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==Wargear== ===Basics=== Everything in your army has an Ion Shield, and everything has at least one of these guns: Everything that isn't a Tyrant comes with a heavy stubber, which War Dogs and Abhorrents can replace with a meltagun, while Tyrants come with 4 compulsory meltaguns. Meanwhile, Despoilers can take up to 2 more heavy stubbers as part of their arm loadouts. *'''Ion Shield''' **Now just a 5++ all-round versus shooting. *'''Diabolus Heavy Stubber''' **Pop-gun, now not even needed for setting up charges. *'''Daemonbreath Meltagun''' **A meltagun with an edgy name. A few more points isn't a big deal on such expensive models, and you don't suffer penalties to shoot it in melee. Only Thermal Spear War Dogs will ever actually want to Advance and fire this thing, though, as everything else in your army that can take this will have Heavy guns on it that it cares about more, which it can't fire after Advancing. ===Arm Weapons=== ====Ranged==== <tabs> <tab name="War Dog"> *'''War Dog Autocannon:''' 60" Heavy 2D3 S7 AP-2 D3. Exactly the same profile as the Predator autocannon, which was already really good, but the extra range provides you an excellent means to become a skirmisher bar none. Just be careful, as the Executioner's twin autocannons means you have no defense against enemies that charge you aside from just running away. Fortunately, 12" movement means you will probably outrun anything that isn't jump infantry or a bike/skimmer and you can always rely on your stubber or melta if you're stuck in. *'''Avenger Chaincannon:''' 36" Assault 12 S6 AP-2 D1. Decent range with a boatload of shots that makes it better suited for wiping out mobs with glee. While it loses in range against the autocannon, you're getting more than enough shots to compensate and the infantry you're firing at likely won't care anyways. *'''Daemonbreath Spear:''' 30" Heavy 3 S9 AP-4 D1d6 melta (+2 damage at half range or less). Basically just a longer ranged meltagun with more shots. Will absolutely annihilate vehicles, especially if combined with the meltagun you get if you replace the default heavy stubber. 30" range means you can get into half range with more safety against counter attacks. 12" movement makes getting in range a cakewalk and if any enemies do get close enough to counter attack you've at least got a melee weapon to clear out mobs of enemies. </tab> <tab name="Abhorrent"> *'''Despoiler Gatling Cannon and Heavy Darkflamer''' - The best all-rounder, at 60 for one and 140 for a pair all told. Heavy 12 S6 AP-2 D2 is the absolute champ against all kinds of infantry, including TEQ (that 2 damage in particular will make Primaris marines and the like cry), although it has clearly been designed exclusively with GEQs in mind (S6 wounds them on 2s, and -2AP ensures they don't get a save). Tears up light vehicles and can do useful work against the heavy stuff - outshooting the BC even if it doesn't match the Inferno cannon. With a pair of these you will put out an ''outrageous'' 24 shots per turn - goddamn! **Combined with Daemonic Power (Infernal Household Ambition) this is strong as fuck, but has competition now with the very efficient double Thermal Cannons. *'''Daemonbreath Thermal Cannon:''' What melta guns dream of being when they grow up, 9e has now gifted us with both a more consistent amount of shots and a more consistent damage profile; 30" Heavy 2d3 S9 AP-4 D1d6+2 (d1d6+4 at half range or less). Will typically evaporate whatever you're aiming at. *'''Desecrator Laser Destructor:''' Exclusive to the Knight Desecrator, but at 72" Heavy 2 S14 AP-4 and D6+1d3, primed on eating tanks alive with this new and improved loyalist killer! **ALWAYS take The Diamonas relic if you want to take this weapon. Even just the change from Heavy 2 to Heavy 3 is worth the command point(s), let alone bumping up your strength so you can wound other knights and Lemans Russ on a 2+. *'''Despoiler Battle Cannon and Diabolus Heavy Stubber:''' The battle cannon is back to being the reliable MEQ-slayer it was. 72" Heavy 2d6 S8 AP-2 