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=====Tyrant===== *'''Conflagration 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! *'''Plasma Decimator''' - 48" Heavy 2D6 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 a mortal wound 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. Went up to 40 points in the 2019 Big FAQ. **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? *'''Thundercoil Harpoon''' - 12" 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 re-rolling hits when targetting a vehicle or monster. In addition if it inflicts ANY damage the target also suffers D3 mortal wounds meaning it can dead upwards of 13 damage in one hit. Even if your opponent makes 9/10 fnp rolls you still deal the D3 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 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 in 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. 12" range is extremely short for a knight weapon meaning you will have to get very 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 + d3 mortal wounds). *'''Volcano Lance''' Basically a smaller Shadowsword [[Volcano Cannon]], with slightly fewer shots, (SS has 3D3 Dominus gets D6) 40" shorter range, 2 less Strength and 3D3 wounds instead of 2D6 from its Shadowsword-mounted cousin. But a 80" Heavy d6 S14 AP-5 3d3 D gun that rerolls failed wounds against {{W40Kkeyword|Titanic}} units is still nothing to sneeze at. It also doesn't get the Shadowswords +1 to hit {{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. The Spring 2019 Big FAQ bumped it up to 70 points, this combined with the Plasma Decimator's price bump makes Knight Castellans 110 points more expensive now.
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