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===Chaos Knight Abhorrent=== Better known as the Questoris-pattern knights ====Chaos Knight Paladin (7E)==== [[File:Chaos_Knight_Paladin_Fanmade.jpg|250px|right|thumb|Chaos Knight Paladin]] Similar to their more loyal counterparts in terms of looks and armory, Chaos Paladins are the vanilla of Traitorous Knights and come automatically with a [[Chain Weapon#Reaper Chainsword|Knight chainsword]], a two-shot [[Battle Cannon|battle cannon]] and an extra [[Heavy Stubber|heavy stubber]]. Meant to be used at longer ranges, Chaos Paladins help cover firing support towards the traitor legions by specifically targeting infantry and light armor. Chaos Paladins are super-heavy walkers that have a special Ion Shield that gives them a 4+ invulnerable save. The Chaos Paladin can take an additional Dirge Caster and is allowed to take a daemonic mark from any of the four Chaos Gods. For all intents and purposes, Chaos Paladins function almost entirely the same as their loyalist counterparts. Of course, they differ greatly from the aforementioned favors of the Chaos Gods. For the Paladin specifically, it is preferable if you have a daemonic pact with Tzeentch as it compliments the long range DAKKA of the Knight Paladin specifically. Having your autocannon be able to re-roll all hit rolls of 1 is a significant boon against light armor and turning your mediocre heavy stubber into the more useful soul blaze is quite nifty in scoring a few more kills. Of course, if you are more inclined to preserve your DISTRACTION CARNIFEX as much as possible, you could have a pact with Nurgle. If you want to always attack first and fuck with the enemy moral if they ambush you with CQC, choose Slaanesh. However, Khorne maybe the least effective of the Chaos Gods as his buffs clash with the more well-rounded and balanced playstyle of the Paladin; you use the Paladins' autocannon and heavy stubber to provide fire support, only going in close with your chainsword to protect more vulnerable units from ambushes. <gallery> File:Chaos-knight-paladin-hellboywearshotpants.jpg|Chaos Paladin of Chaos Undivided. When you don't care what enemies you're fighting against, so long as you can watch the world burn </gallery> ====Chaos Knight Errant (7E)==== [[File:Chaos_Knight_Errant.JPG|250px|right|thumb|Chaos Knight Errant]] Another copy-pasta of the loyalist equivalents. Chaos Errants come with the standard issue [[Chain Weapon#Reaper Chainsword|Knight chainsword]], a S9 [[Thermal Cannon]] with a large blast marker and an extra [[Heavy Stubber|heavy stubber]]. They act as close combat dedicated tank destroyers as their heavier weaponry allows the Errant to breach enemy armor with relative ease. Chaos Errants like the Paladins are super-heavy walkers that have a special Ion Shield that gives them a 4+ invulnerable save. The Chaos Errants can take an additional Dirge Caster as well as take a daemonic mark from any of the four Chaos Gods. For all intents and purposes, Chaos Errants function almost entirely the same as their loyalist counterparts. Of course, they differ greatly from the aforementioned favors of the Chaos Gods. For the Errant specifically, its more assault and close range/anti-tank nature means that it benefits more towards the pact of Khorne to deal with those pesky infantry. The ability to be able to re-roll the number of stomp attacks and the +D3 attacks on a successful charge (Which you will be using ''a lot off'') would make this close range anti-tank walker <u>'''''SCARY'''''.</u> Of course, if you are more inclined to turn your DISTRACTION CARNIFEX into a giant Khornate Berserker that cannot die, you could have a pact with Nurgle. If you want to always attack first and fuck with the enemy moral if they ambush you when your busy dealing with tanks, choose Slaanesh. However, Tzeentch maybe the least effective of the Chaos Gods as his buffs to the heavy stubber is pointless and whilst his re-rolls of all hit rolls of 1 to the Thermal Cannon is nice and all, once that enemy tank is within range of your gigantic chainsword, the re-roll to hit rolls becomes almost window dressing. <gallery> File:Chaos_Knight_Errant_by_Jared656.jpg|Iron Warriors Chaos Errant by Jared 656. File:Chaos Errant.jpg|Chaos Errant of Khorne. For when you want to fight for Khorne but also need to avoid the blood ruining your paint job. </gallery> ====Chaos Knight Rampager==== [[File:Knight-Rampager.jpg|250px|right|thumb|Chaos Knight Rampager]] The Chaos Knight Rampager is the eviler counterpart to the Knight Gallant (Seriously, that Chainsword and [[Power Weapon#Warpstrike Claw|Warpstrike Claw]] is not that subtle). This is an entirely CQC orientated Chaos Knight, more so than the Chaos Knight Errant. The fact that its 'helmet' looks like those of an NFL Footballer may or may not be