D3 Blast means that it will wipe out whatever marines it hits. It does have massive range, tied with the missiles for the longest range weapon available to the Despoiler class, and unlike Imperials, you can take two of them for good backfield sniping. Add a carapace gun for even more ranged blasting. *'''Volkite Combustor:''' How the hell the Dark Mechanicus found this is beyond us. Exclusive to the brand-new Abominant at 30" Heavy 6 S10 AP-1 D3 makes it more than capable of burning through crowds, while the 3 mortal wounds on a natural 6 to wound allows it to wreck light vehicles. </tab> <tab name="Tyrant"> *'''Brimstone Volcano Lance''' Basically a smaller Shadowsword [[Volcano Cannon]], with fewer shots, (SS has 3D3 Dominus gets D3) 40" shorter range, 2 less Strength and d6+8 wounds instead of 2D6 from its Shadowsword-mounted cousin. But a 80" Heavy d3 S16 AP-5 D8+d6 Blast gun is still nothing to sneeze at. It also doesn't get the Shadowsword's bonuses against {{W40Kkeyword|Titanic}} which is a bit of a bummer. But the trail of destruction stratagem helps make sure that whatever you shoot at with this thing gets put down, '''PERMANENTLY'''. Also weirdly enough this is the only dominus arm weapon that actually costs points to bring. *'''Darkflame Cannon''' - 18" Heavy 3D6 S7 AP-2 D2 auto hits. This is '''the second''' most powerful flamer-like weapon in 40k (just after the Warhound's Inferno gun), but it comes at a risk. Being 18" range on such a massive model makes it very vulnerable to being focused down by enemy guns. And having to take the harpoon with it means you're a lot more limited in long range fire. However, if you're fighting a big horde army like orks or nids then it will single handedly scorch a swathe through their hordes. It also has the upside that being its a giant flamer, the auto hits means you don't have to worry about missing shots due to degrading ballistic skill. **Becomes straight up ridiculous when combined with Daemonic Power on Infernal Chaos Knights. You're essentially throwing 3D6 thunder hammers up to 18" inches away. Have fun! *'''Ectoplasma Decimator''' - 48" Heavy 2D6 Blast Plasma gun with all the same stats as a plasma gun and the same ability to overcharge for +1 strength and +1 damage at the risk of suffering two mortal wounds if you roll a 1 to hit. Due to the sheer number of shots you can get with this thing you generally want to use the trail of destruction stratagem to get as many successful hits and as few rolled 1's as possible. FAQ'd to only inflict mortal wounds on unmodified 1s and now receives blast keyword, making at incredibly deadly against blobs of necron warriors and chaos space marines packs. **A decent combo for Infernals: take D3 Mortal Wounds, pick Daemonic Power, buff the Plasma Decimator, use Trail of Destruction and supercharge. You're now shooting 2D6 S9 AP-3 Damage 3 plasma shots. Who needs Cawl's Wrath, anyway? *'''Warpshock Harpoon''' - 18" Heavy 1 S16 AP-6 '''DAMAGE 10!''' The highest damage weapon in 40k (discounting the D12 power claw on the Warlord Titan), with the added benefits of +1 to hit when targetting a vehicle or monster. In addition if it inflicts ANY damage the target also suffers 3 mortal wounds meaning it spits a ridiculous ''''''13 damage''''' in one hit. Even if your opponent makes 9/10 fnp rolls you still deal them mortal wounds as well. Any vehicle or monster with less wounds than a predator will most likely go from 100-0 in one shot, Daemon primarchs and enemy questoris/dominus knights will be severely wounded by it. With some lucky rolls, you can even kill [[Roboute Guilliman|Granddaddy Smurf]] in a single shot. With Strength 16 and AP-6, 99% of the things the harpoon hits will wound on 2's and will not have an armour save meaning the only thing that can stop this weapon is a successful invuln save. If you want to ensure that doesn't happen, ally with a Thousand sons sorcerer with death hex to strip your targets invuln save ahead of time. The harpoon does have one major weakness however, that being its range. 