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==Chaos Variants== There was originally two known types of Chaos Knights, however in 2019 the Questoris Traitoris received some love from GW and got some new entirely unique Chaos Knight variants. They differ from the Imperial Knights in that they are allowed to get daemonic marks from the four Chaos Gods. If they choose [[Khorne]] they get the Daemon and Hatred (Daemons of Slaanesh) special rules. In addition, the Knight may re-roll the dice to determine the number of Stomps it makes as part of a Stomp attack, and it also gains +D3 attacks on any turn in which it successfully charges an enemy unit instead of +1 attack. A Daemon Knight of Khorne counts as a [[RIP AND TEAR|literal shredding machine of CQC rape and tear.]] If it is [[Nurgle]] they get the Daemon, Hatred (Daemons of Tzeentch) and It Will Not Die special rules. In addition, it counts as being a Daemon aligned with Nurgle, turning this thing into [[DISTRACTION CARNIFEX|a gigantic bullet sponge and creating a fine distraction.]] If they pick [[Tzeentch]], they get the Daemon and Hatred (Daemons of Nurgle) special rules. In addition, the Daemon Knight may re-roll all To Hit rolls of 1 and its heavy stubbers have the Soul Blaze special rule. This will then turn the Knight into [[MOAR DAKKA|a giant wall of guns and overwhelming firepower.]] Lastly if it choose [[Slaanesh]] they get the Daemon and Hatred (Daemons of Khorne) special rules. In addition, all models with a Leadership value in combat with this Daemon Knight at the start of the Fight sub-phase must pass a Leadership test with a -2 modifier or reduce their Initiative value to 1 for the duration of that Fight sub-phase. Or to put this shortly it makes your Knight so [[PROMOTIONS|smexy and hawt that your enemies struggle to even gain a hit.]] ===Chaos Knight War Dog=== The chaos version of the Imperial Armiger Knights. Unlike the Armigers, the War Dogs are more like lone wolves, usually coming with one model rather than a pair of two. To compensate for the lower model count, the War Dogs can carry all of the weapons from both the Warglaive and Helverin Armigers, giving the War Dogs more choice, flexibility and adaptability than their loyalist counterparts. This of course, is only applicable to the [[Apocalypse]] rule set. War Dogs are used much in the same way by Chaos Knights as the Imperial Warglaives and Helverins - they flush the enemy out of cover and lay down covering fire for their bigger cousins. While Armiger pilots receive orders from their lords (via the helm mechanicum) as powerful and basically irresistible suggestions that are infused with notions of heroism and nobility, War Dog pilots are given brutal orders using the same mental link. These pilots are treated like garbage and used as fodder and their superiors constantly remind them that they are weak and expendable. This makes War Dog pilots [[RAGE|bitter and angry]], always scheming behind the backs of their lords but never being able to do anything about it. In battle, their pent-up frustration is let loose and they revel in killing anything weaker than them - which means most infantry and tanks, as War Dogs tower over even the Dreadnoughts of the Space Marines. ====War Dog Executioner==== [[File:War Dog.JPG|250px|right|thumb|War Dog Executioner]] Your bog-standard War Dog type. These are the types you see that are equipped with a [[Daemonbreath Spear]], [[Heavy Stubber]]s, and [[Autocannon]]s. Piloted by the most methodically cold and emotionless Fallen Nobles whose calm disposition is needed in order to hit their targets properly. Executioners are by far, one of the most common garden varieties of Chaos Knights from hell you will meet across the battlefields. Crunch-wise, they are the Dakka-laden War Dog, equipped with a pair of [[Autocannon]]s for crowd removal from afar. It's also got the option between either a [[Daemonbreath Spear|Daemonbreath Meltagun]] (kinda conflicting when your autocannons work very far away) or a [[Heavy Stubber]] for lighter infantry. Like all War Dogs, they're fast but fragile (when compared to the larger Knights, anyway) units that can dish out some punishment. Iconoclast War Dogs