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==Wargear== ===Basics=== *'''Ion Shield''': Now just a 5++ all-round versus shooting. It will at least eliminate all those in-game arguments on where exactly your "front" arc stops. Interestingly it makes a knight as tough as a hierophant in most cases, at only a fraction of the points cost. *'''Heavy Stubber''': Pop-gun, now not even needed for setting up charges. You never know when it'll kill the last model in a unit, though. Well, probably not often. Now comes in Questor Imperialis and Questor Mechanicus-exclusive flavors! The Questor Imperialis gets AP -1, while the Mechanicus version comes in Assault rather than Heavy. Quick reminder: for vehicles you can fire an assault weapon in melee normally, but a heavy weapon has -1 to hit. This makes Mechanicus knights better in melee where there stubbers can help out better while Imperialis are better shooting with the -1 AP. *'''Meltagun''': Can replace aforementioned pop-gun for five points. Considering how much your Knights cost to begin with, this isn't that big a deal. And if it chips the last few wounds off of something or melts a Custodes, so much the better, right? A good choice for Gallants because you can fire the meltagun even after advancing (albeit you'll suffer -1 to hit when doing so). **'''Twin Meltagun''': Meltaguns at Assault 2. Nothing to shout about until you realize that the Dominus mounts two of these because fuck tanks, am I right? *'''Titanic Feet''': Went from your weapon of choice when fighting infantry to utterly superfluous for most of your Knights that have them. S:U (8) AP-2 D:2 isn't necessarily bad, but you no longer get to make extra hit rolls with them like in 8th, and your melee weapons have sweep profiles that do just that. The only time you should be using this is if your Crusader or Dominus-class Knight wound up in melee, which should not be happening frequently. ===Arm Guns=== ====Auto Weapons==== *'''Rapid-Fire Battle Cannon with Heavy Stubber''': 72" Heavy 2D6 8 AP-2 D3, Blast. While it does have massive 72" range, if you're sitting back and sniping you're not really getting the best out of your knight. Overall, excels at very little (it has a marginal advantage over the other weapons against T7 vehicles due to the wound math). **With {{W40Kkeyword|House Raven}} the RFBC has an effective range of 87" (with no movement penalties), easily capable of hitting anything ''anywhere'' on the board. **A good tactic would be to fire the RFBC last; 72" is long enough to reach almost anywhere on the board and it's pretty difficult to hide from a Knight. If your dice get cold and your other knights leave some stragglers, you can use the cannon(s) to clean up. **Now officially delivers flat 3 damage, which is pretty solid into several units, and now free to equip on a Crusader! *'''Armiger Autocannon''': Unique to the Armiger Helverin. After suffering a bit in early 9e, the codex, we've now been blessed with an extra point of AP, making the gun 60" Heavy 2d3 S7 AP-2 D3. Works against the two and three wound Marines of 9th but it will have difficulty against the T8 fatties (Land Raiders, Leman Russ', Wraithknights) and 3+ saves mean quantity is vital, but the Helverin mounts two of them. Fantastic for how cheap a platform it is mounted on, it will do work for you. **Loses no effectiveness when targeting Gravis-armored primaris marines compared to the usual sort without added defenses, scoring one kill per failed 4+ armor save. When supported by a apothecary, 3 damage will usually overwhelm their FNP on a 2-wound marine, but 3-wound Gravis Marines may survive. But that's hardly a unique problem. **The most efficient weapon you have for taking out Guilliman; you hit and wound on 3+ with 4d3 attacks, the AP knocks him down to a 3+ save, and damage 3 means he'll go down quick. All of this means that you “only” need 20.25 shots from this gun to take him down, and for Guillimans price you can buy two Armigers which can pump out an average of 16 of these shots a turn (although this doesn’t take into account his regeneration ability or the fact he’ll be hiding behind meat shields). *'''Avenger Gatling Cannon with Heavy Flamer''': Same old 36" Heavy 12 S6 AP-2 D2. Serves as a good all-rounder, and is the absolute champ against all kinds of infantry, including TEQ (that 2 damage, in particular, will make MEQ and the like cry). ====Meltas