18" range is pretty short for a knight weapon meaning you will have to get close to use it and you will also most likely be in range of your enemies meltaguns, plasma guns or lascannons, and unlike the conflagration cannon, you don't have the safety net of auto hitting. You only get the re-roll hits against monsters and vehicles, and while your knight may be able to move 10" per turn, it may still take a while to get in range and give your prime target the business. However, be careful when going up against Mechrons, as their {{W40kKeyword|Quantum Shielding}} special rule means that, RAW, you cannot damage them at all with the Harpoon. Overall, the Thundercoil Harpoon is a "fun" option and is best suited for: ** Stuff with lots of wounds but no invulnerable saves, like Baneblades, Land Raiders, Tyranid monsters of all types, and Gorkanauts ** Dealing the final fuck you to said stuff when they are at 11 wounds or less (10D + 3 mortal wounds). </tab> </tabs> ====Close Combat==== Chaos Knights come with both the close combat weapons base, which you should probably upgrade as quickly as possible. These guys have lost the big "D", and in exchange do a flat 6 damage per hit. Great at wrecking vehicles and MCs, but they can be very binary - there's lots of things like dreadnoughts with >6 wounds that take two hits to kill and can leave a nasty mark if they get to hit back, so it's always advisable to try to soften these targets up a bit first. As noted below, you're better off kicking most infantry to death instead. <tabs> <tab name="War Dog"> *'''Reaper Chaintalon''' - A smaller reaper chainsword for the armiger, obviously weaker than its big brother, but it comes with two weapon profiles instead of one: an S+4 AP-4 D3 Strike, or an SU AP-3 D1 Sweep that makes 2 hit rolls for each attack instead of one. Effectively giving you either 8 strength 6 attacks, or 4 strength 10 attacks for either hordes of enemies or tougher vehicles. It's worth noting though that unlike the war dog's big brothers, they don't have titanic feet, meaning that Brigands and Executioners are left without a way to defend themselves in melee. **The sweep attack benefits greatly from the infernal damage boost, going from 1 to 2 damage. The bonus strength is unlikely to matter, though. *'''Slaughterclaw:''' The new Chaos weapon given to the Karnivore and Stalker. While it lacks multiple statlines, it provides a very hefty Sx2 AP-3 D3+d3 to give it an edge over heavy tanks and knights. It's still not going to fell these enemies without support since these are still the tiny armigers, not the lumbering Questoris knights. </tab> <tab name="Abhorrent and Tyrant"> *'''Balemace & Electroscourge:''' The Abominant's unique weapons. The Mace is SU AP-2 D2 that gives d3 extra attacks, the Scourge is SU AP-2 D3 that triples your attacks. While both are fairly similar in effectiveness, beware that your knight has a very low number of attacks, meaning that you're not going to get many shots without the scourge's extra swings. *'''Reaper Chainsword:''' S+6 (S14) AP-4 D6, it's gained a new horde-busting mode by triple its attack output at S:User (S8) AP-3 D2. This makes the chainsword still potent against light tanks and monsters, but now it has all the use it needs against anything lower, including all infantry. **This is your go-to marine muncher. Sweeping them with 16 to 21 S8 D2 hits all but guarantees dead squad every turn. *'''Warpstrike Claw:''' Your evilly-named Thunderstrike Gauntlet, this now has 2 profiles: Sx2 (S16) AP-3 D8 or S+2 (S10) AP-2 D3 with double the attacks. Higher strength and damage but lower AP. This excels at pretty much the same things the Inferno cannon does, meaning anything T7/3+ or better, making it a better fit against enemy knights. Plus, you get the lulzy spectacle of chucking a dead razorback at his warlord for extra mortal wounds, keep in mind that if you do this you are required to tell your opponent that they've been thunderstruck. The choice between the two is pretty much a toss-up depending on your opponent - take the gauntlet vs. IG and the sword vs. Deldar, etc, but either one will do the job most