aka Executioners with [[autocannon]]s will have a slightly easier time fighting off their assaulters compared to the more melee-focused brethren, while one of the two Infernal autocannons can become a respectable S8 AP-1 D4 death machine when you need it to be. Don't forget to grab a Knight Desecrator if you want to make the most of these puppies! {{Clear}} ====War Dog Huntsman==== [[File:War_Dog_Thermal_Spear.JPG|250px|right|thumb|War Dog Huntsman]] Your dedicated tank hunter. War Dog Huntsmans specialize in hunting down and slaying large enemies. To this end, they are equipped with a [[Daemonbreath Spear]]s, a [[Thermal Spear]], and a [[Chain Weapon#Reaper Chain-Cleaver|Reaper Chain-Cleaver]]. Huntsmans are by far, one of the most common garden variety of Chaos Knights from hell you will meet across the battlefields. On the tabletop, they are your heretical [[Armiger Knight Warglaive]]s, equipped with an evilly-named daemonbreath spear, meltagun and a reaper chain-cleaver so tanks can go and cry all they want. Of course, the issue with the meltagun comes to its minimal range, so you'd be better off just getting a heavy stubber so you're only worrying about the spear's optimal range. Additionally, these War Dogs with the aforementioned [[Chain Weapon#Reaper Chain-Cleaver|reaper chain cleavers]] and [[Daemonbreath Spear|daemonbreath spears]] benefit more from the Iconoclast ambition as it gives them extra attacks and makes them more of a threat to tarpits and horde units due to the Morale debuff. This is not to say Infernal War Dog Huntsman are bad per se - all of the Daemonic Surge effects are great for them. +2" Move and +1 to Advance and Charges allows them to get in melta range faster and get stuck in, while +1 Toughness makes them as tough as the bigger Despoilers. Finally making the Daemonbreath Spear S9 AP-4 Damage D6+1 (2D6 pick the highest +1 in half range) is quite crazy as well - it's a friggin' [[Rape|melta lascannon at that point.]] {{Clear}} ====War Dog Knight Karnivore==== [[File:WarDogsKarnivore.jpg|thumb|250px|right|War Dog Karnivore]] A new variant of War Dog with no clear Loyalist counterpart, the War Dog Karnivore specializes in melee attacks, with a [[Chain Weapon#Reaper Chaintalon|Reaper Chaintalon]] and [[Power Weapon#Slaughterclaw|Slaughterclaw]] that can slice a Dreadnought in half. It (along with the other two new War Dog versions) can also bring along either a diabolus [[Heavy Stubber]] or a [[Havoc Missile Launcher]]. Unburdened by ammunition stowage, the Karnivore’s impetuous spirit also gives it an extra burst of speed, so it won’t be left languishing in no man’s land and they can more quickly [[RIP AND TEAR]]. It also looks like it is going for a [[Space Wolves|furry convention with its giant wolf skull]], but that could all be a coincidence. On the tabletop, these are your zippy little murder engine, boosted to 14" movement. Not only do they have chainblades to handle either crowds or tanks, but they also have a slaughterclaw for a power fist-alike with Sx2 AP-3 D3+d3 to demolish knights. While you have havoc launchers here too, you're simply better served by picking up the heavy stubber, so you're not worrying about the LoS penalties and get 5 points back. It should be noted that the the War Dog Karnivore, Brigand and Stalker as well as the Abominant all get the {{W40kKeyword|PTERRORSHADES}} keyword, which only works for certain stratagems and relics. <gallery> WarDogs.jpg </gallery> {{Clear}} ====War Dog Knight Stalker==== [[File:WarDogStalker.jpg|thumb|250px|right|War Dog Stalker]] The Chaos equivalent to the [[Armiger Knight Warglaive]]; even more so than the War Dog Huntsman, equipped with either a tank-melting [[Daemonbreath Spear]] or an [[Avenger Chaincannon]] in addition to a melee weapon such as the aforementioned [[Chain Weapon#Reaper Chaintalon|Reaper Chaintalon]] and [[Power Weapon#Slaughterclaw|Slaughterclaw]]. The all-rounder of the War Dog series and the most balanced of the lot. They are piloted by the strongest-willed Nobles, often leading other packs into battle. On the tabletop, these are the adaptable ones. Very well-balanced, flexible and cost-effective when it comes to dealing with various threats. Comes