you fight twice, btw. Useful if you would like to fight twice. Which you would, it's fight twice, man. You killed the enemy? Then Pile in to the next one. Didn't kill the enemy? Then don't stand around trying to catch a chainsword with your faceplate. Punch it once again to either kill it or make it drop a wound bracket - corpses and cripples have a hard time fighting back. **If you have enough CP, you could always have your Gallant become John Cena. Full Tilt, charge, fight, Glory in Honour to fight again and throw in a Thunderstomp, Death Grip or Chainsweep when appropriate. Beatdown! *'''{{WH40Kkeyword|House Hawkshroud}} - Staunch Allies (2 CP):''' Use immediately after an enemy unit declares charge at an {{WH40Kkeyword|IMPERIUM}} unit that belongs to you. One of your Knight within 12" can fire Overwatch at the charging unit, and if the charge was successful that model can perform Heroic Intervention (just like a {{WH40Kkeyword|Character}}) with a 2d6" move at the end of the phase. **You don't even have to use it. Just let the enemy know that Crusader of yours could fire all its guns at the offending unit and they might change their strategy. And this isn't just to protect lowly allied guardsmen from melee bullies (an Avenger Gatling's Heavy Flamer works nice, Dominus Conflagration Cannons work ''best''). If the enemy charges one of your knights, you can ''double team on them''. ''Hawkshroud just will not let you down!'' *'''{{WH40Kkeyword|House Griffith}} - Dragon Slayers (2 CP):''' Use in shooting or the fight phase. +1 to wound against units with 10 or more wounds. ''Basically turns that Reaper Chainsword into a Thunderstrike Gauntlet without the hit penalty. Sure it overlaps with the Paragon Gauntlet, but this only means you can effectively have two of them''. *'''{{WH40Kkeyword|House Cadmus}} - Bio-scryer Cogitator Array (3 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 oportunistic deepstriker is better than other armies infantry-only responses. *'''{{WH40Kkeyword|House Krast}} - Controlled Aggression (1 CP):''' Use before a model fights. Any unmodified hit rolls of 6 cause 2 hits instead of 1, unless its a chaos unit. In which case, it causes 3 hits. Cannot be combined with Deathgrip, Thunderstomp, or Chainsweep. **A superb stratagem that works especially well with Titanic Feet. The downside of not being able to combo it with other melee strats can be almost entirely ignored by using it on a Crusader, Valiant or Castellan. The Krast re-rolls give you an even higher chance of getting those sweet 6s. *'''{{WH40Kkeyword|House Raven}} - Order of Companions (3 CP):''' Use during the shooting phase. That model may re-roll all 1s. Yes, all of them. To hit, to wound, damage, and number of shots. Use on a Castellan, point at one or two things you want to delete, and commence the hurt. **Bear in mind that on a d3, rolls of 1 and 2 count as a 1, making this stratagem very good when used on a dominus class knight with 2x twin siege breaker cannons. *'''{{WH40Kkeyword|House Taranis}} - Our Darkest Hour (3 CP):''' Use when one of your models dies and doesn’t explode. Roll a dice, on a 4+, the knight gets back up with d3 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, so save a CP for a re-roll. Combine with the Mark of the Omnissiah Heirloom for regen shenanigans. *'''{{WH40Kkeyword|House Vulker}} - Saturation Bombardment (1 CP):''' 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''. ===Adeptus Mechanicus Codex=== The Stratagems below are listed as ''Adeptus Mechanicus stratagems'' in their respective codex, but several of them still work on {{W40Kkeyword|Questor Mechanicus}} Knights. The ones affecting Knights (directly or indirectly) are: *'''Benevolence of the Omnissiah (1 CP):''' See above. **Important to note that since this and Benevolence of the Machine God don't share the same name (at least if they don't FAQ it out) if you have an Adeptus Mechanicus detachement, you could use both in the same phase to give two different knights a 5+ negate mortal wounds if you need to. *'''Knight of the Cog (1 CP):''' use at the start of any battle round before determining which Canticle of the Omnissiah will be in effect. Select a Questor Mechanicus unit from your army that is within 12" of a friendly {{W40kKeyword|ADEPTUS MECHANICUS CHARACTER}}. That unit gains the Canticle of the Omnissiah special rule until the end of the next turn. Can we say Shroudpsalm? I thought we could. **<s>Sounds good on paper, but since canticles only work if every model in the detachment has the Canticle of the Omnissiah rule, it is completely useless if you have more than one knight. Nice to buff up the auxiliary knight in an AdMech list, pointless in a list where knights are the main force.</s> ***As per the April 2019 FAQ, the target unit of this stratagem will gain the benefit of the canticle even if the rest of the detachments units do not have the Canticles of The Omnissiah rule. *'''Tech-adept (1 CP):''' An AdMech HQ can repair your knight twice in one go. Granted, each repair only restores 1 wound, but that small difference can still be enough to bring you up a bracket on the damage table. ''Excellent on a Necromechanic warlord, as those repair 2W at a time, 4W with this stratagem''.
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