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		<title>Imperial Knight</title>
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		<summary type="html">&lt;p&gt;2601:40F:501:9F7B:912C:2BD3:8826:B018: /* Questoris Knight Styrix */&lt;/p&gt;
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&lt;div&gt;{{Topquote|...who battled courageously during those times, some victorious, some not, but always in the name of chivalry.|The Five Star Stories}}&lt;br /&gt;
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[[File:Knight vs Trygon.jpg|350px|thumbnail|right|[https://www.youtube.com/watch?v=FSrcMaid0mg Hmm... does this look familiar to you?]]]&lt;br /&gt;
Somewhere between a regular walker and a [[Titan (Warhammer 40,000)|Titan]], the Imperial Knights are large single-pilot war machines, similar to the [[Tau]] [[Riptide#XV104 Riptide Battlesuit|Riptide]].  Usually humanoid, the cockpit for the pilot is mounted just behind the head in the main body. &lt;br /&gt;
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In other words, they&#039;re a [[BattleTech|Battlemech.]]&lt;br /&gt;
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Their somewhat unexpected return to the 40k setting is possibly a sign of [[Games Workshop|GW]] deciding that people would only play [[Warmachine]] because 40k has insufficient [[warjack]]s [[Skub|(and not because of arguably better rules and update schedule)]], or that they [[Profit|make more money by selling one huge model than lots of little ones]]. &lt;br /&gt;
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They are really [[butthurt|a fairly fan-wanky insertion]] of [[Warhammer Fantasy Battle|Fantasy-style]] [[knight]]s into 40k, which, let&#039;s face it, is not exactly a setting devoid of knight analogues; but unlike [[Space Marines|the]] [[Titan (Warhammer 40,000)|others]], this one is much closer to the original source material: [[BattleTech|aristocratic dicks in high tech armor suits grinding the faces of the poor]] while being [[grimdark]] and all knightly and shit, including all of the [[Game of thrones|politics, incest and backstabbing]] that brings.&lt;br /&gt;
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Funnily enough for such an in-universe niche unit, Imperial Knights (officially,&#039;&#039; Questor Imperialis&#039;&#039;) are currently among the most popular models from the 40k range, if the top-seller list of Games Workshop is any indication, and with good reason; their whole design and grimdark [[steampunk]] style catches the eyes, and surely a lot of people are buying it just because it looks &#039;&#039;that cool&#039;&#039;. Also, for 150 Naggaroth Buckets you get a unit strong enough to be an army on its own, or it can join &#039;&#039;any&#039;&#039; Imperial force.&lt;br /&gt;
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[https://youtu.be/ajP5q2HvycY In short they&#039;re big, baddass, chivalrous, stompy mechs. Really, what&#039;s not to love?]&lt;br /&gt;
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== About the Knights ==&lt;br /&gt;
[[File:Errant Detachment.jpg|thumb|right|EPIC Errant Knights. For when you want to cook your enemies really fast.]]&lt;br /&gt;
[[File:PaladinDetachment.jpg|thumb|right|Paladin Titans from EPIC times.]]&lt;br /&gt;
The knights are affiliated with, or in some cases part of, the [[Adeptus Mechanicus]] (rather than being part of the greater Imperium&#039;s war machine). Knight Worlds are worlds which supply [[Forge World#Planet|Forge Worlds]] with foodstuff and raw materials, specifically those worlds defended by Knight Households.  The Knight World gathers foodstuff and ores for a set period of time (usually a year) before the Adeptus Mechanicus arrive in a drop ship, occaisonally bringing new knight suits in exchange for the raw materials.  Knight Worlds themselves are typically Feudal Worlds, which were easily brought into compliance during the Great Crusade, and which explains the rather aristocratic tone about the Knights.  Knight World politics is fueled by the constant resource tithes and the possession of Knight Titans.  Any kingdom that possesses a Knight Titan could absolutely smash a kingdom without one, so it behooves a kingdom to concede to being tithed in exchange for the (relatively) ultimate weapon.  Once any given feudal kingdom has become a Knight Household, any Household with more Knights than it does is a huge threat, so getting more is always important.  By the time that the escalation becomes preposterous these Households are already shipping knights of-world to cruise the stars and fighting things, so the extra-planetary losses constantly need to be replenished, lest the Households lose their on-world detachments to off-world conflicts.  All that said, Knight Worlds tend to exist rather happily alongside their Forge World; Mechanicus get a defensive buffer and food forever, and the Knight Households get to continue ruling their chunks of the planet.  Or all of the planet, depending on how far you can stretch a feudal society.&lt;br /&gt;
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During the [[Epic]] days Knights were a complete fabrication by the Adeptus Mechanicus, supplied as battle fleets where the Imperial armies are in need of them, much like a Titan Legion is.  Knights were a gimmick, given to Feudal Worlds that the Mechanicum settled near in exchange for getting shipments of food, manpower, and raw materials.  This simplistic lore is [[retcon|no longer the case]]; apparently the original Knight Worlds were not the Mechanicus&#039; idea.  The Knights themselves are [[STC]] relics, dating before even the Dark Age of Technology.  In a shocking twist, not only does the Knight STC appear to be relatively intact, the Knight itself seems easy to produce for any given Forge World; a rare case of the AdMech not shitting themselves.  When Games Workshop released the new &amp;quot;heroic scale&amp;quot; Knight models, they also released new Knight fluff with them.  The first Knights were actually colonists, arriving on new worlds during Humanity&#039;s first expansion into the galaxy at large.  With no way of returning to Terra once they arrived, and long periods with no outside help, those original human colonies needed to be self-sufficient and the Knight suits were sent along with them, made for fighting against the [[Xeno|myriad threats]] [[Chaos|to their existence]].  Additionally, it turns out that giant stompy robots could also be re-purposed for peaceful uses: cutting down trees with their chainswords, blasting apart boulders with their main weapons, or using the sheer size of their bodies as cranes, lifts, earth-movers, and various other construction equipment.  As a byproduct of the Throne Mechanicum bonding processes (see below), the Knights&#039; pilots soon came to see themselves as protectors of their people.  In the cases where these heavily-armed frontier colonies were never slated for further colonization, suffered a society-collapsing event as they grew, or otherwise remained isolated, Knight Titans were given the opportunity to become the industrial and military backbone of many of these worlds.&lt;br /&gt;
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During the Age of Strife, when humanity at large lost it&#039;s ability to travel the Warp and everything generally went to shit, these planets were guaranteed to be alone and afraid, fighting for their survival against everything they already had to fight, plus all of the weirdness that comes with BIG FUCKOFF WARP STORMS.  The proto-Knight-World colonies (fully-grown at this point) regressed from large-scale industrial societies into what are functionally feudal worlds with a sprinkling of techno-barbarianism.  Why did this happen?  Well, there are a number of possibilites: fear and panic over the lack of outside contact could have sparked apocalyptic military conflicts or nuclear wars, the whole &amp;quot;robot uprising&amp;quot; thing that was also happening during the Age of Strife could have resulted in a rejection of automation, or the entire would could have been slowly ground down to the barest essentials of living by millennia of constant conflict; take your pick!  The Knights themselves eventually formed noble households as time went on, or else noble households formed around the knights, due mostly to the fact that only a large-scale organized society with military force can properly maintain a giant stompy robot.  By the time of the Great Crusade (more importantly, by the time of the first Mechanicum Explorator Fleets &#039;&#039;during&#039;&#039; the Great Crusade), almost all of the remaining Knight Worlds had dwindled to feudalism over the course of the Age of Strife, and in many cases the survivors were living threadbare on dying worlds, in great need of new raw materials or the expertise required to maintain the suits.  This situation was ripe for exploitation, and some clever bastard in the Mechanicum got the great idea of using these worlds as combination Agri-World, Mining World, and military training ground.  Several Forge Worlds and lesser Mechanicum worlds were established intentionally within Knight World systems due to the easy symbiosis.  It is assumed that any Knight Worlds which were not in need of assistance (or whom the Great Crusade found before an Explorator Fleet) sided with the Imperium at large, as opposed to becoming vassals of the Mechanicum.&lt;br /&gt;
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As a side note, in a hilarious turn of events, in this new lore these feudal Knight Worlds leveraged their ritualization and xenophobia to purge witches and deviant thought, and therefor psykic influence, from their worlds entirely.  This created pockets of relative calm in the hellish storms of un-reality that they floated in, and thus they were saved from the worst of the warpy shit, allowing them to survive into M31 and the Age of the Imperium. &lt;br /&gt;
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A Knight&#039;s Machine Spirit is of a particularly unusual type: to interface with the suit, an aspiring noble must first join with the Throne Mechanicum (the Knight&#039;s control system) in a ritual known as the Rite of Becoming.  Due to a quirk in the bonding process, the device retains an imprint of each of its former pilots&#039; personalities at the time they were first bonded, and as a result individual suits may develop traits echoing those of their former masters.  The link also affects the noble&#039;s own mind as well; exposure to the metaphorical (or possibly literal, since there&#039;s been at least one case where a Throne Mechanicum took over operating the Knight when its noble was slain by using the memories of its old operators) ghosts in the machine inevitably causes the noble to develop strong positive feelings towards the concepts of fealty and hierarchy along with a near-mystical reverence toward the noble&#039;s ancestors. [[Phoenix Lord|This idea isn&#039;t very original]]. Nobody knows why this is, but the Mechanicus thinks it may have been a failsafe in the original plans meant to ensure that no Knight would willingly betray or abandon his own House.  Either way, this benefits the Mechanicus rather neatly.  This kind of &amp;quot;ghost in the machine&amp;quot; presence exists for true [[Titan (Warhammer 40,000)|Imperial Titans]] as well, though in their case the machine spirit is more of an AI/second ego, and storing past Princeps&#039; personas is something that happens, but the Mechanicus try to avoid/scrub out. Go see the Titan page for a more in-depth comparison.&lt;br /&gt;
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Knight Houses make a tradition of sending their Knights on glorious quests across the stars, which mostly involves going where the Imperium/Mechanicum tells them too, and shooting/punching everything dead once they get there.  Knight Houses make a tradition of basically everything, but more on that later.  These quests, which one can only assume are fulfilled by the Imperial Navy or Explorator Fleets (and *not* just jumping really high, as some fa/tg/uys suggest), must be chocked-full of silly fish-out-of-water scenes as the Knights must putter around the cargo holds of ships, interacting with Guardsmen, slaves, and Imperial navymen.  Knights absolutely love going on quests, because *not* going on quests means staying home and doing rituals and ceremonies.  The day-to-day lives and operations of Knight Households, and the noble caste that supports them on-world, are so regimented by ceremony that the Knights themselves *fucking hate it*.  Eating, sleeping, social interaction, prayer, bathing (when it infrequently occurs), walking down hallways, looking at art, and probably *breathing* are so highly ritualized that it makes Japanese tea ceremonies look like a practice rehearsal of a theatrical production put on by a class of 3rd graders.  You have actual, named, 64-part ceremonies described as happening *daily* in the Mechanicus codex, and those are only one of probably three-hundred-thousand common-to-esoteric ceremonies that could be required to properly perform a given action, formally acknowledge a nobleman&#039;s change in standing or status, or even to honor a specific year, month, week, or hour of the fucking day.  And Emperor save you if you fuck any of it up. &lt;br /&gt;