with the chaincannon and sword base, but can swap either out for a thermal spear and slaughterclaw respectfully. Your jack of all trades War dog. Can also replace their heavy stubby with a havoc launcher for fun. It should be noted that the War Dog Stalker alongside the Brigand, Karnivore as well as the Abominant all get the {{W40kKeyword|PTERRORSHADES}} keyword, which only works for certain stratagems and relics. {{Clear}} ====War Dog Knight Brigand==== [[File:WarDogBrigand.jpg|thumb|250px|right|War Dog Brigand]] A fully shooty War Dog which skips out on the melee weapons for both the [[Avenger Chaincannon]] and the [[Daemonbreath Spear]]. This is the yin to the Karnivore's yang; it's the polar opposite really and the traitorous counterpart to the [[Armiger Knight Helverin]] and a counterpart to the equally shooty War Dog Executioner. Because of both its ranged weapons and the weight of its ammunition. It is far more cautious than its Karnivore or even Stalker counterpart. Their pilots likewise are also enamoured with ranged killing and disdain close combat assaults. In 9th Edition, the Brigands as aforementioned in the fluff, are your heretical Armiger Helverin, though not by much. Your Brigand comes with the thermal spear like the Huntsman and a chaincannon that's more than capable of handling most crowds with AP-2. You also get a havoc launcher that gives you some short-ranged bombardment as it doesn't require LoS to hit, but you'll be subject to any penalties for doing that. Unlike the Executioner which deals with slightly tougher opponents at long range and is therefore, much more consistent with their shots, the Brigans target the more squishier units to cleanse tarpitters. It should be noted that the War Dog Brigand, Karnivore and Stalker as well as the Abominant all get the {{W40kKeyword|PTERRORSHADES}} keyword, which only works for certain stratagems and relics. {{Clear}} ===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}} ===Chaos Knight Tyrant=== [[File:Chaos_Knight_Tyrant.JPG|250px|right|thumb|Chaos Knight Tyrant (Plasma Decimator and Volcano Lance)]] The more evil versions of the baby-Warlord Titans known as the Dominus Knights. The Chaos Knight Tyrants either bring the weapons of the Imperial Knight Castellan ([[Volcano Lance|volcano lance]] and [[Plasma Decimator|plasma decimator]]) or those of the Valiant ([[Thundercoil Harpoon|thundercoil harpoon]] and [[Conflagration Cannon|conflagration cannon]]). Unlike the Knights Despoiler, you can't [[OP|double up on the same weapon or mix the two loadouts.]] [[Skub|This is very fortunate or unfortunate]], depending on which side of the Tyrant you are. Regardless of their arm weapons, they also carry at least one twin [[Siegebreaker Cannon|siegebreaker cannon]] and a pair of [[Shieldbreaker Missile|shieldbreaker missiles]] and have two twin meltaguns for point defense. In the fluff, it is mentioned that most Tyrant pilots fuse bodily with their steeds to become the apex predators of the battlefield and often get drunk with delusions of grandeur due to being the [[Ork|biggest and baddest,]] kind of like a [[Lulz|mecha Tim Curry all things considered.]] In many Infernal households, the souls of the pilots are consumed by their daemon-infested throne mechanicum, leaving their mutated body writhing on it. These bodies are cut open and carved by the Dark Mechanicum to allow a new pilot to take his or her place on the throne. They too will be consumed in time and the cycle begins anew. Grimdark. Rules-wise, these guys are very similar to their Imperial counterparts at first glance. What really sets them apart are the Chaos Knight stratagems. Trail of Destruction will make a 'Castellan' less likely to damage itself and more likely to hit its mark, regardless of the enemies' To Hit modifiers. When it comes to ambitions, Infernal might be the way to go - higher Movement will help the 'Valiant' get in range quicker, T9 will make these guys straight up ridiculous and buffing their almost Titan-grade weaponry is just insane. <gallery> File:Tyrant_Conflagration_Cannon.JPG|Tyrant with Conflagration Cannon and Thundercoil Harpoon. </gallery>
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