intentional (Seriously it looks more at home in [[Blood Bowl]] than it does 40k). Knight Rampagers fluff wise, are -true to their name- basically [[Khorne Berserkers]] in Knight-form. Oh yes, [[Khorne|Khornate players rejoice]] [[Anal circumference|because this monster is going to tear several unfortunate vehicles a new asshole.]] In this regard, they act more like giant beasts or [[Daemon Engines]] rather than the actual 'Noble Demon' characterization of the Knight Desecrator; storming into battle howling rather than speaking in Middle English. They charge full tilt toward the foe with no thought for their own defense. Due to their (lack of) character, these Knights are often dropped from a low-flying hauler directly into the fighting of a war zone. Other times they are teleported from within Adamantium cages aboard orbiting war ships, or even transported to the front lines chained into transporters that bind them like armored straight jackets until it is time for them to be unleashed. Sometimes the raving war engine has broken free of its restraints en route to the front, and [[FAIL|wrought mayhem among its allies.]] As damaging and scary as a regular Khornate Berserker is, [[RIP AND TEAR|imagine one the size of a two-story building.]] [[Shitstorm|Bricks will be shat.]] Crunchwise, these are your classic brawlers, they are extremely damaging in close combat and, unlike the Desecrator which is a more balanced duelist, the Rampagers are just there to Leeroy Jenkins their way through the [[Meatbread|soft and juicy parts]] of any army play list [[Rape|and let it rip.]] Suffice to say, short of another CQC supheavy walker or a [[Primarch]] and some [[Assault Terminators]], Rampagers are going to make for an excellent and pants-shitisfying [[DISTRACTION CARNIFEX]]. ====Chaos Knight Desecrator==== [[File:WHFest2019-Knight-Desecrator.jpg|250px|right|thumb|Chaos Knight Desecrator]] In contrast to the Rampager, Knights Desecrator possess potent mid- to close-range armaments that lend themselves toward duelling enemy war engines or monstrous beasts, or tearing down the foe's Fortifications. Armed with a [[Laser Destructor|laser destructor]], it packs a considerable punch at considerable range. There was some confusion between the Desecrator and the Despoiler due to the fact that GW [[Fail|used the same knight image for both the Desecrator and Despoiler.]] Thankfully, the Codex: Chaos Knights dispelled this confusion and confirmed that, yes, they are indeed two different patterns. In terms of the fluff, Desecrators are all cruel despots, well disposed to imposing their tyrannical will upon others and no different than a normal Chaos Lord for that matter. For all intents and purposes, these guys are the ones that treat their War Dog underlings like utter shit the same way a Chaos Lord view his Cultist underlings with the same affection as one views a [[Snotling]]. Essentially, they are [[Dick|Dicks]]. Contrast this to the Despoiler who couldn't give two flying fucks stepping on the little ones and go their own merry way unless someone challenges them for rightful heir in their households. They are also exceptionally trigger happy if you want to know. On tabletop, these are one of your vanilla Chaos Knights. The longer ranged version of the Knight Errant - both loyalist and traitor - the Knight Desecrator is your short-to-long ranged anti-tank option despite what fluff dictates it being short-to-mid ranged. Trust us, laser destructors are anything but short ranged. As such, these Knights offer an excellent and extremely flexible unit for any Chaos army. The only thing it is vulnerable against is being [[Tarpit|tarpitted]], but then again, that's where the Rampager comes in. ====Chaos Knight Despoiler==== [[File:Despoiler_Knight.JPG|250px|right|thumb|Chaos Knight Despoiler]] Not to be confused with [[Imperial_Navy#Battleship|another]] [[Abbadon|Despoiler]]. although this Despoiler is less of a fuckup and probably HAS a much better career in GETTING SHIT DONE! than that armless failure. A unique variant, the Knight Despoiler is very adaptable ranged and/or close-combat anti-tank walker in contrast to the specialized CQC Knight Rampager. While it comes stock standard with close combat weapons such as the [[Chain Weapon#Reaper Chainsword|Reaper Chainsword]] and [[Power Weapon#Warpstrike Claw|Warpstrike Claw]], the Knight Despoiler can gain access to a wide and we mean ''<u>'''WIDE'''</u>'' range of anti-tank ''and'' anti-infantry weapons, from an [[Avenger Gatling Cannon]], Rapid-fire [[Battle Cannon]] all the way to a [[Thermal Cannon]]. This makes the Knight Despoiler exceptionally customizable and adaptable superheavy weapons platform. In addition to gaining access to ALL the Questoris-class weapons of the different Imperial variants, Knights Despoilers can double up on the same gun