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=== Houses ===&lt;br /&gt;
There are two types of knight household, though a third association does exist. &lt;br /&gt;
*Those who align themselves with the Imperium directly such as Imperial Houses, acting as independently operating vassals of a greater empire (much like [[Space Marine Chapter]]s do), therefore answering calls for aid as they feel like, rather than being ordered to.  Examples of Imperial Houses are:&lt;br /&gt;
**&#039;&#039;&#039;House Terryn&#039;&#039;&#039; - House known for its [[Mary Sue|courage and honor]] as well as [[Codex Astartes|rigidly adhering to ritual and ceremony]]. Supposedly its homeworld of Voltoris is so [[Macragge|peaceful and boring]]  and the aforementioned rituals so tedious that it only encourages them to campaign across the galaxy, thanks to a law that allows them to be exempt from said rituals as long as they&#039;re crusading. (Their colour scheme is [[Ultramarines|blue]].) Has developed an intense grudge against the [[Tau]] after they tried to invade Volturis. &lt;br /&gt;
**&#039;&#039;&#039;House Hawkshroud&#039;&#039;&#039; - A very [[Noblebright]] house, who believe that kindness should be returned tenfold and who answer any and all requests for assistance, which means their homeworld of Krastellan lies virtually undefended. Also have links with the [[Imperial Fists]] having been praised by the chapter master for their efforts against the [[Eldar]] of Alaitoc, and are linked by proximity to the Blood Angels. (Their colour scheme is yellow.)&lt;br /&gt;
**&#039;&#039;&#039;House Cadmus&#039;&#039;&#039; - Were once bound to the Mechanicum, but regained their independence and became an Imperial House when Gryphonne IV was nom nomed by [[Tyranid]]s. Based on the [[Caliban|mutant infested forest world]] of Riasa, they engage on mutant hunts every year, with the [[A Song of Ice and Fire|winner getting to rule the house]] until the next hunt. (Their colour scheme is [[Dark_Angels|green]]).&lt;br /&gt;
**&#039;&#039;&#039;House Griffith&#039;&#039;&#039; - A house of [[Salamanders|hotheads]] who almost exclusively make use of the Knight Errant pattern and come from a planet once inhabited by &#039;&#039;actual dragons&#039;&#039;. They are also one of the [[Salamanders|smallest knight houses, but remain one of the most respected]]. They engage in regular jousting tournaments using old fashioned horses, but wearing adamantium armour. Have a preference for [[Rip and Tear|close combat]].&lt;br /&gt;
**&#039;&#039;&#039;House Mortan&#039;&#039;&#039; - A house only recently introduced to the Imperium after being cut off by a nebula which made their planet a night world. For thousands of years they fought giant monsters in the dark until the nebula dissipated in M35 and the Imperium arrived.&lt;br /&gt;
**&#039;&#039;&#039;House Drakkus&#039;&#039;&#039; - Featured in the mobile game &#039;Warhammer 40,000: Freeblade&#039;. Known for being dead, and for having a rather fetching jade-green colour scheme.&lt;br /&gt;
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*Other households are directly aligned to the [[Adeptus Mechanicus]] and are based on &#039;&#039;(or linked to)&#039;&#039; Forge Worlds.  Though they retain their independence from the Cult Mechanicus, they do have reciprocal trade and resupply agreements as well as swearing oaths of protection to the Mechanicum, often directly to specific Forge Worlds.  Houses directly linked to the Mechanicus will have access to better weapons and technology than their more primitive cousins.  Which isn&#039;t surprising because Techpreists tend to be [[Blood_Ravens|greedy buggers.]]  Examples of Mechanicum Houses include: &lt;br /&gt;
**&#039;&#039;&#039;House Taranis&#039;&#039;&#039; - The &#039;&#039;First&#039;&#039; of all Knight Houses (read &#039;&#039;Mechanicum&#039;&#039; by [[Graham McNeill]]). They were founded on [[Mars]] during the [[Dark Age of Technology]], and were later the first Martians who met the [[God-Emperor of Mankind|Emperor]] before the [[Great Crusade]]. This house has ownership of some of the oldest knight suits. For some reason, their Knights&#039; Throne Mechanicum units lack the typical mind-altering effects that they would normally possess; nobody knows why. One reason could be that the pilots of House Taranis are loyal to the mechanicus first, and house second.&lt;br /&gt;
**&#039;&#039;&#039;House Raven&#039;&#039;&#039; - The largest of all Knight Households, based on the world of Kolossi and have close links to forge world [[Heavy mythril|Metalica]]. Suspected to hold secret [[Standard Template Construct|STC]] data which explains why they have so many Knight suits. Their fortress, the &#039;&#039;Keep Inviolate&#039;&#039;, is said to be one of the most well-protected bastions in the Imperium, on par with the Fang and the Imperial Palace, and appears on their coat of arms.&lt;br /&gt;
**&#039;&#039;&#039;House Krast&#039;&#039;&#039; - The first Knight World (Chrysis) to be rediscovered during the Great Crusade, its proximity to Mars meant it was swiftly brought into the fold, but had its homeworld ravaged by [[Horus]] during the [[Horus Heresy|Heresy]], leaving them the only Household left on the planet. They have a preference for hunting traitor titans since the Warmaster&#039;s forces on Chrysis we&#039;re led by the Traitor Titan Legion dubbed the Legio Mortis.&lt;br /&gt;
**&#039;&#039;&#039;House Vulker&#039;&#039;&#039; - A very wealthy but deeply mysterious house from a star system with vast mineral resources, they never expose any flesh and wear golden masks to cover their faces. Their close links to the Mechanicum are evident in the golden servitors they share between worlds, and their courts being filled with tech priests... Not that outsiders ever get to see inside their courts.&lt;br /&gt;
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*Sometimes individual Knights detach themselves from Noble Houses entirely.  Having been dishonoured, shunned, or otherwise made unable to continue life within the Household, they become Freeblades and ply the stars alone (dragging their large pool of retainers along to maintain the suit, naturally).  These knights break out to either quest across the Imperium or settle down outside of the ritual of their Household and protect the citizens of whichever worlds they end up on.&lt;br /&gt;
**&#039;&#039;&#039;Amaranthine&#039;&#039;&#039; - Never ever speaks or leaves his suit. [[Inquisitor]]s chase him around trying to have a word about his loyalties.&lt;br /&gt;
**&#039;&#039;&#039;Auric Arachnus&#039;&#039;&#039; - Somehow connected to the [[Ultramarines]] and earned honour slaying a [[Dominatrix]] during the battle for [[Macragge]].&lt;br /&gt;
**&#039;&#039;&#039;Crimson Reaper&#039;&#039;&#039; - Freak who wears a red &amp;amp; black face mask, who is rumoured to be a [[Vampire|blood sucking mutant]].  Is very prone to collateral damage.&lt;br /&gt;
**&#039;&#039;&#039;Living Litany/Litany of Destruction&#039;&#039;&#039; - A grey, black, and orange Knight Gallant who constantly voxes droning sermons in High Gothic, only changing into loud chants when fighting. He&#039;s probably bonkers, but everyone lets it slide since he&#039;s still loyal to the Imperium at least. Or at least, they used to- at some point he lost what little was left of his sanity and went renegade. As the Litany of Destruction, his color scheme is identical to what it was as a loyalist but is now visibly emblazoned with the eight-pointed star of Chaos.&lt;br /&gt;
**&#039;&#039;&#039;Gerantius &#039;&#039;The Forgotten Knight&#039;&#039;&#039;&#039;&#039; - maintains a secret mountain base on Alaric Prime, though his planet is shared by other lesser knight houses. Thought to be [[undead]] and [[Necromancer|in command of spirits]]. Days which he chooses to fight upon are regarded as ill-omens. Rules for him are in [[White Dwarf]], making him a Seneschal-level knight with &#039;&#039;It Will Not Die&#039;&#039; and the ability to both run &amp;amp; shoot in the same phase.&lt;br /&gt;
**&#039;&#039;&#039;Justice&#039;&#039;&#039; - A freeblade connected to the [[Iron Hands]] chapter who is a master of slaying traitor knights. The Iron Hands chapter appear to be keeping his secrets and will not talk of his past.&lt;br /&gt;
**&#039;&#039;&#039;Obsidian Knight&#039;&#039;&#039; - Fought in the [[Damocles Crusade|Damocles campaign]] along with House Terryn on the planet Agrellan. - Has his own rules in Warzone: Damocles  making him an absolute WS/BS 6 [[Awesome|badass]] who hates [[Tau]] with a passion.&lt;br /&gt;
**&#039;&#039;&#039;Mydos Almighty&#039;&#039;&#039; - Hails from a world that was done in by the greed of its upper class, which it fled to actually fight.  Rather hypocritically, this Knight is entirely bedecked in fucking GOLD.&lt;br /&gt;
**&#039;&#039;&#039;Retribution Incarnate&#039;&#039;&#039; - A hero of the [[Macharian Crusade]]s, believed to be the last member of an established household.&lt;br /&gt;
**&#039;&#039;&#039;White Warden&#039;&#039;&#039; - The last man standing for House Degallio from the planet of [[Lawful Stupid|Alaric Prime]] &#039;&#039;(same as Gerantius)&#039;&#039;, known for his cracking mustache and his willingness to stand up for ridiculous laws.&lt;br /&gt;
**&#039;&#039;&#039;Tellurus&#039;&#039;&#039; - Only living member of a fallen house, and refuses to be seen without armor. Tellurus fought alongside both House Cadmus and House Hawkshroud on Vondrak. &#039;&#039;&amp;quot;...towering and monstrous, a giant of adamantium and fury. With a booming cannon and a roaring chainblade for arms, it was clad in armour the colour of a winter’s sky. Blue and cold, chevroned with streaks of black and amber. A bright gonfalon streamed from its left shoulder. A rearing horse with a fluted horn at its forehead.&amp;quot;&#039;&#039; - from &#039;&#039;Knights of the Imperium&#039;&#039; by Graham McNeill. [[Samus|Turns out to be a girl.]]&lt;br /&gt;
**&#039;&#039;&#039;Domeenito Ohashi&#039;&#039;&#039; - Imperial Knight who got stuck on a primitive world under attack by the Orks. [[Awesome|In spite of being sworn to go back to his world of origin, he decides to go freeblade and fights back the greenskins becoming a hero to the population until receiving Imperial Guard reinforcement. since then he has wandered across the galaxy helping the Imperium to crush all kind of xenos raiders in the hopes of getting back home eventually.]]&lt;br /&gt;
**&#039;&#039;&#039;Dyros Kamata &#039;&#039;The Scorched Knight&#039;&#039;&#039;&#039;&#039; - A Knight whose rider apparently severed all ties with his house and burned off all his livery by walking into a volcano.  He eventually learned that his dad was a corrupt prick, so he killed the old man before going off again. Was later killed by Ork bombardment.&lt;br /&gt;
**&#039;&#039;&#039;Sir Hektur&#039;&#039;&#039;- A Freeblade from Randoryn Alpha, he was enslaved for a time by the [[Iron Warriors]] but escaped and now fights to free any other Imperial citizens enslaved as he was, earning him the epithet of &amp;quot;The Chainbreaker&amp;quot;. Appears as the first true named character for the Imperial Knights, with a modified Knight dubbed &amp;quot;Canis Rex&amp;quot; armed with a Thunderstrike Gauntlet and an unidentified gun arm (definitively in the same line of the knight atrapos lascutter). Like [[Antaro Chronus]], Sir Hektur can keep fighting even if his Knight is taken down thanks to his trusty archaeotech pistol.&lt;br /&gt;
[[File:Sir hektor and canis rex.jpg|200px|thumbnail|left|You can&#039;t really tell, but Canis Rex has a little compartment for Hektur to ride in, it&#039;s pretty neat.]]&lt;br /&gt;
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=== Sacristans === &lt;br /&gt;
Unlike the much larger [[Titan (Warhammer 40,000)|Titan legions]], most Imperial Knight Households do &#039;&#039;&#039;NOT&#039;&#039;&#039; retain [[Techpriest]]s of the [[Adeptus Mechanicus]] to maintain and repair the Knight suits (though deeply-bonded Mechanicum households usually do).&lt;br /&gt;
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Instead they invariably include a specific class of individual called a &#039;&#039;&#039;Sacristan&#039;&#039;&#039;, who is basically an artisan and a technology specialist.  These Sacristans accompany the knight on his travels and keep his suit operational during the campaign, and if a Knight becomes somehow divorced from his household and becomes a Freeblade, the sacristans associated with the suit shall travel with him.  It is assumed/alluded to that Sacristans have a cadre of serfs and underlings whom also follow &#039;&#039;them&#039;&#039; around, all of whom form the cadre of attendants for a single Knight.&lt;br /&gt;
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Unbeknownst &#039;&#039;(or immaterial)&#039;&#039; to the Imperial Households, these Sacristans &#039;&#039;&#039;ARE&#039;&#039;&#039; inducted into the Machine Cult in a similar fashion to the [[Techmarines]] of the [[Adeptus Astartes]], having been trained either off-world or under an apprenticeship to an already established Sacristan.  So while they may not be fully ordained Tech-Priests, they do further the interests of the Mechanicum while living amongst the Knight Households.  Sacristans may be historically connected to whomever maintained the Knights during the Age of Strife, making Sacristans even more inspired by &#039;&#039;A Canticle for Leibowitz&#039;&#039; than the Mechanicum itself already is.&lt;br /&gt;
