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====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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