of the time. **This is your second most potent weapon against terminator squads (first is Crushed Like Vermin stratagem). D3 on sweeps means every failed armor save is a dead termie. Sadly you will struggle to penetrate the aforementioned saves and your chances of killing a squad in one round are low. Just step over them and head over to their backline. *'''Titanic Feet''' - Attacks at S user AP-2 D2, this replaces Stomp and makes infantry cry. It's also surprisingly decent at kicking Rhinos and the like to death, but falls off badly against anything T8 or with a 2+. This is also the only melee weapon that Dominus knights have access to. **Does NOT give you extra attacks. This means that ranged Knights will be at a disadvantage when forced into combat. With the new loadouts for your existing melee weapons, you're only really relying on this for really desperate calls. </tab> </tabs> ===Carapace Weapons=== <tabs> <tab name="War Dogs"> *'''Diabolus Heavy Stubber:''' Likely the preferred option for War Dogs as it gives you good range so your shooty members can fire without needing to walk forward. *'''Daemonbreath Meltagun:''' It's a melta. It's only viable on a close-quarters unit where it needs that firepower. *'''Havoc Multi-Launcher:''' A smaller version of the Havoc Missile Pod, shooting 1d6 S5 AP-1 D1 (Blast) without requiring line of sight to hit. This makes it only viable against light infantry such as guardsmen and little else. </tab> <tab name="Despoiler"> *'''Havoc Missile Pod''' - Eh, it's cheap. That's about it. Shoots 1d6 S5 AP-1 D2 (Blast) at the same range as an RFBC but doesn't require line of sight to hit. It's okay for taking out something not within the firing line but doesn't do much else. **Except that one of the hottest trends in the meta are hidden biovores, hive guard, or heavy weapons mortar squads that we can now take out without having to go searching under rocks like we're looking for ants. *'''Ruinspear Rocket Pod''' - It's expensive, but it's effectively three krak missiles, and most armies pay more than 15 points a pop for a missile launcher on a platform that's not remotely as survivable. This is better than the other carapace weapons against any target barring a few weird edge cases (Inceptors). Use it to soften up light vehicles, pick off lone Crisis suits, or even kill a MEQ or two. *'''Twin Hellstorm Autocannons''' - Heavily reduced in effectiveness to only gaining a +1 to hit against enemy {{W40kKeyword|Aircraft}}. Against T7 and below it outperforms the Havoc Missile Pod assuming you can see your target, and besides, you can still take two of the other guns. Autocannons might actually have a use on Renegade Knights! **This may have some value on a Despoiler equipped with the Helm of Warp-Sight, as it would allow you to fire the Icarus Autocannons at native BS regardless of target. Sure, you lose the bonus against {{W40Kkeyword|Aircraft}}, but you'll lose the penalty against everything else! </tab> <tab name="Tyrant"> *'''Twin Desecrator Cannons''': 36", Heavy 2d3, S7 AP-1 D2 Blast. Pretty much a bigger autocannon and works just as well as one. *'''Gheiststrike Missiles''': 48" S10 AP-4 D1d6. Each missile can be fired only once per game and you can't fire more than one in a turn, like the Hunter-Killer Missile; they come in pairs. Unlike its little brother, it also bypasses invulnerable saves, which means it works wonders against big multi-wound targets with high invulnerable saves. ** Try not to overload on these things. Their one shot per turn / one use per battle coupled with your mediocre BS makes them unreliable at best. You can't take any number of them aside from 2 or 4. **These missiles also help to somewhat mitigate how powerful invulns can be on some units. Yeah, odds are that volcano lance will fuck up a Leviathan Dreadnought, but if he gets lucky with his saves, at least you have these bad boys hanging around. </tab> </tabs> ===Favour of the Dark Gods=== Sadly, your knights can no longer take marks right out the bat. Insteady, you had to spend points and Power Level in order to grant your knights