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Warhammer 40,000/7th Edition Tactics/Imperial Knights
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==Carapace Weapons== ;Ironstorm Missile Pod :A Whirlwind Launcher without the Ordnance rule so it's worse against vehicles. It's not fantastic compared to the other weapons that a Knight can get due to its low strength and poor AP. However it can be good for clearing up the remnants of squads that you couldn't wipe out with your main guns. But since Superheavy walkers don't need to fire all of their weapons at the same target what it can be good for is shooting a unit that tried to hide out of line of sight due to the Barrage rule. Also gives you more horde clearing potential, to help deal with the fact that an enemy horde will have way more units than you can shoot at in one turn and will outnumber you 30-1. ;Stormspear Rocket Pod :A Heavy 3 Krak Missile launcher, good for pounding away at squads causing ID on MEQ units or for knocking a few hull points off of tanks rather than wasting your main gun on an already weakened target. Also good for popping open light vehicles so you can blast the squad inside them to bits with your main gun. ;Twin Icarus Autocannons :Your only true anti-aircraft weapon. Not as good as a quad-gun but it's the best you can get right now. Then again, better to have something that does slightly more than chip the paintwork off Flyers than nothing. Take if you go up against Flyers on a regular basis or intend to use the Skyspear Lance formation, leave at home otherwise. Mount on a Knight Paladin for a good "Jack of All Trades" type of Knight.
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