and Flamers==== *'''Thermal Cannon''': Oh BOY did the 9e codex ever help this bad boy out. Now "only" 30" range, but clocking in with Heavy 2d3 S9 AP-4 Dd6+2 Blast - and when in half range it's d6+4. Further evaluation required, but on the surface this gun is much improved and excels at taking out vehicles, monsters, and other high-wound models. *'''Thermal Spear''': The Thermal Cannon's lesser cousin carried by the Armiger Warglaive received a couple of nice buffs in 9e. 30" Heavy 2 S9 AP-4 Dd6 (d6+2 at half range). S9 is wonderful against all sorts of targets, and the Heavy 2 means no more wiffing on the 1d3 shots. **Considering Armigers have a movement of 12", the range on these is more like 42", which makes them really good. *'''Conflagration Cannon''': The middle child between a Titan Inferno Gun and a Hellhound's Inferno Cannon. 18" Heavy 3d6 with S7 AP-2 D2 as well as the auto-hitting goodness of a flame weapon. At full movement this gives your Knight a surprisingly scary 26" threat range. ====Plasma Weapons==== *'''Plasma Decimator''': The Castellan's first arm weapon. 48", Heavy 2d6, S8/9, AP-3, D2/3 Blast. Like most plasma weapons, it can be overcharged for the boosted S and D, but it'll take a mortal wound for each unmodified hit roll of 1 it makes. ** Range aside this is basically a Leman Russ Executioner Cannon on a sturdier platform. It's not ''bad'' per se, until you consider that Guard players can bring '''4''' of these bad motherfuckers for the same price and it suffers the same problem every plasma weapon has on a platform with a degrading staline, in that its low power version is underpowered compared to what else you can take, while overpowering isn't worthwhile unless you can re-roll ones (hint: {{W40Kkeyword|House Vulker}} lets you do exactly that). **Counter opinion: yes this gun is pretty average. But when overcharging you really only have to worry about 1-3 mortal wounds. Which is not ideal of course, but on a model with so many wounds, it sort of does take a bit of the danger out of it (hint: {{W40Kkeyword|House Hawkshroud}} is useful for this). **House Raven players using their house command benefit "order of companions" to re-roll all 1s, letting you overcharge this (and by this I mean replace the plasma decimator with the cawls wrath relic) and do 3 damage a shot with a little chance to self damage. **After a bit of experience with this weapon, it actually isn't that bad. It's like a more specialised version of the rfbc. Excels at murdering elite infantry, and whilst it does seem pretty lackluster, in reality if you are firing at the right target (elite infantry with only one or two wounds) 2d6 shots can really fucking hurt. **Went up 40 points in the 2019 Big FAQ. This combined with the Volcano lance's increase makes the Knight Castellan <span style='color:blue;'>literally exactly</span> 100 points more expensive than it used to be. ====Las Weapons==== *'''Volcano Lance''': The Castellan's other arm weapon. Basically a smaller [[Volcano Cannon]], with slightly less range and Strength than its Shadowsword-mounted cousin. But a 80" Heavy 1d3 S16 AP-5 1D6+8 D Blast gun that no longer rerolls failed wounds against {{W40Kkeyword|Titanic}} units. Only found on the biggest knight. Could be devastating with the "Calculated targeting" stratagem. *'''Las Impulsor''': The new weapon carried by Canis Rex and the Knight Preceptor. Essentially a laser shotgun. Has two firing modes: 36" heavy 2d6, S 6 AP-2 D2 blast or 18" heavy d6 S12 AP-4 D4 blast. ** This perfectly supports both the long-range anti-infantry Helverin and the short-range anti-tank Warglaive, while still being able to mix it up if an enemy slips through. ** This is the jack of all trades option, with the inevitable "master of none" downside. 2-12 avenger cannon shots or a shorter-ranged thermal cannon with enough strength to wound T6 enemies on a 2+. On the other hand, it's never going to be wasted on inappropriate targets and the 2 damage on the Dispersed mode gives it a little extra usefulness against 3-wound models like Grey Knight Paladins. ====Other==== *'''Thundercoil Harpoon''': MAN THE HARPOONS. 