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=== Chaos and Renegade Knights ===&lt;br /&gt;
Though they are rare, there are a number of Knight Households or lone Freeblade Knights who have fallen to [[Chaos]]. Most infamous of all is the [[Slaanesh]] Hellknights of House Devine, who turned during the [[Horus Heresy]] due to [[A Song of Ice and Fire|Targaryen]]-esque amounts of twincest. That said, Renegade and Chaos Knights are hunted down by Loyalist Households, who view their existence as shaming all other Knights. The &amp;quot;board game&amp;quot; &amp;lt;b&amp;gt;Imperial Knight: Renegade&amp;lt;/b&amp;gt; shows one such hunt.&lt;br /&gt;
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For those who survive, these Renegade Knights (&#039;&#039;Questor Traitoris&#039;&#039;) can find employment and protection within the warbands of [[Chaos Space Marines]], or find themselves on the heretical end of a [[Daemons|warp incursion]] that puts their skills and equipment to &amp;quot;good&amp;quot; use. Of course, being a massive war machine, Chaos Knights may find themselves converted into massive [[Daemon Engines]] called [[Daemon Knights]].  The only real distinction between Renegade and Chaos Knight is that Chaos Knights actually worship Chaos and can become Daemon Knights, whereas Renegade Knights can simply be disowned and mercenary Freeblades who don&#039;t always side with for the Imperium or humanity at large.  The distinction is often irrelevant during the decision-making process of whether or not Imperial forces intend to kill them (though &amp;quot;kill for the honor of the House&amp;quot; and &amp;quot;kill the fucking traitor with &#039;&#039;extreme prejudice&#039;&#039;&amp;quot; aren&#039;t exactly the same state of mind for the ones doing the killing).&lt;br /&gt;
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==Knight Patterns==&lt;br /&gt;
The Knights themselves come in several varieties, all of which have an energy shield to protect them from incoming fire and have a mix of shooty and choppy. 6th edition introduced two varieties have just recently appeared in the 40k model range, the Knight Paladin with its rapid fire battlecannon and the Knight Errant with its thermal cannon. Forge World later joined in with several of its own varieties of Knights, 7th edition introduced three other types (the Crusader, Gallant, and Warden) to the main 40k line, and 8th edition added four more (the Castellan, Valiant, Warglaive, and Helverin).&lt;br /&gt;
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Knights usually deploy alongside Titan legions as auxiliary forces.  Although some patterns of Knight are capable of going toe to toe with smaller titans, or even larger titans outfitted exclusively for ranged combat, the Knight&#039;s usual role is anti-infantry or anti-light vehicle freeing up the Titans to attack superheavies.&lt;br /&gt;
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===Armiger Knight Patterns===&lt;br /&gt;
The smallest Knight class shown to date (roughly the size of a [[Dreadknight]], Grey Knight converters take note), Armigers are piloted by aspiring nobles, lowborn commoners with a knack for war, and the occasional bastard child of the High King. Due to their smaller size and lighter weight, Armigers are far faster and more agile than their larger brothers, which helps them hunt and fight at the flanks of their larger cousins. Basically, they are to larger knights what warhounds are to warlords - they serve as fast support to neutralize threats to the larger engine, while also helping in combat maneuvers. They are given the nickname of &#039;&#039;&#039;Baby Knights&#039;&#039;&#039;, &#039;&#039;&#039;Mini-Knights&#039;&#039;&#039;, &#039;&#039;&#039;Moe Knights&#039;&#039;&#039;, &#039;&#039;&#039;Knight Jr&#039;&#039;&#039;, &#039;&#039;&#039;The Wee Baby Brother of the Bunch&#039;&#039;&#039; or &#039;&#039;&#039;Mini-Me&#039;&#039;&#039; [[Dwarf|&#039;&#039;for a very good reason&#039;&#039;]].&lt;br /&gt;
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====Armiger Knight Warglaive====&lt;br /&gt;
[[File:40kForgebane-Forgebane-Armiger.jpg|thumb|250px|left|Armiger Warglaive]] &lt;br /&gt;
Warglaives are equipped with Thermal Spears, Reaper Chain-Cleavers, and a heavy stubber or a melta gun. Sadly it has lost the ability to move and shoot heavy weapons without penalty, but you don&#039;t really care about that, because your main weapon is Assault and no one actually uses the pop-gun. Use them if you want to have the firepower of a Knight without wasting a bucket load in points, but watch out for hordes. &lt;br /&gt;
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====Armiger Knight Helverin====&lt;br /&gt;
[[File:ArmigerHelverins.jpg|thumb|250px|left|Armiger Helverin]] &lt;br /&gt;
The shootier Armiger, armed with a pair of Armiger Autocannons. Despite initial fears that the Helverin would be almost be twice the height, twice the cost, yet only half as shooty as an old-fashioned rifleman dreadnought, these little gun walkers have turned out to pack a surprising punch, with 4d3 shots strength 7 each at a ridiculous 60 inches. Did I mention that each shot deals 3 damage?&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Questoris Knight Patterns===&lt;br /&gt;
====Questoris Knight Paladin====&lt;br /&gt;
[[File:Knight Paladin.jpg|thumb|250px|left|Questoris Knight Paladin]]&lt;br /&gt;
One of the most vanillas of vanillas when it comes to Knight patterns. Standing nine meters tall, the Knight Paladin represents a perfect balance of speed, firepower and armor, allowing it to undertake a wide variety of roles in battle. Nobles who have the honor of piloting a Knight Paladin take great pride in their ability to carry out a variety of tasks on the battlefield.&lt;br /&gt;
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The first knight to appear in regular 40k, along with the Errant, the Knight Paladin is armed with a Rapid-Fire Battle Cannon with an attached Heavy Stubber. Like all non-Forge World Knights, it can take either an Ironstorm Missile Pod (think Whirlwind minus Ordnance), a Heavy 3 Krak missile launcher, or a pair of Icarus autocannons (I.e. actual anti-aircraft weapons) as carapace weapons to supplement their firepower, can also replace the heavy stubber with a meltagun for extra anti-armor usefulness and can replace its Reaper Chainsword with a Thunderstrike Gauntlet.&lt;br /&gt;
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====Questoris Knight Errant====&lt;br /&gt;
[[File:Knight Errant.jpg|thumb|250px|left|Questoris Knight Errant]]&lt;br /&gt;
One of the most vanillas of vanillas when it comes to Knight patterns. The Knight Errant are similiar to their Paladin brothers, however their pilots are often far more aggressive with a penchant to ignore the whole &amp;quot;Chivalry in SPEHSS!&amp;quot; theme and go straight into [[RIP AND TEAR]]. This would make them a bit more unhinged in following direct orders and would lead to susceptible [[Khorne]] corruption if not for their absolute stubbornness in [[/tg/ gets shit done|getting shit done.]]&lt;br /&gt;
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The tank hunter of the Questoris, the Knight Errant is armed with a Thermal Cannon, a Heav d6 36&amp;quot; S9 Melta weapon. Like the Paladin, it can take either an Ironstorm Missile Pod (think Whirlwind minus Ordnance), a Heavy 3 Krak missile launcher, or a pair of Icarus autocannons (I.e. actual anti-aircraft weapons) as carapace weapons to supplement their firepower, can also replace the heavy stubber with a meltagun for extra anti-armor usefulness and can replace its Reaper Chainsword with a Thunderstrike Gauntlet. Fun fact: In ye olde Epic days, the Errant carried a [[Power weapon#Power Fist|power fist]], from which the Thunderstrike Gauntlet probably draws inspiration.&lt;br /&gt;
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====Questoris Knight Crusader====&lt;br /&gt;
[[File:99120108005_IMPERIALKNIGHTCRUSADER360.jpg|thumb|250px|left|Questoris Knight Crusader]]&lt;br /&gt;
The first purely ranged Knight, it has the same Battle Cannon as the Knight Paladin (which it can replace with the Thermal Cannon for tankbusting) but replaces its close combat weapon with an Avenger Gatling Cannon, which can unleash 12 S6 AP3 Rending shots per turn. You know, for when you need that squad of MEQs wiped out right now and they aren&#039;t clustered close enough for the Battle Cannon alone to kill them all. &lt;br /&gt;
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As an added bonus, the Gatling cannon comes with a built-in heavy flamer to compensate for its relative weakness at close range. (The key word is &amp;quot;relative&amp;quot;. It can still Stomp, after all, and thanks to Smash it&#039;s still shitting out S10AP2 with normal cc attacks. It just can&#039;t give anyone the D.) Thus, you have a walker that can [[Bullshit|cover both long and close distances with relative ease]] and making it pretty much impervious to most infantry charges. Balance? What&#039;s that? I don&#039;t think GeeDubs ever heard that word before!&lt;br /&gt;
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====Questoris Knight Gallant====&lt;br /&gt;
[[File:99120108005_IMPERIALKNIGHTGALLANT360.jpg|thumb|250px|left|Questoris Knight Gallant]]&lt;br /&gt;
Designed to smash apart enemies at close range, very few enemies can withstand the initial assault of the Knight Gallant. The ground shakes as the Knight Gallant stomps forward, offering its puny opponent a chance to duel in a completely &amp;lt;s&amp;gt;unfair and one-sided&amp;lt;/s&amp;gt; fair and absolutely honorable fight. &lt;br /&gt;
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The purely choppy counterpart to the Knight Crusader, the Gallant eschews its arm-mounted ranged weapons for a Reaper Chainsword and the Thunderstrike Gauntlet (described below) making it an absolute beast in close combat but of dubious use if it can&#039;t close in for the kill. Carapace weapons can mitigate this slightly, but it&#039;ll still struggle against shooty foes if it can&#039;t get into melee. A noble designated to pilot a Knight Gallant will learn the three basic tenets when he is bonded with his war machine. Though they may subtly differ, the three basic tenants are to trust in your Ion Shield, make all speed towards the foe, and strike swift and sure.&lt;br /&gt;
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====Questoris Knight Warden====&lt;br /&gt;
[[File:99120108005_IMPERIALKNIGHTWARDEN360.jpg|thumb|250px|left|Questoris Knight Warden]]&lt;br /&gt;
As befitting of its name, this Knight looks after a swarm of enemies like a prison warden controlling a crowd of rowdy mobs and criminals. The anti-horde option, by default the Warden comes with the Crusader&#039;s Gatling Cannon and a heavy flamer on top of the obligatory heavy stubber and Reaper Chainsword, but it can replace the sword with a Thunderstrike Gauntlet. Due to this, the Warden is notable for absolutely tearing tarpit heavy armies in one round, sometimes an entire tarpit formation bends over on the &#039;&#039;first attack&#039;&#039;. &lt;br /&gt;
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At first glance, the gauntlet doesn&#039;t look like much of an improvement due to the gauntlet giving a -1 hit penalty; however, if the fist ever kills a MC or vehicle the Warden can then throw whatever it killed at someone else. In game terms, this translates to an out-of-phase shooting attack that deals D3 Mortal Wounds serving as an unpleasant surprise for careless opponents.&lt;br /&gt;
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====Questoris Knight Magaera====&lt;br /&gt;
[[File:Knight Magaera.jpg|thumb|250px|left|Questoris Knight Magaera]]&lt;br /&gt;
Yet another Forge World model, this one is different however, this one is a Questoris variant, which means it&#039;s short and fat. It was specially made by the Mechanicus to curry favor with Knight Houses (or to control them, depending on who you ask), and it shows in the unique wargear options it gets. For a start, it has Blessed Autosimulacrum (giving it IWND-lite), and its ionic shield acts similarly to the Flare Shields normally used by superheavy tanks like the [[Spartan Assault Tank]]. &lt;br /&gt;
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Its weapons are no less unusual- it can replace its chainsword for a Siege Claw which grants it Wrecker (and a built in TL rad-cleanser to fuck with Toughness scores), and at range it can employ a phased plasma fusil and a Lightning Cannon that mulch both infantry and all but the heaviest-armored vehicles. There&#039;s a catch, though- its reactor is highly unstable, as reflected by the +1 it gets when rolling on the Catastrophic Damage chart.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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====Questoris Knight Styrix====&lt;br /&gt;
[[File:Knight_Styrix.jpg|thumb|250px|left|Questoris Knight Styrix]]&lt;br /&gt;