not only that god's keyword but also a special power. And yes, you get Undivided perks, praise the dark gods! You also gain a special task: For each model this blessed model kills, you need to tally up the total number of wounds the slain enemy had. Once you reach a certain number of wounds (5 for War Dogs, 10 for Abhorrents, 15 for Tyrants), the Dark Gods will accept the offering and activate a special "Favored" power for the rest of the game. <tabs> <tab name= Khorne> '''NOTE:''' Abominants might want to think twice when taking Khorne favours - it shuts off their psychic powers, but improves their WS and Attacks by 1. While this can make your tentacle rape extra rapey, you have far better weapons if you intend on fighting other knights or heavy tanks. Besides, tentacle rape is more Slaanesh's thing anyway. *'''Blood Shield:''' Once per game, you can trigger this ability, making the enemy unable unable to make invuln saves against your melee attacks (making for sure monster-killers), but it also shuts off your shields as well, turning it into a costly AND risky gambit. After all, even a tank in combat can still shoot off its lascannon sponsons at you. **''Favoured:'' Offering Khorne enough sacrifices lets you trigger this ability a second time. *'''Collar of Infernal Brass:''' Grants a 12" bubble that makes psykers take -2 to any psychic tests. A nice little bubble to keep them out of the close quarters of any shooty knights. **''Favoured:'' Offering Khorne enough sacrifices makes your knight immune to all psychic powers, turning it into a living dead zone, something only available to [[Sisters of Silence]] and Culexus assassins. **This is an excellent option for when you need to have some psychic defense in your army but you still want to take "Abhor the Witch!". **If you really hate your friends who play Grey Knights, Thousand Sons or Eldar, then combine this with "warp-haunted hull" and drink their tears. *'''Throne Mechanicum of Skulls:''' Lets your knight re-roll charges. Simple and your cheapest Favour. **''Favoured:'' Offering Khorne enough sacrifices adds a melee crit effect. Every natural 6 to hit in melee scores an additional hit. </tab> <tab name= Tzeentch> *'''Pyrothrone:''' Turned from a generic relic into a Tzeentch-only upgrade. Your knight still becomes a psyker and learns a Warp Storm power, while an Abominant with this favour gains a third power they can cast each turn. **''Favoured:'' Offering Tzeentch enough sacrifices lets your knight re-roll one psychic test each turn. *'''Cursed Rune of Fate:''' Whenever this knight rolls a natural 6 on a save against a ranged attack, the shot bounces back and deals a mortal wound to the attacker, up to a maximum of 6. **''Favoured:'' Offering Tzeentch enough sacrifices grants your knight a 4++ invuln. Considering how valuable this save is to your knight, this makes your kills worth the pricetag. *'''Mirror of Fates:''' Anytime your enemy uses a CP while your knight is on the field, you steal that CP on a 5+. For a Strat-heavy army, this can make yourself a little more sparing of what you can throw on the field. **''Favoured:'' Offering Tzeentch enough sacrifices grants this knight a 1/round ability to turn one hit, wound or save roll into an automatic 6. </tab> <tab name= Nurgle> *'''The Putrid Carapace:''' This knight gains a +1 to any saves against attacks with a damage of 1. Against armies with tons of small-arms fire like Guardsmen or Orks, this will pretty much make you invincible. As such, it's an incredibly costly favour. **''Favoured:'' Offering Nurgle enough sacrifices grants this knight +1 to Toughness, making them even harder to crack. *'''Blessing of a Thousand Poxes:''' When this knight attacks in melee, any natural 6s to hit automatically wound. This surprisingly costs more for your Abhorrents than your Tyrants. **''Favoured:'' Offering Nurgle enough sacrifices extends this ability to all of your knight's guns. *'''Aura of Corruption:''' Your knight gains a 6" bubble that inflicts -1 to the Strength of any enemies within it, making it more worthwhile for knights prone to