Editing
Warhammer 40,000/10th Edition Tactics/Imperial Knights
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Unit Analysis== ===Battleline=== *'''Armiger Helverin:''' The shooty little robot returns, and ''finally'' no longer having a random number shots - now offering 4 shots at S9 AP-1 D3 per gun, with 48" range. As an added bonus, the Skyfire Protocols give you ANTI-FLY 2+ if you're wholly in your deployment zone or within range of an objective marker you control. You can add the Stubber or Melta, with the Stubber being the right choice because you do not want this guy to get within 12" of an enemy model. *'''Armiger Warglaive:''' T10 means that it can now tank the odd plasma or meltagun aimed at it with some reliability, though any hits it does suffer won't be pretty. Its Thermal Spear, however, is more than capable of taking down any rival War Dogs, especially if you're in range to trigger its ''Melta 4'' rule. Its Reaper Chain-Cleaver remains as useful as ever against mobs, and Impetuous Glory makes it gain ''Sustained Hits 1'' on the charge. **The Heavy Stubbers got merged into one Questoris Heavy Stubber, being essentially the old Ironhail Stubber with ''Rapid Fire 3'' so it can fire even more in close range. *'''Armiger Moirax <sup>IA</sup>:''' ===Questoris-Class=== Improved bracketing this edition! All Questoris models take a -1 to hit and -5 to their OC when they are at 1 - 7 wounds left. Every one of them except Canis can take the tophat weapons. *'''Knight Paladin:''' After a stellar showing in 9th Edition, the Paladin remains a very good choice. Its Bondsman Ability grants Lethal Hits and Lance to an Armiger and itself, while Seasoned Noble lets the Paladin re-roll one hit, one wound, or one saving throw. The RFBC returns losing its built-in Stubber but now getting a wild D6+3 shots and Rapid Fire D6+3.....and keeping the 72" range. So at 36", you're throwing 6+2d6 shots at S10 AP -1 D3. You get to choose between the sword and the gauntlet, both are great. *'''Knight Errant:''' No longer giving the Advance + Charge, the Errant now lets itself and an Armiger re-roll Advance rolls and turns all your ranged weapons to Assault, functionally turning this into Advance + Shooting. This ties in nicely with Aggressive Assault, it lets the Errant get +1 to its hit roll when attacking the closest eligible target, which you'd want to do since the Thermal Cannon now has MELTA 6 - meaning within half range you're clocking D6+6 damage. The rest of the Thermal Cannon's profile is S12 AP-4 /w Blast, and a large decrease in range (now 24"). Basically, you have a lower floor but a higher ceiling than previously. Add a glove or a sword based on your personal preference and playstyle. *'''Knight Gallent:''' The Melee Missile itself returns packing the double melee weapons and a Bondsman ability that lets itself and an Armiger re-roll charges and re-roll all hits in melee. Martial Pride helps your melee endurance by making the Gallant -1 to hit in melee. *'''Knight Warden:''' Underwhelming last edition, the Warden returns with a salacious Bondsman ability; -1 damage for the Warden and an Armiger. The Warden itself also has Thin Their Ranks, which gives your ranged attacks (excluding Monsters and Vehicles) Devastating Wounds. This, of course, pairs great with the returning 18 attack S6 AP-2 D2 bullet hose that somehow also kept the heavy flamer (12" D6 S5 AP -1 D1 ignores cover). Flavor to season with a sword or gauntlet. *'''Knight Crusader:''' Your favorite shooting platform and mine returns, once again with a Bondsman ability that grants +1 to hit with shooting attacks, this time around with the Crusader benefiting from that buff along with the Armiger. Punishing Salvos grants all the Crusader's ranged weapons Sustained Hits 1 if you remained stationary until the start of your next movement phase. Pairs marvelously with the bullet hose and your choice of the RFBC or Thermal. At this point, we're now three editions into this guy being a very good option, and we are the richer for it. *'''Knight Preceptor:''' The Bondsman abilities were so good last edition that no one used the Knightly Teachings the Preceptor did. The solution? Make it a Bondsman! You can increase its and an Armiger's leadership by 1 and their OC by 2. Exemplar of the Code has you select one unit from your opponent's army at the start of the battle; the Preceptor gets to re-roll all hit rolls against that unit. The Las Impulsor checks in with two profiles; a tank hunting 24" D6 S14 AP-3 D4 and a troop hunting 36" 2d6 S7 AP-1 D2. You can take the sword or the gauntlet as well. This seems underwhelming compared to the others at first glance. *''' Knight Magaera <sup>IA</sup>:''' *''' Knight Styrix <sup>IA</sup>:''' ====Epic Heroes==== *'''Canis Rex:''' Sir Hekhtur's Knight returns, reaping the benefits of the edition change with a monstrous T12 and W22 as well as being able to get one stratagem spent on it for free. All of its attacks score critical hits on a natural 5+, which works quite well since all of its weapons get ''Sustained Hits 1'' regardless of which way they're used. Freedom's Hand grew quite monstrous with its strike being a monstrous S20 AP-3 D9 to demolish anything smaller than an Armiger while the sweep remains able to cut through marines on a 2+ to wound. The Chainbreaker Las-Impulser similarly got boosted with its high-intensity setting, being able to damage enemy knights with ease while the low-intensity setting gets more use out of ''Blast'' with 2d6 shots. **The Damage Track for the Canis Rex comes with two different settings - When it reaches 7 wounds, it not only suffers the typical -1 to hit, but its OC is now cut in half from 10 to 5. If the Canis Rex goes down, however, you still have the option to get Sir Hekhtur out for an additional round. After several editions of no one taking Canis Rex due to either him not being very good or the other options having been superior, the Chainbreaker has awoken at 405 (four hundred and five) points. Needless to say, he's definitely an option worth looking at. ===Dominus Class=== Bigger than the Questoris, with -2 Movment, +1 toughness (T13) +2 wounds, and bigger weapons to show. Each has a Ion Aegis (Aura) to give Armigers Cover. Comes with two arms, one for Titanics and the other for Infantry clearing. Verients are basted on if better at close or long range. *'''Knight Castellan:''' the Ranged verient, with big plasma cannon arm and an long-range anti-titanic Volcano lance. *'''Knight Valiant:''' Mid to close range, with super heavy flammer and force one unit to take Battle-shock. Harpoon arm no longer has movement shenanigans, just a single S24 Ap-6 D12[ANTI-MONSTER 4+, ANTI-VEHICLE 4+, DEVASTATING WOUNDS] gun, very likely to kill what it aims at and funnily will shishkabob Tau battlesuits. ===Cerastus Class<sup>IA</sup>=== *'''Cerastus Knight Lancer:''' *'''Cerastus Knight Castigator:''' *'''Cerastus Knight Acheron:''' *'''Cerastus Knight Atrapos:''' ===Acastus Class<sup>IA</sup>=== *'''Acastus Knight Asterius:''' *'''Acastus Knight Porphyrion:''' {{Warhammer 40k Tactics}} [[Category: Warhammer 40000 Tactics (10E)]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information