Yes, Forge World is releasing another pattern of Knight, and it&#039;s another short and fat Questoris chassis with Blessed Autosimulacrum. However, unlike most machines, the Styrix maybe one of the few that the AdMech continuously tries to avoid and even chuck out of the metaphorical window if given the chance. There is a good reason why it is viewed with caution. The Styrix house a machine spirit which some say became too accustomed to slaughter during the Age of Strife and the Great Crusade that followed it. Many conservative Knight Houses consider the Styrix to be a malevolent pattern, the wanton destruction it unleashes being beneath a true Knight. &lt;br /&gt;
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Other Households hold no such reservations, letting loose entire formations of Styrix Knights to annihilate their foes. This one packs a [[Volkite Weaponry#Volkite Chieorovile|Volkite Chieorovile]] and a [[Graviton weapons|Graviton Imploder]], and shares the Magaera&#039;s option of upgrading its Reaper chainsword to a Hekaton Siege Claw with complimentary Rad Cleanser.&lt;br /&gt;
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===Ceratus Knight Patterns===&lt;br /&gt;
====Cerastus Knight Acheron====&lt;br /&gt;
[[File:Knight_Arheron.jpg|thumb|250px|left|Cerastus Knight Acheron]]&lt;br /&gt;
Another Forge World model, tall and lanky like all the other Cerastus pattern models. Acheron pattern Knights were configured as rapid moving strike units who rose to prominence during the legendary battles of the Great Crusade, but whose most terrible renown was to be found on the battlefields of the Horus Heresy. Rare, even in those ancient times for the singular difficulties of their construction, the Cerastus Knight-Acherons were amongst the most dreaded of their age. &lt;br /&gt;
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The Acherons’ machine spirits were regarded as [[World Eaters|particularly lusting for wanton destruction]] and only the strongest scion-minds could master them via the Throne Mechanicum, especially during the tumult of open battle. Has a Flame Cannon to make those Heretics extra crispy, and a [[Chainsword#Chainfist|chainfist]] (with built in twin-linked [[Bolter#Heavy Bolter|heavy bolter]]) that lets it reroll 1s on the Destroyer damage table against vehicles. Now you can give your opponent the D while also fisting them.&lt;br /&gt;
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====Cerastus Knight Atrapos====&lt;br /&gt;
[[File:99560108146_MechanicumCerastusKnightAtrapos01.jpg|thumb|250px|left|Cerastus Knight Atrapos]]&lt;br /&gt;
One of the rarest and most potent types of Knights, the Cerastus Knight-Atrapos was created solely to destroy heretek engines and xenos war machines whose very nature and existence were considered a blasphemy to the Omnissiah. The machine spirits of the Knight Atrapos are said to carry with them a cold and all-destroying hunger, and for the scion who bonds with them, madness is a constant risk. &lt;br /&gt;
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It comes with the same Blessed Autosimulacra and flare shields the Questoris Knights have and also has a special rule that makes all his weapons twin-linked, if it is firing at a Super-heavy or Gargantuan Creature. All of his weapons are very close ranged but they are a big fuck off to armour and thanks to the swiftness of the cerastus knights he should be in range soon. It is armed with an Atrapos lascutter, a D weapon that can be used both in close combat and as a 8&amp;quot; shooting attack, and a Graviton singularity cannon ([[Awesome|yep, it shoots black holes]]), a 36&amp;quot;, S8, Ap2, large blast weapon with Armorbane and the Collapsing Singularity rule. This means that before firing the weapon you roll a D6; on a 1 the knight loses one HP (but the attack is still carried out as long as the knight survives), and on a 6 the attack gains Vortex.&lt;br /&gt;
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====Ceratus Knight Castigator====&lt;br /&gt;
[[File:Knight Castigator.jpg|thumb|250px|left|Ceratus Knight Castigator]]&lt;br /&gt;
A Forge World event model, and another close-combat variant. While fluff states that it is used to handle and  take down hordes of lesser foes that could overwhelm other patterns of Knight through sheer numbers, in actuality there are other Knight variants more suited for horde cleansing such as the Porphyrion or Crusader who actually have more weapons suited into turning blobs of infantry into minced meat. Hence, it can be argued that the Castigator should be used as more on the lines as both crowd control and vehicle destroyer. &lt;br /&gt;
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Uses a big fuck-off sword (which is &amp;quot;only&amp;quot; S10, but has the same Deflagrate rule as the [[Volkite Weaponry|Volkite weapons]], rerolls failed armor penetration, and can exchange its attacks to hit everything in base contact once), and a Bolt Cannon which is essentially a S7 AP3 Heavy 8 giant [[bolter]].&lt;br /&gt;
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====Ceratus Knight Lancer====&lt;br /&gt;
[[File:Lancer-trans.jpg|thumb|250px|left|Ceratus Knight Lancer]]&lt;br /&gt;
The close assault variant of Knight, much taller and faster than the Paladin &amp;amp; Errant by virtue of longer legs. It is &#039;&#039;far&#039;&#039; more specialized than the Paladin or Errant due to its weapon loadout and suffers if it is not supported. Has a physical ion shield rather than just being a force field, which means it cannot block attacks to the rear, however it &#039;&#039;can&#039;&#039; be used against close combat attacks. In its other arm is has a [[Combi-weapon|combi-melee/range weapon]] that gives it extra initiative when it charges into combat, its shooting mode is basically a 18&amp;quot; range 6-shot [[Plasma|plasma rifle]] that concusses its targets. So better to get it into melee with other big things. &lt;br /&gt;
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On a slightly more hilarious note, the Lancer&#039;s ranged attack is of a decent Strength and AP, and fires a lot of shots. It&#039;s also not a Template Weapon. While not recommended, it means in a pinch the Lancer &#039;&#039;can&#039;&#039; be used as an anti-aircraft gun should the Knights lack sufficient AA from other sources (e.g. you are running pure Knights and don&#039;t have the Icarus autocannons), the amount of shots it fires making it second only to the [[Forgefiend]] in terms of emergency AA. It&#039;s also excellent against TEQs! And, with its concussive plasma shots, this thing is actually capable of countering a Wraithknight; even if you don&#039;t knock it down to initiative 1, you will be hitting at the same time on the charge.&lt;br /&gt;
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===Dominus Knight Patterns===&lt;br /&gt;
Do you want to have a [[Warlord Battle Titan]] without selling your kidney? Do you want to play with these titanic behemoths without risking being punched in the face by your friends (and spending several million dollars on superglue)? Then we got the perfect answer for you! You could wait for GW to release Adeptus Titanicus, &#039;&#039;or&#039;&#039;, you could get a Dominus. Dominus Knights are basically dwarf [[Warlord Titan|Warlord Titans]] for all intents and purposes.&lt;br /&gt;
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====Dominus Knight Castellan====&lt;br /&gt;
[[File:KnightCastellan.jpg|thumb|232px|left|Dominus Knight Castellan]]&lt;br /&gt;
An especially shooty pattern of Knight armed with a plasma decimator on one arm to blast apart heavy infantry, a volcano lance on the other for blowing vehicles to pieces, two multimeltas mounted near the head, and three hardpoints for siegebreaker cannons and shieldbreaker missiles on its back. Seriously, this thing is decked out in so much guns it can make Orks blush in envy. Knight Porphyrion, it&#039;s time to step up your game.&lt;br /&gt;
One can&#039;t help but wonder how it is possible for one pilot to operate all those guns... Not like GW or battletech for that matter cares, of course. Turns out the Carapace Weapons are automated.&lt;br /&gt;
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====Dominus Knight Valiant====&lt;br /&gt;
[[File:KnightValiant.jpg|thumb|232px|left|Dominus Knight Valiant]]&lt;br /&gt;
Yes, the Valiant is armed with a giant harpoon. Yes, you will be contractually obligated to yell &#039;&#039;&#039;&amp;quot;Get over here!&amp;quot;&#039;&#039;&#039; when you hit something with it. While the Thundercoil Harpoon&#039;s range is only 12&amp;quot;, it hits with S16 AP-6 for 10 damage (plus d3 more mortal wounds)- more than enough to destroy most tanks in one hit and knocking down most superheavies down a damage bracket (and kill Primarchs). There&#039;s also that triple-barreled giant flame called the Conflagration Cannon that hits like three heavy flamers for S7 AP-2 2 D apiece, but who cares when you have a giant harpoon? &lt;br /&gt;
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On a side note, notice how the top-most barrel of the Flamer is &amp;lt;s&amp;gt;useless, [[Derp|as it doesn&#039;t]] [[Fail|have a pilot-light]]&amp;lt;/s&amp;gt; {{Blam}} {{Blam|dependent on the two massive gouts of fire from the flamers directly beneath it to light its stream of promethium, thus displaying the [[Skub|usual efficiency and elegant design characteristic of the Adeptus Mechanicus]] in their holy service to the Imperium.}}&lt;br /&gt;
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===Acastus Knight Patterns===&lt;br /&gt;
====Acastus Knight Porphyrion====&lt;br /&gt;
[[File:99560108172_AcastusKnightPorphyrion01.jpg|thumb|250px|left|Acastus Knight Porphyrion]]&lt;br /&gt;
Among the largest of Knight chassis&#039;s and by far the bulkiest one yet. When this beast was first revealed, almost everyone and &#039;&#039;I mean almost&#039;&#039; &amp;lt;u&amp;gt;&#039;&#039;&#039;EVERYONE&#039;&#039;&#039;&amp;lt;/u&amp;gt; thought it was going to be a new class of Titan, seriously...I mean this thing is so big it is literally the size of a [[Warhound Scout Titan]] for Emprah&#039;s sake. As such, it is one of the most heavily armed and armored of all the Knight chassis in service. &lt;br /&gt;
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While it has no melee weaponry of its own, it packs a pair of twin-linked magna-lascannons- which are Ordnance 2 Large Blast lascannons which become Strength D when fired at a range of 12&amp;quot; or less, making it an ideal superheavy-killer. It also comes with a built-in Ironstorm missile launcher (that can be replaced with Helios defense missiles for anti-air purposes) and a pair of autocannons that can be swapped out for rad-cleansers or lascannons. Essentially, it is by far the most [[Dakka|Dakkaest]] of Forge World Knights and as aforementioned; one so big we were all fooled into believing that Games Workshop was actually releasing a new Titan.&lt;br /&gt;
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Since the release of the Dominus, the Acastus has lost its title of Dakka-knight, with only 6 barrels of Hell compared to the smaller Dominus&#039; 10, but still holds its own as a Titan-killer. &lt;br /&gt;
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==Times of Epic==&lt;br /&gt;
Back in the times of &#039;&#039;Epic Warhammer 40,000&#039;&#039;, the Knights we know and love looked and acted very differently than they do now:&lt;br /&gt;
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{|border=0 cellspacing=0 cellpadding=2 style=&amp;quot;margin: 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=right| [[File:Lancer Command.jpg|150px|thumbnail|centre|Commander type Lancer. They all go really fast.]] || &#039;&#039;&#039;Lancer:&#039;&#039;&#039; Faster than other Knights, this pattern is all about scouting, distraction and hit-and-run tactics.  Instead of its standard Shock Lance, it can swap it for a shorter in range, yet more powerful Power Lance.  The only downside of them is that they are the most fragile of Knight Pattern.  Now in 40k too, being the first Forge World Knight kit.&lt;br /&gt;
|-&lt;br /&gt;
| align=right| [[File:CrusaderDetachment.jpg|250px|thumbnail|center|When you need to kill something hard, roll out the Crusaders.]] || &#039;&#039;&#039;Crusader:&#039;&#039;&#039; Slower, yet sturdier and more powerful, Crusaders are armed with heavy weapons that are usually found on [[Warlord Battle Titan|Warlord]] or [[Emperor Battle Titan|Imperator Class Titans]] (such as the Quake Cannon).  Due to them moving slow (blame the heavy weapons and loads of armoured bits) compared to other Knights, these behemoths are used to snipe targets from extreme range and act as a powerful support force for the rest of the Knights.&lt;br /&gt;
|-&lt;br /&gt;
| align=right| [[File:CastellanDetachment.jpg|150px|thumbnail|centre|Castellans. Knight level of [[Dakka]].]] || &#039;&#039;&#039;Castellan:&#039;&#039;&#039; The short-ranged cousin of the Crusader that swaps its standard Lascannons for multi-barreled Autocannons.  This makes the Castellan a nightmare for infantry and light vehicles, as well as allowing it to deplete an enemy Titan&#039;s shields in a disturbingly short time. Also now coming back to 40k with the new codex.&lt;br /&gt;
|-&lt;br /&gt;