getting into melee, though not necessarily ones built for it. **''Favoured:'' Offering Nurgle enough sacrifices grants your knight another 6" bubble that deals -1 to Toughness. This one is more suited for your melee knights. </tab> <tab name= Slaanesh> *'''Quicksilver Throne:''' This knight can now heroically intervene and always fights first. Surprisingly super-cheap for your Tyrants, though it's not much more expensive for your other knights. **''Favoured:'' Offering Slaanesh enough sacrifices improves this knight's pile-in and consolidation range to d3+3". *'''Beguiling Majesty:''' Melee attacks against this knight take a -1 to hit and wound rolls, making it more of a blocker. **''Favoured:'' Offering Slaanesh enough sacrifices grants this knight a 6" bubble that deals -1 attack to all models in it. *'''[[Slaanesh Subjugator|Subjugator Machine Spirit]]:''' Why yes, those weird titans are still around. This allows your knight to count as having been stationary even if they shoot after advancing or falling back. **''Favoured:'' Offering Slaanesh enough sacrifices lets the knight charge after advancing or falling back, making it more mobile and more effective in close combat. **The dream here is advancing across the battlefield, shooting down enough stuff for the ''Favour'' and charging right after! **Favoured part is fully useful only on your War Dogs, all bigger knights are already able to charge after falling back courtesy of the Super-heavy Walker rule. </tab> <tab name="Pantheon Undivided"> *'''Mark of the Dread Knight:''' Grants your knight a 6+++ FNP save. **''Favoured:'' Offering the pantheon enough sacrifices upgrades the knight's FNP save to a 5+++. **Listen to the whispers of the Dark Gods. Shrug off those Daemonic Surges, [[That Guy|you know you want to]]. *'''Warp-Borne Stalker:''' Allows this knight to deep-strike anywhere at least 9" away from an enemy unit. This works even if they're a War Dog who was part of a squad, as the War Dogs already split up once deployed. **''Favoured:'' Offering the pantheon enough sacrifices allows this knight to return to reserves and then re-deploy anywhere on the board. *'''Blessing of the Dark Master:''' Enemies can't re-roll hit, wound, or damage rolls against this knight. Way to infuriate the aura-based meta. **''Favoured:'' Offering the pantheon enough sacrifices makes it so that this knight can never be hit on a roll below a 4+. **Take the Infernal households for Daemonic Surge and start slaying chaff for favour, and at the end of the phase, have a monster that makes all your opponents hit like guardsmen. The mark of the Dread Knight might help you shrug off wounds by adding an extra step, including those from Daemonic Surge, but this one lets you be tanky by making more attacks fail in each step. And the Emperor help your opponent when you roll/pick Transknight physiology, limiting your opponents attacks to a 25% chance to make it to the armor save phase. **Since this specifically doesn't act as a penalty to hit, you can still stack minuses to hit (just note, if they have 2s and 3s to hit, the -1 to hit will do jack shit). </tab> </tabs> ===Relics of Tyranny=== <tabs> <tab name="General"> *'''Bound Varadian Psychogheist''': {{W40Kkeyword|Abhorrent-Class}} and {{W40Kkeyword|War Dog-Class}} only. When making an attack with a ranged weapon by the bearer of this relic, any unmodified wound rolls of 6 have their AP improved by 2 (AP0 becomes AP-2). It also re-rolls one damage roll when shooting or fighting. **Probably the weakest of all the relics, as it's unreliable and weak. Has a bigger impact the weaker the gun - if you wound on 2+, 1 in 5 of your inflicted wounds has better AP, while if you wound on 6+, ''all'' of your shots do, and if you can re-roll all failed wounds somehow, this becomes even more noticeable. Furthermore, when it does come up, the AP difference is more noticeable the worse the gun's beginning AP. This means that, as a general rule, this relic will modify your heavy stubbers, heavy flamers, and ironstorm missile pods the most, followed by avenger gatling cannons, and so