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==Cerastus Knight Atrapos (Forge World)== This is your answer to any superheavies in your way. It gets Twin-Linked against Superheavies or Gargantuans, and considering that one of its weapons is a Strength D Lascutter that can be fired at short-range or in combat, it WILL see use, even if it's just to break buildings because of Wrecker. And the other gun, oh, it's just a Graviton Singularity Cannon which is a S8 AP2 large blast, has Armorbane and Concussive. Also, you roll a d6 before firing that singularity - a 1 means you lose an HP, a 6 turns this singularity into a goddamn VORTEX. However, this specialization means anything lighter will pretty much fall under his radar, as much as one could with a lascutter with WS/BS4. If you hit it with Haywire or a D, those hits will still land even against its flare shield and killing it will be disastrous with a +2 to the destruction table. If you can afford the point cost, (and the $$$$$$$) there is no reason to take a Knight Errant over one of these. Sure, you loose the AP 1 on the main weapon, but you roll 2d6 for pen at all ranges, not just out to 18", you gain a second shooting attack, one extra melee attack, AP1 melee, 6+IWND, Iconic flare shields, faster Run speed, one extra Hull point, bonuses when shooting Superheavies (other Knights) and Gargantuan creatures, and the opportunity to take Ocular Augmetics, giving you Night vision and the ability to reroll 1s on the vehicle damage table and Destroyer Weapon Attack table when you shoot at something under 12". Honestly, this might beat out the lancer for killing super-heavies, while remaining more versatile. The restriction on how many Knights Atrapos you can have in an army only applies where you have other Knights, so you can take one Knight Atrapos on its own. If you have other Knights of other kinds they may not be outnumbered by the Knights Atrapos.
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