too! Being free from the shackles of the Adeptus Mechanicus and the Sacristan Orders allows Knights Despoiler to wreak havoc and [[Gets shit done|GET SHIT DONE!]] In the fluff, the choice of weaponry reflects the noble pilots preferance and his condition too. Without the help of their sacristans, some nobles find that weapons more complex than rapid-fire battle cannons are almost impossible to maintain and so stick to to these. Other nobles just really like [[Dakka|the sound of gatling good]] and strap two Avenger gatling cannons to their knight. Whatever the case, most of the knights in any Iconoclast or Infernal household will be Despoilers armed to the teeth and ready to leave a trail of destruction behind them. Before the brand-spanking-new Chaos Knights codex, the most popular loadout was 2 Avenger gatling cannons with either an [[Ironstorm Missile Pod]] or [[Stormspear Rocket Pod]]. Due to some point changes, there's some competition for the Dakka knight of Doom now. Doubling up on guns is still a good idea, but the new, cheaper Thermal Cannons are a lot more enticing and double RFBCs are not bad by any means either (dat range doe). There's also something to be said about hybrid loadouts - Infernals for example can only boost one of their ranged weapons with Daemonic Power, so if you want 'supercharged' Avenger shots on the cheap, you could grab a melee weapon instead of a second gun and be slightly better against heavy tanks and the like. <gallery> File:KnightDespoilerArt.jpg|Despoiler Art </gallery> ====Chaos Knight Abominant==== [[File:KnightAbominant.jpg|thumb|250px|right|Chaos Knight Abominant]] In a [[Lulz|hilariously ironic twist]], GeeDubs have given [[Chaos]] the honour of the ''second'' faction to own a psychic Titan equivalent. [[Derp|Before the Eldar could]], which, you know, '''''HAD''''' a [[Warlock Titan|psychic titan back in Epic]]. Nevertheless, this is a type of psychic Chaos Knight that has apparently rolled a 5-star on its Gacha fortunes and has gotten itself a cache of archaeotech, since its main gun is a [[Volkite Combustor]]. The [[Power Weapon#Electroscourge|Electroscourge]] and [[Power Weapon#Balemace|Balemace]] on its other arm and tail respectively, makes it no less dangerous in melee, and because it is psychic, it is bound to have some [[Cheese|broken as fuck psychic powers.]] On the tabletop, these giant money sinker is the big new showpiece of 9E, a psychic knight with a surprisingly intact volkite combustor that, while not too effective on knights with only AP-1, does deal three mortal wounds on a natural 6 to wound on top of its base 3 damage. It also has two melee weapons besides the stomps, both of which make up for the surprisingly pitiful 3 attacks as the scourge triples your attacks for S:User AP-2 D3 attacks while the mace gives you an additional d3 S:User AP-2 D2 swings. But the main thing you are looking for is the fact that it is a ''psychic knight''. So the Abominants have a Warpstorm Discipline. A side note is that whilst Abominants may start out as your only Psyker, if you invest enough points on your regular Chaos Knight to Tzeentch, you can also have your own custom-made Psyker (using the Pyrothrone). Otherwise, for simplicity's sake, you can just double-down on the Abominant you have; the Twisted Mask relic (another power known, and +1 to cast) is probably only worth on a doubled-down Abominant anyway. The Warp Haunted Hull gives more denies and a Psychic Shrug, but ''doesn't require the knight to be a Psyker'', if you wanted to spread out Deny coverage. Anyways, the full Disciplines are as follows: *'''Winds of the Warp''': WC 6. Gives the Psyker a 5+++ FNP, and if manifested on an 8 or more, gives War Dogs a 6+++ FNP within 6" as well. *'''Vortex Terrors''': WC 5. 18" range. Select one enemy unit, -1 Ld and they take a dread test. If they fail the test then they take -1 WS & BS. *'''The Storm Malevolent''': WC 7. 18" range. Select one enemy unit. Any Knight that targets them for melee attacks get the following abilities until the next psychic phase: +1 to wound. 6's to wound causes 1 MW to a max of 3MW's. *'''Cyclonic Lamentation''': WC 6. 12" range. All enemy units with 12" take a dread test. If they fail they take 1 MW or 1d3 MW if the result of the psychic test was 11 or more. *'''Coruscating Hate''': WC 6. 18" range. The closest enemy unit take 1d3 MW then roll a 1d6, the nearest enemy unit within 6" to that unit takes 1MW on a 2-3 or 1d3 MW on a 4-6. *'''Spitesquall''': WC 6. 18" range. When cast, the target unit cannot overwatch or set to defend. Also, whenever the unit loses a model, add 1 to the Spitesqual tally. At the end of the phase, roll a d6 for each lost model, and on a 5+, the unit suffers a MW. The tally is reset at the end of the phase. {{Clear}}
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