| align=right| [[File:KnightBaron.jpg|150px|thumbnail|center|When a Baron enters the battlefield, [[AWESOME]] ensues.]] || &#039;&#039;&#039;Baron:&#039;&#039;&#039; The biggest, baddest of all the Knights.  Baron Knights are piloted by the deadliest members of a Knight House.  Each Baron is actually built from the very basics as an ace-custom for its pilots, combining the power and speed to keep pace with Lancers with armor nearly as tough as a Crusader!  Typically armed with Battle Cannons and the Lancer&#039;s Power Lance, the Barons lead their kinsmen to war and victory.&lt;br /&gt;
|-&lt;br /&gt;
| align=right| [[File:KnightWarden.jpg|150px|thumbnail|center|Old people are actually as deadly as younglings.]] || &#039;&#039;&#039;Warden:&#039;&#039;&#039; Piloted by the eldest (read retired) members of a Knight House, these goofy-looking Knights shouldn&#039;t be underestimated, much like the old-timers that pilot them.  Warden Knight make up (like the Crusader) the heavy support part of a Knight House in the long-range category.  Although not as fast as the youngsters, the pilots of Wardens make it up with years of brutally hard-won experience that makes them as deadly as the Barons.&lt;br /&gt;
|}&lt;br /&gt;
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== Why Knights are Awesome ==&lt;br /&gt;
[[File:Knight Errant of Freeblade Garantius.jpg|450px|thumbnail|left|Knight Errant of Freeblade Gerantius. The Forgotten Knight. Closest you get to the [[The Green Knight|Green]] [[Warhammer Fantasy Battle|Knight]].]]&lt;br /&gt;
Knight Titan lore is some of the coolest stuff in 40k.  True to both the medieval tradition and epic feel that 40k thrives from, Knight Titans protect the Agri Worlds that the Mechanicus use to supply (and predominantly feed) their incredibly ravenous [[Forge World#Planet|forge worlds]].  These Titans are easier to produce by far than even the humble [[Warhound Scout Titan]] and so can be made reliably, produced almost as an afterthought.  So Knights aren&#039;t the biggest, baddest, most overblown thing in 40k -- but, they are to the Knight Worlders.  The people who live and die on those Agri Worlds, delineated from other Agri Worlds by their designation as Knight Worlds, are all on the technological and societal footing of Medieval Europe.  A lot of these worlds look like Bretonnia, from [[Warhammer Fantasy]].  Kings and Queens, Arthurian legend, stone brick castles and skullcapped peasantry abound; fields and forests extend to every horizon without end. Remember, [[grimdark|it&#039;s much, much more important to obey societal doctrine than to optimize food output]].&lt;br /&gt;
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Imagine what someone from that world would think when they see a Knight Titan.  The most agile giant robots the Imperium makes, capable of shrugging off lasers and plasma bombs, tower silently over a field on a world that probably doesn&#039;t even have gunpowder weaponry or a Copernican idea of the night sky.  The kingdoms of the planet may have their petty wars, but life is dominated by meeting the food and resource quotas of machine-men from the sky, who build and fix the Knights that children and adults view with awe and reverence, like some amalgam of god and monster. These machine-men could destroy entire kingdoms on a whim by dropping stars from the sky.  Kingdoms train their nobles and knightly warriors to fight with swords, horses, and hammers.  They conscript armies from farming peasants, and use squads of bowmen to kill men at range....except for the Knight Titan pilots.  Those who are honorable enough or skilled enough may graduate beyond knighthood, to Knighthood.  Someone who takes a bath maybe twice a month and lives by torchlight has the duty to step inside a machine of such power and complexity that the science of the Fortieth Millennium proves incapable of comprehending it.  Those men are revered beyond their kings, for they are the wielders of magic and death, and are entrusted with more true power than any other man on the planet.  Those men fight monsters, murderous warriors from the sky, and even other Knights from enemy kingdoms.  Sometimes, when the machine men come down when they aren&#039;t expected, the men who pilot the god-monsters must go far away to battle alongside the machine men in their wars.  Not a war on the other side of the world, but a war on a distant star, surrounded by machines and giants even larger than they.&lt;br /&gt;
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Imagine the man who has the lifelong job of knowing how to run the Knights, whose sacred duty is to recruit and train pilots.  Imagine. A lord or general may give the order to bring cavalry around the left flank, and fire the laser cannon onto the walls of his enemy&#039;s castle.  Despite his most valorous deeds, his children grow up playing with a giant metal god standing over them, silent and omnipotent, resplendent in livery and gold leaf.  These children one day grow old and tell stories not of lords and generals, but of the time when their kingdom&#039;s metal giant slew a great beast, or razed an entire castle single-handedly, or ran across the entire world to deliver medicine to a dying king.  Imagine what a pilot is to his subjects, or his lords.  What legends would be told of them, the men who step inside the kingdom&#039;s giant?  Their legends are not sagas of inscrutable gods or immortal emperors or statistic-scale tragedies, but of simple, honorable soldiers told by humble, hardworking people centuries after those soldiers are but dust and memory.&lt;br /&gt;
&lt;br /&gt;
If you are not crying tears of pure [[awesome]] right now then you are either have no soul or are [[Sly Marbo]].&lt;br /&gt;
&lt;br /&gt;
==6th Edition and Beyond==&lt;br /&gt;
[[File:IKErrant battle.jpg|450px|thumbnail|right|THOU SHALL NOT PASS BY A KNIGHT OF HOUSE TERRYN!! HAVE AT THEE [[Tau|BLUEBERRIES]]!!!.]]&lt;br /&gt;
&lt;br /&gt;
Imperial Knights became a Codex in 6th edition. With the ability to be a Household detachment of 3-6 knights or an allied detachment of 1-3 knights, Knights may ally with [[Chaos]], [[Daemon]]s, [[Necron]]s and [[Tyranid|&#039;Nids]] as Come the Apocalypse, [[Dark Eldar]], [[Tau]] and [[Orks]] as Desperate Allies; [[Eldar]] as Allies of Convenience; and all of the Imperium Faction as Battle Brothers (Yes, even [[Grey Knights]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Imperial Knights are only Vehicles, only scoring if they&#039;re your primary. But let&#039;s face it you&#039;re always playing Purge the Alien anyway, even when it&#039;s not. The GW Imperial Knights are not Lords of War for other Imperial armies (the FW ones, however, can fit there), they are an army unto themselves. If you&#039;re playing 3-6 as a primary detachment, pick one as your Warlord; he gets relics and +1 WS/BS&lt;br /&gt;
&lt;br /&gt;
Lets do the numbers:&lt;br /&gt;
*&#039;&#039;&#039;1000 pts&#039;&#039;&#039; - You can have up to 2 models to fit the points cost. Sadly this means no Primary Detachment or even formations in low point games as everything has a bare 3-knight minimum requirement. You could run 3 Gallants, and have 75 points left for other options/upgrades, but it&#039;s not even remotely competitive, even as the formation.&lt;br /&gt;
*&#039;&#039;&#039;1250 pts&#039;&#039;&#039; - Up to three models this time, making it the first points level you can play with your Primary detachment. With the new codex and a slew of upgrades, depending on what you choose, you can fill out the remaining 100 points with either upgrades to the knights themselves, or take one of the more expensive knights (like the Crusader). &lt;br /&gt;
*&#039;&#039;&#039;1500 pts&#039;&#039;&#039; - Perfect if you plan on only taking Paladins, taking Errants will nab you some extra points to upgrade those stubbers into melta guns (or take a gauntlet for every 2 Errants). At this points cost you can field 4 of these Knights. If you want to field any other types, especially the formations, you&#039;re gonna have to start dropping knights, or take a few Gallants to free up the points.&lt;br /&gt;
*&#039;&#039;&#039;1750pts&#039;&#039;&#039; - Now possibly the new sweet spot for Knights. With around 250 extra points to play around with, you can either afford to bring in some Crusaders to pack more damage, upgrade every knight with a carapace weapon, or take 3 Gallants (the cheapest Knights) to bring 5 knights in a 1750 game. &lt;br /&gt;
*&#039;&#039;&#039;1850pts&#039;&#039;&#039; - Similar to above, but now you can field 5 Knights without having 3 or 4 of them be Gallants while still having a decent amount of points to play around with. Note that 5 bare naked Errants cost exactly the same amount, so if you&#039;re confident in your melta-spam, this works too. &lt;br /&gt;
*&#039;&#039;&#039;2000pts&#039;&#039;&#039; - Now with upgrades, this has also become a sweet spot for people looking to field the Exalted Court or Baronial Court. With roughly 150 extra points to play with, you can either grant each of your knights one of the relics, or start upgrading them with extra weapons and other whistles. Alternatively, you can field up to 6 bare-bones Gallants at this point, which is just enough to take two Gallant Lance Formations (although this is not wise, it is recommended, if only to see the horror in your opponent&#039;s face when 6 knights basically leap across the table to charge him). &lt;br /&gt;
So what if you want to deploy 6 Knights on the field at once? You are looking at somewhere between 2220 - 2250pts. If you can do this you just paid $840 USD for an entire army of only 6 models, you sir are the envy of many neckbeards and [[Ork#Flash Gits|clearly have more dollars than sense]]. And we thought the Grey Knights were an elite army per model. Or you can just, oh I don&#039;t know, scratch build 6 knights and save yourself $820 bucks. Just sayin&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: Flyers may not be laughing quite as hard with the new 7th edition codex, but may giggle a little as the carapace mounted AC isn&#039;t too scary (unless you have five knights all with that weapon...but then your opponent may laugh for different reasons).  The Warden/Crusaders gatling cannon can do some credible anti-flyer work and may be your best bet. Regardless, it remains a valid tactic to continue to take all those point you couldn&#039;t spend (see above) and buy a Vengeance Weapons Battery w. Quad Icarus, or two, or even better a Firestorm Redoubt.&lt;br /&gt;
&lt;br /&gt;
Second Note: FW have made their own version of an all-knight list, which actually has Knights fitting into a modified force org chart.&lt;br /&gt;
&lt;br /&gt;
==Warhammer 40,000 Freeblade==&lt;br /&gt;
Yet another exercise in wasted potential, Warhammer 40,00: Freeblade is a [[Awesome|badass looking third person Imperial Knights game]] [[Skub|for iOS and Android]].   You can play it on Windows 10 now!&lt;br /&gt;
&lt;br /&gt;
The plot&#039;s simple; you&#039;re a newly initiated knight of House Drakkus and your bonding ritual only just finishes when Chaos Space Marines dedicated to Khorne show up and fuck shit up. You end up being the last knight of House Drakkus and you get rescued by the Dark Angels who take you on a merry adventure of fucking [[Orks]] and [[Chaos]] up.&lt;br /&gt;
&lt;br /&gt;
[[Fall of the Eldar|OH NO]].  Turns out that it is a free2play nightmare, with forced 30 second video ads and amazing amounts of not so subtle hints that you should really be buying their shitty supply drop &#039;loot crates&#039; and a mind boggling array of other detritus.  &lt;br /&gt;
You know you have a pile of exploitative and badly written shit on your hands when upon clicking on said loot crate, a [[Dark Angels|derpy marine]] with cybernetic implants and a voice like a talking vibrator pops up and proclaims he &amp;quot;Can scarce imagine what glorious spoils lie within- let us find out!&amp;quot;  Bleargh.&lt;br /&gt;
&lt;br /&gt;
Its only saving grace is the paint and customise your own knight section, which is kind of fun!  One can then take take pictures of said pimped out knight and then promptly uninstall.&lt;br /&gt;
&lt;br /&gt;
It&#039;s somewhat decent for a mobile game, which only goes to show the [[Fail|pitiful state]] of [[Derp|mobile gaming]].&lt;br /&gt;
&lt;br /&gt;
[[Extra Heresy|The paid-for Slaneesh Knight skin has Khorne markings on certain high-end wargear pieces too (probably done on purpose to troll Khornates).]]&lt;br /&gt;
&lt;br /&gt;
==See Also ==&lt;br /&gt;
* [[Imperial Knight House Creation Tables]], work-in-progress tables you can roll on to generate a Knight House of your own.&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Imperial Knights(7E)]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Questoris Knight Crusade (30k)]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Imperial Knights(8E)]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanicus}}&lt;br /&gt;
{{40k-Imperial-Vehicles}}&lt;br /&gt;
{{Imperium}}&lt;br /&gt;
{{WH40k-Factions}}&lt;/div&gt;</summary>
		<author><name>2601:40F:501:9F7B:912C:2BD3:8826:B018</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Space_Sharks&amp;diff=440862</id>
		<title>Space Sharks</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Space_Sharks&amp;diff=440862"/>
		<updated>2018-06-04T02:18:59Z</updated>

		<summary type="html">&lt;p&gt;2601:40F:501:9F7B:912C:2BD3:8826:B018: /* Chimeric Geneseed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Space Sharks/Carcharodon Astra&lt;br /&gt;
