Thematically, House Cadmus are the huntiest hunters to ever hunt. Stuff like Tesla guns with +1 or +2 to hit will do an obscene amount of damage despite your saves. However, in 9th edition it is important to keep in mind that taking allies is much less advantageous than it used to be, as it no longer provides extra CP, and costs CP instead. Which kinda seems like GW punching themselves in the face as many of the models on here are comparatively expensive to buy or part of expensive sets like blackstone. Warlord Trait -Legacy of the Black Pall: Enemies must subtract 1 from their hit rolls targeting your Warlord from Shooting attacks further than 18". You are therefore one of the weaker factions to the point that pure knight lists are rarer than a GW codex not needing an FAQ. Melta-toting Dominions is a perennial favorite. Karamazov - LD buff/ Hold the line - LD11 in a 12" bubble is going to make guardsmen hold their ground and make a nice counter-charger. Imperial Knight, Sisters of Battle Adepta sororitas, Space Marine Black legion 40k, Warhammer 40K, DarkstarGaming. Found in the Rogue Trader Kill Team expansion, Elucidian Starstriders get 40k rules, introducing another long desired faction to the tabletop albeit in a very limited faction. Well, you've probably got some lying around, so that's a start. The biggest weakness of this guy is that he needs to get in close to do damage, but has the slowest movement of all Knights. This page is the collected tactics of all the tiny Imperial factions that are too small to warrant tactics pages of their own. The smash profile clocks in at S: User, AP-2, 3D along with x3 hit rolls - and no -1 to hit! This last one combines very, very nicely with your Acolyte squads in the same way the Sisters use it for Dominions. Their range is important. You killed the enemy? If you want to use them at all you will need Psychic Awakening Pariah. You won't win the psychological warfare against level-headed opponents. Hammernators and equivalent melee units will still wreck your shit mercilessly and almost look cost-effective doing it (although thunder hammers are slightly less effective than in 8th.). Nobody, that's who (Unless they have soulburners). Perhaps you were a fan of all those giant robots from those Japanese cartoons when you were little. You don't even have to use it. ... What Can We Say About 9E? While there is the opportunity for a great amount of narrative flavour in this group, it's unlikely to find much utility in competitive 40k owing to its small detachment size and GEQ-equivalent stats, but uses could be found as it is light on points and delivers more survivability than the average group of Guardsmen. Best avoided on Acolytes, since they give up a gun to carry one, so primarily of interest on an Inquisitor. Making him a Psyker allows him regular Deny the Witch, cast smite and one other psychic power from their Psychic Discipline, plus ability to have Force weapons. In addition to stomping, the IA Index gave the lascutter a dual profile in melee. Relics - Honor's Bite: Replaces a reaper chainsword. Then kit your knight out with your long range guns, sit on the back objective in the shrine and force your enemy to come to you, while your knight heals all but the most powerful shots your opponent can throw at it. 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. Looses no effectiveness when targeting Gravis-armored primaris marine compared to the usual sort without added defenses, scoring one kill per failed 4+ armor save. The new Psychic Awakening rules allow you to pay 100 points for one of the assassins, and pregame (after seeing your opponent's list) decide whether or not to spend 2 cp to switch assassins. These guys have lost the big "D", and in exchange do a flat 6 damage per hit. This gives me a lot of points if I want to do the Vows as I write the list. Note that the sweep attack has the same statline as the Titanic Feet that all knights are equipped with (appearing in the wargear section, but not having stats shown in the compendium), meaning that while there is likely going to be a change to the feet, currently the sweep attack has the benefit of certain strats that exclude the titanic feet. 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. If your opponent ignores him, punish him with full firepower/ a charge from across the map. Having inquisitorial detachments disrupts SM doctrines unlike the NOFOS however there are no negatives at present for combining with other factions such as Astra Militarum or Admech. D1d3 weapons vs. TEQ has an effective damage of 1.67, not 2. So, what do you want from your pathetic inch-high minions? Eisenhorn - He's fun, the demonhost mechanic is cool and a great model but the other inquisitors synergize better. They are as woeful in melee as most vehicles. Warlord Trait - Knight of Mars: When you roll 6+ to wound in the shooting phase, the attack is resolved with 1 more AP (-4 becomes -5). Rex - Deny the witch - With the Psychic Mastery warlord trait he can cast 3, deny 4 (with +1 within 12") and know 3, he's a tank, and amazing against daemons. ... Great batrep, guys. Whatever you end up rolling will definitely help a lot, but its randomness will end up defining how you use your Freeblade. How many leman russes will it kill per turn? This lines it up nicely with the Gallant as a melee-focused powerhouse. The extra 3.67 hits can be useful and is nearly a 50% improvement on the standard gatling cannon, and also helps against negative hit modifiers since the bonus hit triggers on a natural roll of 6. should give you at least 4 hits on overwatch, which isn't huge, but if your opponent gets very unlucky could put a big hole in his TH/SS terminators. Unless you’re up against “small arms” fire you will take a surprising amount of damage very quickly. The Imperial Armor Compendium has KEPT the still shiny 5++ invuln save. The Oathbreaker Stratagem is very expensive for an army that already struggles with CP, and their one shot per turn / one use per battle coupled with your good but not spectacular BS makes them unreliable at best. Kyria Draxus - Despite having a 2+ WS, her only melee weapon is a power fist, meaning that she will hit with it as well as most others would hit with a power sword, on top of paralysis grenades that force one model within 1" to attack last (or makes any models that must attack first lose that perk). If you have multiple Gallants, give one of them this, one of them the Paragon Gauntlet, and the other Ravager, and just go to town. Relics - The Banner Inviolate: Questoris Class only. Put this on a Knight Preceptor to get a swarm of Armigers hitting on twos and rerolling ones. Note that you have to take two of one, and one of the other. A useful trait to have in any battle, but especially useful against opponents who will try to incapacitate your knight in a single strike, or against things like other knights who charge you and get all their attacks in before you can make your response. They have an extremely close relationship with the Forge World Metalica, and have numerous smaller Knight Houses and Freeblades that have sworn fealty to House Raven, which has allowed House Raven to swell its ranks of Knight Suits by a tremendous quantity. Stratagems - Saturation Bombardment (1 CP): Use before a model shoots. These missiles also help to somewhat mitigate how powerful invulns can be on some units. to 480 points, making the Acheron a solid unit to bring that no one will dare charge in fear of being overwatched/chainfisted. It's 9th edition! Great for playing keep away and quickly repositioning with your shooty Knights. 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. Aaaaw yeah, "good" doesn't do it justice. 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. In the case of Cerastus Knights, they all lose one wound to go to 26 total, and all but the Lancer have their speed reduced to 12" (the Lancer keeps the 14" movement). Tactics: This also made their power and points cost a universal 5 or 95 respectively. Found in the Rogue Trader Kill Team expansion, Elucidian Starstriders get 40k rules, introducing another long desired faction to the tabletop albeit in a very limited faction. Make the other Imperial Knight your Warlord and you have 2 WS5 and BS5 Imperial Knights running around the table. It's time to get experimental. This is your best melee weapon if you don't already have a source of rerolls, especially on a Gallant. Download . Both Imperialis and Mechanicus allegiance houses can select any of them. Relics - The Auric Mask: When an enemy takes a Morale test within 12" of the user, it must roll 2d6 and keep the highest. This bumps your melee threat radius up to 22.5", and House. One model can ignore all negative penalties to shooting. This can't be stressed enough. Enginewar buffed the high intensity shooting of this knight to the point it outshoots an errant vs all targets while points changes made it only 5 points more expensive than a gallant. 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