Chaos Knight: Difference between revisions
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There are currently two known types of Chaos Knights. 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 you Knight so [[PROMOTIONS|smexy and hawt that your enemies struggle to even gain a hit.]] | There are currently two known types of Chaos Knights. 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 you Knight so [[PROMOTIONS|smexy and hawt that your enemies struggle to even gain a hit.]] | ||
[[File:Chaos Errant.jpg|250px|right|thumb|Chaos Errant of Khorne. The Dirge Caster and Thermal Cannon is a great substitute to | [[File:Chaos Errant.jpg|250px|right|thumb|Chaos Errant of Khorne. The Dirge Caster and Thermal Cannon is a great substitute to melee; for when you want to fight for Khorne but avoid the blood ruining your paint job.]] | ||
===Chaos Knight Paladin=== | ===Chaos Knight Paladin=== | ||
Revision as of 09:39, 5 September 2016
Daemon Knights AKA Chaos Knights are the eviler and spikier counterparts of the Imperial Knights. Due to the greatest hangover since the Age of Strife called the Horus Heresy, many Knight Households have fallen to Chaos over the centuries. Their crews have long since died but their souls have fused with Daemons, floating within shells of their war machines. The Knights themselves have mutated, spouting claws, flails, and other chaotic weapons.
Certain amongst the Inquisitors of the Ordo Malleus maintain extensive records of the names and deeds of the Chaos Knights, cataloguing their many crimes, recording their blasphemous heraldry and tracing their lines in the same manner a savant-of-arms of the Terran Chambers Pursuivant might meticulously record those of an Imperial Knight Household. Why the Inquisition has a slight obsession cataloguing the history of these traitors is unknown. Though they are few, the very existence of Chaos Knights is a nigh indelible stain on the honour of the Knight Houses and upon the entire Imperium. Therefore most loyalist Knights vow to hunt these turncoats until they surrender and meet their demise through the face of a Autocannon barrel. Most appear to be the fallen scions of the Knight Houses, often Freeblades who have trodden the path of war overlong and heeded the ever-present call of the Ruinous Powers. Others, it is whispered, belong to entire fallen Households, either ones who sided with the Warmaster during the Horus Heresy and exist still, ones which have strayed since, or even Houses never brought into the Imperial fold and hailing from unknown Knight Worlds far beyond the rule of Terra.
Chaos Variants
There are currently two known types of Chaos Knights. 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 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 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 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 you Knight so smexy and hawt that your enemies struggle to even gain a hit.
Chaos Knight Paladin
Similar to their more loyal counterparts in terms of looks and armory, Chaos Paladins come automatically with a Knight chainsword, a two-shot battle cannon and an extra heavy stubber. Meant to be used at longer ranges, Chaos Paladins help cover firing support towards the traitor legions. Chaos Paladins are super-heavy walkers that have a special Ion Shield that gives them a 4+ invulnerable save. The Chaos Paladin can swap its starter weapons with a Dirge Caster, Power Claw or Flails. Sometimes they can be outfitted with a Ironstorm Missile Pod, a Heavy 3 Krak missile launcher, or a pair of Icarus autocannons. A Chaos Paladin is allowed to take a daemonic mark from either of the four Chaos Gods.
Chaos Knight Errant
Another copy-pasta of the loyalist equivalents. Chaos Errants come with the standard issue Knight chainsword, a S9 Thermal Cannon with a large blast marker and an extra 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 swap its starter weapons with a Dirge Caster, Power Claw or Flails. Sometimes they can be outfitted with a Ironstorm Missile Pod, a Heavy 3 Krak missile launcher, or a pair of Icarus autocannons. A Chaos Errant is allowed to take a daemonic mark from either of the four Chaos Gods.
Slaaneshi Variants
For some reason, Slaanesh has a fetish for knights/titans of his/her/its own. You would think that these massive engines of destruction would be more suitable for Khorne or Nurgle right? Instead Slaanesh must glory hog all of these in order to compensate for his/her/its lack of Daemon Engines. Similar to the Slaanesh Subjugator, these daemonically altered knights look more like glorified flamingos than an actual threat. Than again Slaanesh strives for beauty and elegance rather than coolness and awesomeness so its all in character.
There are three main types of Slaanesh Daemon Knights. Each more pompous than the next. Well well well! Excuse me Princess! Who do you think I am? A Barbarian like Khorne? I am more cultured than that! >:(
Hell-Knight
Hell-Knights are one of the most specialized of the Slaaneshi knights and by far the least painful looking. Aside from Bolters, their main weapon is a Thermal Cannon which, albeit short-ranged, has enough power to pierce almost any armour plate with relative ease. Hell-Knights are often used to hunt down enemy Knights and even Titans, exploiting their speed to attack from the sides and overwhelm opponents. Moreover, they are excellent at infiltrating enemy positions, setting ambushes, and attacking support detachments and artillery. Their combat role is ironically similar to that of the Eldar's Revenant Titan, further mirroring the dark symbolism and relationship between Slaanesh and the Eldar.
In addition to this, they are perfectly suited to perform ambushes, and are often used in this respect. In packs, they can even destroy Imperator Titans, as was the case with the Praeco Deictus during the Battle of Kado. How a 100+foot tall Titan with weapons that can bathe entire armies in plasma can fall to these chicken walkers, no matter how daemonically possessed is a source of embarrassment to the Imperium.
Hell-Scourge
Hell-Scourges are slightly larger than the Hell-Knights.
While they look similar to the Hell-Knights, Hell-Scourges wield a massive Castigator Cannons. Hell-Scourges possess a certain pack instinct and are in constant telepathic communication with each other. As such, they make exceptionally well-coordinated assaults, outflanking their enemies with ease. This telepathic contact seems to encompass all Hell-Scourges present on the battlefield, or perhaps even further.
Overall they function similar to that of Hell-Knights, requiring large numbers to overwhelm larger machines.
Hell-Strider
Hell-Striders are the smallest of the Slaaneshi knights.
They are also the most painful to the eyes and look completely stupid. Looking more akin to a walking penisHOHOHO! But that is the entire point of my ingenious machines! Why else to design them in such a phallic appearance then to make my lovely Eldar wet themselves in delight!
Anyway being the smallest of the bunch, these vehicles are extremely mobile, able to flush enemy out of defenses with their powerful short-ranged weaponry. Like their older brothers sisters, in sufficient numbers, Hell-Striders can even hunt enemy Titans, picking off their prey's shields with their Lascannons, before closing in for the kill with their melta-beams.....How the hell are they supposed to get near the Titan without getting blown up? You could see that pink from the cockpit 100 feet in the air. Seriously, you might as well give them a sign that say "shoot me". See, this is why you can't take out 1 incompetent empire, this shit, right here.