|Heraldry = [[Image:Carcharodons Livery.jpg|center|140px]]&lt;br /&gt;
|Number = &lt;br /&gt;
|Battle Cry = &amp;quot;From the void we come - darkness there, and nothing more&amp;quot; Alternatively: [https://www.youtube.com/watch?v=zrB2_zqJQJU]&lt;br /&gt;
|Founding = Either 2nd (according to a GW article) or 23rd (according to FFG) Basically &#039;&#039;&#039;Unknown&#039;&#039;&#039;&lt;br /&gt;
|Successors of = Chimeric, combination of [[Raven Guard]] and [[Night Lords]]&lt;br /&gt;
|Successor Chapters = None (thankfully)&lt;br /&gt;
|Chapter Master = [[Tyberos the Red Wake]]&lt;br /&gt;
|Primarch = Their Geneseed is chimeric, so fuck knows. [[Corax]], [[Konrad Curze|Curze]], [[Angron]], all of them...&lt;br /&gt;
|Homeworld = Fleet Based&lt;br /&gt;
|Specialty = Terror and scorched earth tactics, with brutal close combat preference.&lt;br /&gt;
|Strength = 1000 (ish)&lt;br /&gt;
|Allegiance = [[Imperium]]&lt;br /&gt;
|Colours = Grey, with black pauldrons and white helmet faces (and the occasional blood splatter)&lt;br /&gt;
}}&lt;br /&gt;
[[File:B5oUxpr.jpg|200px|thumb|left|This is what [[furry|some]] believe the Space Sharks look like.]]&lt;br /&gt;
[[File:Sharks Bitch!.jpg|200px|thumb|left|This is what they [[Awesome|really look like]]. Yes, we assure you that they are good guys. Maybe.]]&lt;br /&gt;
&lt;br /&gt;
{{topquote|He could sense the Company Master&#039;s fury, the rage he was battling to keep in check. The Blindness was beckoning to him, that precipice poised above a black sea of hatred and needless slaughter-sacrifice.|Chief Librarian Te Kahurangi&#039;s assessment of 3rd Captain Akia}}&lt;br /&gt;
&lt;br /&gt;
The Carcharodons (High Gothic &#039;&#039;Carcharodon Astra&#039;&#039;, low Gothic &#039;&#039;Space Sharks&#039;&#039;) is a Loyalist [[Space Marine]] Chapter of unknown heritage. Little is known about them, aside from the fact that they usually appear amidst campaigns quietly and unannounced, and respond to threats with surprising ruthlessness and brutality.  They are noted to use much older (and very patched-up) Heresy-era armor and weaponry (in &#039;&#039;Red Tithe&#039;&#039; a squad carries around a Volkite caliver, an &#039;&#039;extremely&#039;&#039; rare piece of tech in the 41st millennium), and in battle seem to be utterly silent, even when visiting bloody murder on their foes.&lt;br /&gt;
&lt;br /&gt;
Very old records say they were sent out on a crusade outside the borders of Imperium-controlled space to, for all intents and purposes, preemptively kill anything that may or may not be a future threat to the Imperium of Man. And to our best knowledge, they were promptly forgotten about, because when they showed up again, no one knew who the hell they were or what side they were on.&lt;br /&gt;
&lt;br /&gt;
The Carcharodons &amp;quot;officially&amp;quot; return to the Imperial consciousness during the [[Badab War]], where it&#039;s kinda hinted that they&#039;re Raven Guard mutants or descended from those other deranged genocidal space marines - the Night Lords. Siding with the Loyalists in the conflict, the Chapter descended in strength upon the worlds of the [[Mantis Warriors]], and it is in this phase of the campaign that the Chapter&#039;s reputation for bloody violence was made known. With the Mantis Warriors forced to surrender, the Chapter was then set upon Badab itself.  There they helped conclusively secure victory for the Imperials -- by detonating the reactors of the primary hives on the planet. The resultant tectonic upheavals eventually destroyed Badab, and to this day the [[Star Phantoms]] pin the blame on the Sharks for the losses they experienced in the hurried evacuation that followed, but the war was officially won.  &lt;br /&gt;
&lt;br /&gt;
For its troubles, the Chapter returned to the Endymion Cluster one last time, ransacked the fortresses of the Mantis Warriors for materiel and their worlds for recruits, and quietly returned to the darkness of the galactic plane where it originally came from.   &lt;br /&gt;
&lt;br /&gt;
Their leader is [[Tyberos the Red Wake]], a badass motherfucker who couldn&#039;t decide if he liked lightning claws or chainfists better, so he made &#039;&#039;Hunger&#039;&#039; and &#039;&#039;Slake&#039;&#039;, a pair of Lightning Chainclaws... the ugly offspring of the two weapons after a couple glasses of Blacklabel and a night of extremely violent and questionable life choices, that allow him to one shot (swipe? stab?) Tyranid Carnifexes and Space Marine Dreadnoughts. This would usually make [[Marneus Calgar|anyone else]] a [[Mary Sue]], but this guy is so badass (and has the most [[awesome]] weapons in the setting), that he has earned immunity (so long as he doesn’t [[Roboute Guilliman|punch guys in space without wearing a helmet on.]] Though very quiet in the way of formal encounters, Tyberos, when war ensues, becomes something that nightmares piss themselves to think about. During the Badab War, Tyberos wrote a name for himself and his chapter across the surface of the planet in the blood of the Mantis Warriors. Clad in a set of ancient [[Terminator]] Armour, Tyberos was always on the front lines, and ensured that the traitors paid for all the trouble they caused in blood and resources, going about this task in the grimly silent fashion known to be common to the Carcharodons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
[[File:Space Shark Mk5.jpeg|thumb|right|Space Shark in Heresy-era armour.]]&lt;br /&gt;
The Sharks are a fleet-based chapter. At some point in their history, Rangu (their word for the Emperor) banished them from their home world and set them to hunt amongst the stars and slaughter the enemies of Man with no quarter. To this day, no one knows why they were banished. To this end, he granted the rite of Tithe; the Grey, all the physical material they needed for their duty, and the Red, a claim to prisoners, rebels, rejects, and other detritus for ship crew and potential recruits. They are explicitly forbidden from taking serving members of the Adeptus Terra (read - anyone from any other branch of the Imperium) in their tithing. The Grey Tithe is usually a semi-regular swap meet with allied members of the Mechanicum, bartering a few pieces of archeotech for freshly made materiel. &lt;br /&gt;
&lt;br /&gt;
Another chapter wide trait is an intentional lack of ego and individuality. Line troopers are frequently given numerical designations when inducted. Each battle brother is only a part of the utility of the whole, leading Carcharodon command to eschew concepts like honour and pride-driven vengeance that drive other chapters to action. Only by following their ancient mandate of exile can they be worthy. They hope their actions (or more likely their descendants&#039; actions) will redeem them for their crimes and allow them to return home, wherever that might originally be. Most chapter veterans don&#039;t believe this and channel their shame and remorse into meticulously violent murder.&lt;br /&gt;
&lt;br /&gt;
The Carcharodons follow the battle half of the codex but ignore everything else about force organisation. Cruising around in the void beyond the galaxy&#039;s edge can be nasty business, and years without resupply or any kind of logistical support means they must be both flexible and resourceful. Each company practices high self-reliance - salvaging, repairing and re-purposing stuff to make sure it lasts as long as possible. This is why they sport so much working Heresy-era gear and why stuff like vehicles and Terminator armour are often kept together using a variety of patterns and models. Because of this, Techmarines are seldom seen on the battlefield. They also don&#039;t use reserve companies (realising that having 100 of the finest warriors sitting around doing nothing is fucking stupid). Each company is thought to be a self-contained force, with their own scouts and veterans, ensuring they&#039;ve got guys for every situation on hand. This has drawbacks of course, as they can&#039;t simply ask for reinforcements from a reserve company and must make do; for this reason Apothecaries are prized and kept off the front lines since every Marine makes a difference. At the same time it means that they&#039;ve got all their companies actively doing stuff.&lt;br /&gt;
&lt;br /&gt;
It seems likely that their scorched earth campaign during the Badab War was in fact more of a violent [[Looted|looting]] spree, restocking the Carcharodons&#039; inventory after having spent so long outside known space. Filling up on ammo, weapons, armor, supplies, and [[Blood_Ravens|grabbing everything that wasn&#039;t nailed down, followed by the nails, and then everything that used to be nailed down]], before destroying anything else the enemy could possibly have had a use for. We do know that they claimed a bunch of recruits post-Badab, and they probably do this after all their big campaigns (maybe every time they come back into contact with the Imperium). The &#039;&#039;Red Tithe&#039;&#039; novel appears to confirm this theory; the Carcharodons&#039; 3rd Company, having just come off a nasty brawl with some [[Tyranids]], rocked up to a remote Imperial prison planet with the intent of claiming all of its inmates as either serfs or potential recruits. A [[Night Lords]] warband had the same idea and arrived just before they did; the two groups proceeded to have a slight disagreement about who was going to empty out this wretched hive of scum and villainy. After several rounds of murder tag (and several thousand casualties later), the Carcharodons were victorious. They scooped up all the prisoners, stripped the place bare, and took off before Imperial reinforcements could arrive.&lt;br /&gt;
&lt;br /&gt;
==Gene-Seed Speculation==&lt;br /&gt;
[[File:Space Shark Tau.jpeg|right|thumb|&#039;&#039;FFFFFUCKING WEEB!&#039;&#039;]]&lt;br /&gt;
Initially, many fa/tg/uys speculated that the Carcharodons were of Raven Guard or Night Lord descent, or possibly a loyalist remnant. A minority also speculated that they might be World Eater remnants, though since that seems to be the old [[Minotaurs]]&#039; schtick it&#039;s probably not true. Moreover, given that they are believed to have been founded by M32 and most of their wargear appears to be Heresy-era, they are most likely of the Second Founding or a product of the Heresy.&lt;br /&gt;
&lt;br /&gt;
Most of the evidence for these theories is based on their military tactics and the few descriptions we had of marines outside of their armour.&lt;br /&gt;
&lt;br /&gt;
Their favored tactics, relying heavily on stealth and surprise, would seem to fall in line with the Raven Guard&#039;s combat doctrines. However, their preference for close-combat, total slaughter, and the strategic use of terror put them at odds with the &amp;quot;tacticool operator&amp;quot; style of the modern Raven Guard. Their method of war is closer to the pre-Heresy Night Lords, if substantially higher in body count, or the World Eaters, if they were a little more subtle.&lt;br /&gt;
&lt;br /&gt;
Physically, the Carcharodons displayed pale white skin and black eyes with black sclera. These were common traits of people living upon Lycaeus and Nostramo, the homeworlds of Corvus Corax and Konrad Curze, respectively. While the modern Raven Guard exhibit these traits as a result of mutations within their gene-seed, &#039;&#039;[[Imperial Armour#Volume Ten - The Badab War - Part Two|Imperial Armour]]&#039;&#039; states that the Space Shark&#039;s gene-seed is unusually pure, i.e. stable, and that these traits are unlikely to be the result of mutation. However, their Chief Librarian has toothy denticle growths on his elbows and around his neck which comes from a &amp;quot;degraded genetic inheritance&amp;quot; which essentially gives him sharkskin, a condition that effects the entire chapter being much more common on older Carcharadons. They also suffer from something they call the &amp;quot;the blindness&amp;quot; a condition that can make them lose all control during combat to the extent they may even attack their own.&lt;br /&gt;
&lt;br /&gt;
This makes their appearance all the more unusual, as the Carcharodons are known to take recruits from the worlds they conquer, meaning there is no common genetic source that could explain their development other than through their gene-seed. Interestingly, the Chief Librarian also seems to make a note of the 3rd Captain&#039;s particular genetic heritage, as if it were somehow significant. It may very well be that the Carcharodons have more than one gene-seed source; Corvus Corax was noted for his snow-white skin, and Konrad Curze for his black eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===TL;DR===&lt;br /&gt;
&#039;&#039;&#039;The first mention of the Carcharodons says that their gene-seed might be Raven Guard&#039;&#039;&#039;, but doesn&#039;t expand on that. Given that this was during the time that the [[Blood Ravens]] were really in the popular vogue, the idea that the Carcharodons are secretly Loyalist Traitors was pretty popular because their tactics are more like the Night Lords than anyone else&#039;s. GW has tried to walk it back a bit by saying the Raven Guard were basically the Night Lords only with Corax instead of Curze since then, but the debate still rages on because most of the documents supporting the Raven Guard hypothesis are speculative in-universe, and the Imperium would probably cover up a loyal Chapter being descended from Traitors if the Blood Ravens are anything to go by.&lt;br /&gt;
