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===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.
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