on. If you were already planning on taking a heavy stubber+dual gatling cannon+ironstorm Despoiler, that would be the primary time to consider this relic; for example, when shooting a Land Raider with a heavy stubber (not that you should be shooting one with one if you have a choice), this makes every wound you inflict twice as likely (2/6 instead of 1/6) to make it past the target's save. **The Damage re-roll is equally weak, as the number of weapons with randomized damage aren't many. While it's a bit more reliable for any thermal cannons or daemonbreath lances, it's still not going to be enough outside of any circumstances where you ''NEED'' this over any number of better relics. *'''The Diamonas''': Replaces a Laser Destructor, making it Desecrator only. 72" Heavy 3 S16 AP-5 D6+d3. Any unmodified wound roll of 6 inflicts 1d3 mortal wounds in addition to any other damage. The change from Heavy 2 to Heavy 3 and the +2S make this much more efficient at taking out high priority targets over the Desecrator's base weapon. *'''The Gauntlet of Ascension''': Replaces a Warpstrike Claw. Sx2 AP-3 D8 monster-killing strikes or S+2 AP-2 D3 with double the attacks. You can re-roll ''all'' hits. Gain +1A and +1S each time you kill a {{W40Kkeyword|character}} ''model'' with this weapon. *'''Helm of Dogs''': {{W40Kkeyword|War Dog-Class}} only. The bearer gains +1 attack and a 6" aura that lets fellow war-dogs re-roll 1s to wound. Yes, this does apply to itself. *'''Helm of Warp-Sight''': {{W40Kkeyword|Abhorrent-Class}} and {{W40Kkeyword|War Dog-Class}} only. Ignore ''all'' hit roll modifiers and cover when using ranged weapons. **What an absolute glow-up. With the cover-ignoring, this makes the relic-bearer a far more frightening marksman. *'''Panoply of the Curse Knights''': {{W40Kkeyword|Abhorrent-Class}} and {{W40Kkeyword|War Dog-Class}} only. Grants a 2+ save. *'''Soul-Raptor Swarm''': {{W40Kkeyword|Pterrorshades}} only. The bearer gains a 4+++ FNP against mortal wounds lost (except those inflicted by the Daemonic Surge ability of Infernal houses) and a Dread aura that lets them recover a wound for every model that flees while within the aura. *'''The Teeth that Hunger''': Replaces a Reaper Chainsword. +1 attack to any profiles, either the monster-killing S+8 AP-4 6 strikes or a horde-clearing S+2 AP-3 D2 with triple the attacks. Luckily this no longer has the penalties from last edition, letting be even more of a TAC weapon. *'''The Traitor's Mark''': Enemies within Dread range cannot benefit from the Insane Bravery strat or any other that would let them re-roll morale tests. Run alongside Night Lords and maybe an H&R Supreme Command detachment of Psykers to reduce your opponent's Custodes to sniveling cowards! *'''The Twisted Mask''': Psykers only. The bearer knows one additional power and adds +1 to any psychic tests, making it a bit of a buff for a Pyrothrone knight and/or an Abominant. *'''The Tyrant's Banner''': {{W40Kkeyword|Abhorrent-Class}} only. Boosts the range of any auras by +3" to a max of 12", and as long as the user is on the field in a battle-forged detachment you get a bonus CP on a 5+. </tab> <tab name="Iconoclast Household"> *'''Veil of Medrengard''': {{W40Kkeyword|Abhorrent-Class}} and {{W40Kkeyword|War Dog-Class}} only. 4++ invulnerable against ranged weapons, 6++ invuln against melee. **Does what is says on the tin, but unfortunately as you lack an ability which gives enemies a minus one to hit you, you canβt recreate the cheese that loyalist house raven can pull off. </tab> <tab name="Infernal Household"> *'''The Blasphemous Engine''': {{W40Kkeyword|Abhorrent-Class}} and {{W40Kkeyword|War Dog-Class}} only. Not only does the bearer count as having double the number of wounds for the sake of degradation, they also gain a 2+++ FNP against wounds lost from the Daemonic Surge ability all Infernal houses use. </tab> <tab name="Dreadblade"> *'''Rune of Nak'T'Graa''': The bearer gains a Fell Bond that isn't used by anyone else in the army, making it way more welcome. </tab> </tabs>
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