&lt;br /&gt;
Horus Heresy III: Extermination pretty much puts this to bed and confirms they&#039;re the descendants of Terran-born Raven Guard exiles led by Shade Lord Arkhas Fal, the grey armoured and white-faced pre-Corax XIXth Legion who had a reputation for going from stillness to extreme brutality and were basically taken under Horus Lupercal&#039;s wing in the centuries before their own Primarch was discovered. The exiles are referred to as a &amp;quot;nomad predation fleet&amp;quot; the same as the Carcharodons in the Badab War books and their cognomen during the early Great Crusade era was &amp;quot;Pale Nomads&amp;quot;, a title given to them by the Luna Wolves and also the title of Te Kahurangi, the Chapter&#039;s current chief librarian, rumoured to be only three generations removed from the original exiles. The Reaper Prime (Captain) of the Third Battle Company wears armour bearing the skull and lightning bolts of the Terran Pacification War further highlighting the Chapter&#039;s links to the pre-Crusade Legions, and Tyberos&#039; distinctive shark-like helmet is also featured in the book.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Raven Guard===&lt;br /&gt;
Following the publication of &#039;&#039;Imperial Armour 10&#039;&#039;, new evidence was published to support the Raven Guard theory by Games Workshop&#039;s licensors. Presumably the idea that every Traitor Legion has a secret Loyalist Successor was too much for them.&lt;br /&gt;
&lt;br /&gt;
[[Fantasy Flight Games]]&#039; &#039;&#039;[[Deathwatch]] RPG&#039;&#039; included rules for playing the Carcharodons (&#039;&#039;&#039;Honour the Chapter&#039;&#039;&#039;). Among the fluff, it is stated that Deathwatch Apothecaries have occasionally had the chance to analyze the gene-seed of Carcharodons slain in the service of the Deathwatch, and that they bear certain genetic markers unique to the Raven Guard. Of course, this being the Imperium of Man, you can never be certain what they&#039;re actually finding or if the records are accurate. &lt;br /&gt;
&lt;br /&gt;
Forgeworld&#039;s &#039;&#039;[[Horus Heresy]] Book 3&#039;&#039; included a bunch of new information on the Raven Guard, and their predecessor [[First Founding|Legion]], the &#039;&#039;&#039;Pale Nomads&#039;&#039;&#039;. The Pale Nomads were noted for being the Emperor&#039;s preferred operators, often stealthing their way into enemy fortresses and armies to slay their leaders should they refuse surrender, and adopting multi-angle strike-and-fade tactics if the enemy continued to fight on. The latter is a favored tactic of the Carcharodons on the battlefield. The Pale Nomads were known for crushing any hint of resistance, which some have equated to the Space Sharks decimating entire star systems in order to sow terror. Their tactics evidenced a disdain for humans that the Raven Lord couldn&#039;t stomach, which is similar to the attitude adopted by the Space Sharks during the Badab War when they Exterminatus&#039;d Badab and hundreds of Loyalist Space Marines along with it. The Pale Nomads were also slavers, who would take children from defeated worlds to raise as Legionnaires, a practice that the Space Sharks have adopted. The Xeric tribesmen from which the Pale Nomads recruited also had a tradition of tattooing their bodies and painting their armor with tribal markings. &lt;br /&gt;
&lt;br /&gt;
This could possibly explain why the Space Sharks have an abundance of [[Beakie|MkVI armor]] alongside their other Heresy-era tech, since the Raven Guard were the first to get their hands on them when they entered production during the Horus Heresy and that they&#039;re unusually stealthy with a variety of sensory systems to assist them in the void of space. Additionally, the Raven Guard were revealed to suffer from a gene-seed defect known as the &#039;&#039;Ash Blind&#039;&#039; or &#039;&#039;Sable Brand&#039;&#039;. Similar to the &#039;&#039;Black Rage&#039;&#039;, this defect caused otherwise normal Space Marines to charge into battle seeking only to destroy all trace of their foes, whether they lived or died. Those afflicted would develop eyes of solid black, and would neither speak nor reason until the condition passed. &lt;br /&gt;
&lt;br /&gt;
Finally, it is stated that Corax would divest the Raven Guard of the surviving Terran-born Pale Nomads, whom he found too similar to the cruel lords he overthrew on [[Deliverance]]. One of the many branches of Raven Guard he sent off on isolated, never-ending crusades contained the [[Battle Barge]] &#039;&#039;&#039;Nicor&#039;&#039;&#039;, (an old English word for a water sprite or monster) later to be found in the fleet of Space Sharks who ended the Badab War. &lt;br /&gt;
&lt;br /&gt;
Tellingly, in &#039;&#039;&#039;Horus Heresy book 3&#039;&#039;&#039;, Corax had no idea what happened to the fleet of Terran Exiles or to its master Arkhas Fal and made no effort to contact them in the build-up prior to the [[Drop Site Massacre]]. There is no evidence that these exiles were recalled after the massacre either, despite the 4000 men &amp;quot;officially&amp;quot; counting towards about half of the size of the remaining Legion, so they were considered an entirely separate force. They could simply have been designated a new Chapter following the end of the civil war.&lt;br /&gt;
&lt;br /&gt;
According to the &amp;quot;Carcharodon Outer Dark&amp;quot; novel, the descendant Marines of the exiles, still under the Great Crusade-era name &amp;quot;Ashen Claws&amp;quot;, now settles on the planet Atargatis Prime beyond the Ghoul Stars region. Only a few people, including the Space Sharks, know of their existence. &amp;quot;Grey Tithe&amp;quot; are occasions when the Space Sharks trade war machines and geneseeds for the Ashen Claws&#039; aspirants and neophytes. Also, Tyberos&#039;s claws were once the Ashen Claws&#039; relics but somehow were taken from them.&lt;br /&gt;
&lt;br /&gt;
===Loyalist Traitors===&lt;br /&gt;
[[File:Space Shark Chainaxe.jpeg|left|thumb|[[Rip and Tear]] at its finest.]]&lt;br /&gt;
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Contradicting the Raven Guard theory are some logical inconsistencies, the issue of their battle tactics, and recently published material from &#039;&#039;&#039;Horus Heresy Book 6&#039;&#039;&#039; where it is revealed that the above-mentioned 4000 Terrans exiled by Corvax from the Raven Guard turned full renegade, calling themselves the &#039;&#039;&#039;Ashen Claws&#039;&#039;&#039; and abandoning the Imperium to build their own domain in the Segmentum Tempestus. With no contact from the Imperium, no support from the Emperor, and no reward for their loyalty, it seems likely that other Raven Guard exiles could have turned. Interestingly, this band of exiles raided the fortress worlds of the Night Lords for supplies before returning to the darkness beyond the Imperium.&lt;br /&gt;
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The fact that the Carcharodons adhere to a known pattern of crusading behavior, the &amp;quot;Nomad-Predation Pattern,&amp;quot; would seem to indicate that their &amp;quot;recruiting&amp;quot; practices aren&#039;t unique to any Legion or Chapter, but an established Space Marine tactic for dealing with long crusades beyond the supply lines of the Imperium. Rather than being a relic of Xeric nomads recruited by the Emperor, it seems likely that the Space Sharks are only unique in that they utilize this pattern exclusively, obeying the order to &amp;quot;ravage the foes of Mankind&amp;quot; in the darkness beyond the galactic plane. It also points to them either being formed prior to the implementation of the [[Codex Astartes]] or an utter disregard for it. &lt;br /&gt;
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If the Space Sharks were founded during the Second Founding, you&#039;d expect them to have roughly equal portions of their gear granted to them from their original Legion, and thus have higher proportions of more &amp;quot;modern&amp;quot; gear such as mark VI &#039;&#039;(Corvus)&#039;&#039; &amp;amp; VII &#039;&#039;(Aquila)&#039;&#039; plate, yet it is older mark V &#039;&#039;(Heresy)&#039;&#039; plate alongside Phobos pattern boltguns which predominantly fill the ranks. This points to the Space Sharks resupplying during the throes of the Heresy and their access to more recent patterns of wargear have come from salvaged or reclaimed equipment gathered over the years. Even their revered Terminator suits seem to be modified in unorthodox ways just to keep them operational. If they descend from any other Primarch, especially considering their tactics and manner of deployment, it&#039;s possible that they simply salvaged &#039;&#039;Nicor&#039;&#039; and other wargear from some distant and bloody battlefield.&lt;br /&gt;
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The Space Sharks&#039; preferred tactics are bloody and brutal, far more so than expected from any pre-Heresy Space Marine Legion besides the Night Lords and the World Eaters, although the information about the Raven Guard pre-Corax does resolve this inconsistency to an extent. During the Badab War they had no qualms about using the extermination of worlds and entire systems loyal to the [[Mantis Warriors]] to draw them into battle by the scale of their horror, and they would use the shattered survivors of their bloody attacks to demoralize and weaken rebel forces. &lt;br /&gt;
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The history, as known, of the Space Sharks points to their being present during the Second Founding. Whether the Raven Guard exiles were recalled or returned on their own, or if they were a Loyalist remnant of the Night Lords, or more unlikely the World Eaters, and were given the chance to forge a new life and history, it seems odd that they would&#039;ve been dispatched to such distant battlefields if they weren&#039;t regarded with mistrust by the High Lords of Terra. And assuming they possessed a reputation for such brutality that &amp;quot;ravage&amp;quot; is a more appropriate word for their orders than &amp;quot;harry&amp;quot; or &amp;quot;destroy,&amp;quot; they should be descended from a Legion or portion of a Legion with a particularly bloody reputation.&lt;br /&gt;
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Amusingly, the same &#039;&#039;Honour The Chapter&#039;&#039; splatbook that posits that the Carcharodons are descended from the Raven Guard also says they are of the 23rd Founding, descended from the Eagle Warriors. And the Chapter immediately preceding them in the splatbook, the [[Raptors|Reasonable Marines]], are definitively stated to be a Second Founding descendant of the Raven Guard. While the Raptors skin grows translucent and their hair grows darker as they age, the Space Sharks gain gray, shark-like skin and their hair turns whiter as they age. In addition, the Carcharodons by implication have a fully-functioning set of gene-seed organs, unlike the Raven Guard and Raptors who lack functioning Mucranoid and/or Betcher&#039;s Glands, as do other Raven Guard Successors.&lt;br /&gt;
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====Night Lords====&lt;br /&gt;
The Carcharodons&#039; deliverance of bloody and total judgement upon the followers of the rebellious Badab Chapters is in line with the [[Night Lords]]&#039; pre-Curze and pre-Heresy role and attitudes towards those who failed the Emperor in loyalty or deed. Brutal purges of the disloyal would build into a reputation that became one of terror and bloody death under Konrad Curze, and his use of fear and fluid, almost wild maneuvers in battle are seen by some in the descriptions of the Space Shark&#039;s battles. &lt;br /&gt;
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The Space Sharks&#039; apparently fractious nature and their manner of giving personal titles of distinction and honor could be echoes of the Night Lords&#039; practices as well. Many commanders and captains would have personal honorifics, like Zso Sahaal, would either earn idiosyncratic titles or have lurid and unique ranks within the Legion&#039;s organizational structure. Likewise, &#039;&#039;The Red Wake&#039;&#039; could be an honorific specific to the Chapter Master, or a personal one. As the Night Lords were grouped into semi-independent Companies with individual names, traditions, and markings, it&#039;s possible the Carcharodons could be one such Company that rejected the Heresy or returned to the Emperor&#039;s light. It would also explain why their forces never seem to gather in full Chapter strength; having passed down this tradition of building brotherhood solely within small, tribal bands like the gangs of Nostramo and fighting in semi-independent units as preferred by the Night Haunter, they would see little reason to fight together while other conflicts and enemies require their notice. &lt;br /&gt;
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The Chapter&#039;s preference for close-combat is in stark contrast to the Raven Guard&#039;s preference for long-ranged and quick-moving strikes, especially as they prefer stealth and speed to the roar of assault jetpacks and jetbikes. However, these tactics were favored by the Night Lords and their Terror Squads. Indeed, the enforced silence and refusal to coordinate with Imperial forces of the Space Sharks is similar to the silence that Terror Squads would work with during the latter years of the Great Crusade. Rather than being a gene-seed curse, as with the Raven Guard, the Carcharodons simply isolate their vox nets and refuse to speak to anyone unless it is truly urgent and necessary. &lt;br /&gt;
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As with the Space Sharks, the Night Lords were infamous for stealing the youth of conquered worlds for rapid implantation and hypno-indoctrination. While the former could also be a hallmark of the Nomad-Predation deployment pattern, the latter is a practice that seems to have been preferred by the Night Lords since it was the fastest and quickest way to make a new, battle-ready Space Marine in spite of the risks of instability and insanity it engendered. &lt;br /&gt;
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====World Eaters====&lt;br /&gt;
Yet another possibility may be [[World Eaters]], since Space Sharks are silent and brooding outside of battle but go absolutely batshit crazy when &#039;&#039;in&#039;&#039; battle, no questions asked, and they seem to have a preference for chain-axes, which is somewhat unusual among Loyalist Space Marines. The love of chain weapons is carried over in a few other ways ; one marine has what can only be described as a chain-club / staff - with an enormous flat chain blade running up one edge and handles on the opposite side at either end (potentially doubling as a very heavy duty eviscerator). Their predilection for close-combat and bloody melee, to an even greater degree than the Space Wolves, would be in keeping with the attitudes of the World Eaters and the War Hounds. Like the World Eaters, the Space Sharks have a preference for Drop Pod assaults, fast vehicles like Land Speeders, and Assault Terminators, and it can be argued that Tyberos&#039;s Terminator bodyguards, the &#039;&#039;Red Brethren&#039;&#039;, are reminiscent of Angron&#039;s own Terminator posse, the &#039;&#039;Devourers&#039;&#039;. Some of their ships also possess Ursus Claws, which only World Eaters used (but then again, it could just be a salvaged ship).&lt;br /&gt;
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The main problem with this theory is the Butcher&#039;s Nails. We can assume one of two things when it comes to the Nails:&lt;br /&gt;
#The Space Sharks learned to control their urges outside of battle, lest they snap and massacre each other, since they&#039;re out in the void of space for long periods of time doing nothing.&lt;br /&gt;
#Or they could have simply phased them out of their recruitment process after the Horus Heresy, seeing as it drove the other World Eaters fucking bonkers and was detrimental in the long run.&lt;br /&gt;
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And whilst there were very few loyalist Night Lords (only two examples in the canon thus far), there are canonically loyalist World Eaters, both at Istvaan III and scattered around the Imperium during the Heresy.&lt;br /&gt;
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====Chimeric Geneseed====&lt;br /&gt;
As another wrench thrown in, in Robbie MacNiven&#039;s Black Library novel &#039;&#039;Red Tithe&#039;&#039;, it is heavily hinted that there are, in fact, &#039;&#039;multiple&#039;&#039; geneseeds utilized by the Space Sharks, primarily Raven Guard, Night Lords, and World Eaters. Given the typical canon conflicts that the Black Library in known for, this should be looked at with skepticism at least and as a half-assed excuse to explain why they have traits of all three Legions at best. Hopefully this will be elaborated on in the future but for now we can only theorize what this entails.&lt;br /&gt;
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It is possible that the Carcharodons once consisted of Blackshields of Raven Guard and both loyalist Night Lords and World Eaters during the Horus Heresy, and after a time they were reformed into their own chapter and the traitor aspects of their origins were buried away. This &#039;&#039;could&#039;&#039; explain why their combat doctrine is an odd hybrid of their three supposed predecessors, any mutations they have are hard to connect to any one Legion, why their equipment is so old and haphazard, and why they were sent out in the void of space due to their origins. Until we have hard evidence from Forge World itself on any such Blackshields, however, this is up in the air.&lt;br /&gt;
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Another, simpler explanation is that, given the nature of the Space Sharks to scavenge whatever they find, it&#039;s possible that they harvested the geneseed of the fallen marines they have killed. It&#039;s never explicitly said that their geneseed is comprised of &#039;&#039;only&#039;&#039; the three suspected Legions; rather, it just happened to just be mostly the aforementioned three. For all we know they could trace back to every Legion through a small percentage of their geneseed. Though admittedly, this train of thought makes their origin even harder to pinpoint as we don&#039;t have a clear-cut predecessor.&lt;br /&gt;
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And it should be kept in mind that a good chunk of this information in the novel was divulged to one of the Space Sharks by a daemon. &#039;&#039;A daemon,&#039;&#039; for shit&#039;s sake. As we&#039;ve seen with [[Magnus]], Chaos usually doesn&#039;t give accurate information.&lt;br /&gt;
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This said, this is practically confirmed in HH6, where the Ashen Claws (Raven Guard) raid the Nostromo Sector to take their gear and geneseed.  So if the Carcharodons are the Ashen Claws or a related group/successor, then they&#039;re Raven Guard and Night Lords. As of the novel &#039;&#039;Outer Dark,&#039;&#039; sequel to &#039;&#039;Red Tithe,&#039;&#039; it has been confirmed that the Carcharodons are related to the Ashen Claws and have a shaky pact with them. When the Carcharodon&#039;s Red Tithes can&#039;t refill their ranks fast enough, they are permitted to conscript young boys for augmentation from the fragmented domains that the Ashen Claws hid in beyond the Imperium&#039;s borders in exchange for war material and fresh Corax-derived gene-seed. It also seems their relationship is a shaky one prone to conflict. This suggests that the Carcharodons origins may lie with the Raven Guard exiles but the two groups split over whether to remain loyal to the Emperor or not. Regardless, both are willing to secretly come together against threats from beyond such as the [[Tyranids]].&lt;br /&gt;
Given how things were during the heresy, it&#039;s perfectly reasonable that there&#039;s some World Eater geneseed in there, as well as some &amp;quot;loyalists&amp;quot; who joined up as Blackshields, seeing as they spent the Heresy as an independent force at the edges of the Imperium.&lt;br /&gt;
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==On the Tabletop==&lt;br /&gt;
===7th Edition===&lt;br /&gt;
Carcharodons Chapter tactics gives all Space Marines models Fear, and allows Tactical marines to replace their bolters with a chainsword or keep it and buy an additional close combat weapon for 1pt each. In addition they gain Rage after destroying or forcing an infantry unit to fallback in close combat, however they must consolidate towards the nearest unit they can hurt (after all, [[Khorne|the rape train]] [[Meme|has no brakes!]]). This can make stuff like Vanguard Veterans, Assault Marines, or even bikes surprisingly dangerous. Even a full batch of 10 footslogging Tacticals with extra CC weapons can be a pretty scary thing to face up against. Also, Dreadnoughts with Fear and Rage? Yes please. &lt;br /&gt;
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Tyberos, their believed Chapter Master, is quite the beast. He can destroy just about anything in the game in close combat. His Scent of Blood rule makes him and and any Carcharodon unit subject to Rage +1 strength for the rest of the game. He is [[Reasonable Marines|reasonable]] enough to wear a helmet and does not carry a banner and a shitton of flashy trinkets on his armour, unlike most other chapter masters, whose wargear just screams &amp;quot;Shoot me down, sniper!&amp;quot; Also, allows you to take a unit of lightning claw equipped assault terminators as troops; and he and any unit he joins have preferred enemy (infantry). &lt;br /&gt;
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You can only ally with Imperial Forces and all of those are bumped down to Desperate Allies. All this means that, with them, you play Horus Heresy World Eaters with Fear and all the shiny new toys of the 40k arsenal of Space Marines.&lt;br /&gt;
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They also have a couple of unique psyker powers:&lt;br /&gt;
:&amp;quot;From The Depths&amp;quot;: The librarian casting this causes his targets to become intensely frightened, hallucinating about being in the deep dark depths of the ocean, immobilizing their opponent so that the Carcharodons can finish the target without a fight. &lt;br /&gt;
:&amp;quot;Rending Maw&amp;quot;: The librarian summons a giant spirit shark that comes up out of the ground and bites the shit out of anyone unlucky enough to be there at the time.&lt;br /&gt;
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===8th Edition===&lt;br /&gt;
Currently, the only Carcharodons-specific thing in the game is Tyberos, in the Forge World Imperial Armour book. This go around he&#039;s got a standard Terminator {{W40kKeyword|CHAPTER MASTER}} profile (which means he&#039;s been upgraded to the same 4++ the others have) with an extra Attack and one less Ballistic Skill (which doesn&#039;t matter as he has no guns). Wargear-wise, &#039;&#039;Hunger&#039;&#039; and &#039;&#039;Slake&#039;&#039; are now unique weapons - a chainfist and lightning claw equivalent respectively, except &#039;&#039;Hunger&#039;&#039; has +1 Damage and &#039;&#039;Slake&#039;&#039; has +1 Damage and -1AP. In special rules terms he&#039;s got the standard Terminator {{W40kKeyword|CHAPTER MASTER}} ATSKNF, teleport deep strike and hit rerolls for {{W40kKeyword|CARCHARODONS}} within 6&amp;quot; (renamed &#039;&#039;&#039;Lord Reaper of the Void&#039;&#039;&#039;), but he also gives them +1 Strength thanks to his unique ability &#039;&#039;&#039;Savagery Beyond Reason&#039;&#039;&#039; (doesn&#039;t need activating any more, but it&#039;s now only a 6&amp;quot; bubble instead of the whole table). He&#039;s a great choice to lead a Deep Striking Assault Terminator squad, but at a little over 200 points you&#039;ll need to place him where he can do maximum damage to earn back that cost.&lt;br /&gt;
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Codex Space Marines didn&#039;t bring any special joy for the Carcharodons. The White Scars Chapter Tactic is the GW-recommended &amp;quot;appropriate&amp;quot; one for them, even though they&#039;re (probably) Raven Guard successors (mostly because the Raven Guard tactic involves being sneaky rather than murdering the bloody fuck out of everything in melee). This gives them 2&amp;quot; of extra movement whenever they Advance, and allows them to charge the same turn they Fall Back. If you do choose to go with the Raven Guard one, enemies that are more than 12&amp;quot; away get -1 to hit you. Seeing as you&#039;ll probably be aiming to get right in their faces and stab them, this is probably a poor choice. Alternatively, The Imperium&#039;s Sword from the generic list is pretty good for a stabby warlord.&lt;br /&gt;
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Here is an approximation of what 6th/7th edition rules would look like if they were updated to 8th, for the Carcharodons. &lt;br /&gt;
&#039;&#039;&#039;Warlord Trait: &#039;&#039;Carcharodons&#039;&#039;. &#039;&#039;Reavers of the Outer Darkness&#039;&#039;:&#039;&#039;&#039; Friendly CARCHARODON units within 6&amp;quot; gain: In the FIGHT phase, if this unit is fighting a unit that has lost any models, that unit being attacked reduces their Toughness by 1 for the remainder of the phase.   &lt;br /&gt;
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&#039;&#039;&#039;Carcharodon Ability: &#039;&#039;Blood Hunger&#039;&#039;:&#039;&#039;&#039; CARCHARODONS models gain +1A in a turn that the charged.&lt;br /&gt;
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                                        &#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
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An alternative Chapter Tactic for the Carcharodons is this...&lt;br /&gt;
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&#039;&#039;&#039;Carcharodon Ability: &#039;&#039;Terror from the Void&#039;&#039;:&#039;&#039;&#039; Models in enemy units must subtract 1 from their Leadership characteristic for each unit with this trait that is within 6&amp;quot; of theirs (to a maximum of -3)&lt;br /&gt;
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[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2601:40F:501:9F7B:912C:2BD3:8826:B018</name></author>
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