9e has blessed us with 18" of range, means you'll need to be right in your opponent's face to use it and it only has 1 shot, but with S16 AP-6 D10 '''and''' adding 1 to the attack's hit roll '''''and 3 extra mortal wounds''''' for good measure, that one shot will fuck up almost anything it doesn't just kill outright. ** It's unknown how many shots you'll get with this in a game. The range was increased to 18", but the Valiant's movement went down to 8". So given that you may only get one or two shots with this thing over the course an entire game you need to beware of anything that can screw with your BS (hit modifiers, damage tables, etc). Also anything with an invulnerable save (like, say, another Knight) can still try to use that. 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) *'''[[Multilaser]]''': For some unknown reason, the Knight Preceptor (and ONLY the Knight Preceptor) can take one of these instead of the pop-gun, for the exact same price. If you don't plan on buying the meltagun, this is an auto-include. The extra 2 strength is just plain better at wounding anything T6 or under, with GEQ taking wounds on a 2+. ===Arm Melee Weapons=== 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. *'''Reaper Chainsword''': S+6 (14) AP-4 D6 but 9E is now giving it a second profile at S:User (S8) AP-3 D2 that triples the attack load, providing you with a genuine means to obliterate hordes while still being able to hold its own against most monsters and vehicles. **'''Chain-Cleaver''': Has two attack options: Strike and Sweep. Strike is Sx2/AP-3/3D and Sweep S-/AP-2/1D but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat. *'''Thunderstrike Gauntlet''': Re-worked in 9e, now no longer vollyballing things and now a free upgrade with no -1 to hit, along with two profiles. The first is Sx2 (S16) AP-3 8 damage with no -1 to hit, the second is S+2 (S8) AP-2 3 damage that provides x2 hits. <br> This presents an interesting choice has the Gauntlet deals more damage per attack and has higher strength, while the sword does more attacks with a higher AP but does less damage for each attack. Both have a role, so it might be an idea to bring both. Regardless, with Titanic Feet no longer having multiplied attacks, you can expect to see more of these. ===Carapace Weapons=== <tabs> <tab name="Questoris"> *'''Ironstorm Missile Pod''': It's cheap AND it ignores LOS (if that's ever an issue for a nearly foot-tall model). At 15 points for D6 S5/AP-1/D2 Blast, it would is anti-horde. Favorite targets: Storm Shield Termies, Nobz, Rough Riders, Raveners. it's basically a 72" range heavy flamer (without the auto-hits) that costs the same amount of points. LOS ignoring weapons are WAY stronger than it might seem at first glance, especially because infantry units can often effectively make themselves immune to a knight by standing in a building. this is the only answer to that and in practice a surprisingly good one. do not discount the 2 damage per shot either, which is fantastic at picking off primaris and the like. *'''Stormspear Rocket Pod''': 48" Heavy 3 S8 Ap-2 DD6. Sure it's 45 points, 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. ** 45 points is 10% the cost of your imperial knight. It might be point efficient, but you need to be careful to load too many points in one single unit. *'''Twin Icarus Autocannons''': 30pts. Lots of surprising things have <FLY>, right? Tau suits, jetbikes & skimmers, jump infantry... This is true, but is not enough to stop the Icarus from being aggressively mediocre. Embarrassingly, the Stormspear will knock more wounds off flying vehicles due to its higher damage per shot, even counting the penalty to hit. It's not even particularly cheap. The only scenario where you would take this over Stormspear Rockets is against Necron flying vehicles with Quantum Shielding since D6 damage doesn't do so well against them. </tab> <tab name="Dominus"> *'''Twin Siegebreaker Cannons''': 48", Heavy 2d3, S7 AP-1 DD3 Blast. Pretty much a bigger autocannon. *'''Shieldbreaker Missiles''': 48" S10 AP-4 d6 D. 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. Unlike its little brother, it also bypasses invulnerable saves, which means it works wonders against big multi-wound targets with high invulnerable saves. It's even better when paired with the Oathbreaker Guidance System, which makes it an absurdly powerful tool for sniping characters as if your knight was a snipers nest for [[Vindicare]] assasins. ** Try not to overload on these things. The Oathbreaker Stratagem is very expensive for an army that already struggles with CP, and their one shot per turn / one use per battle coupled with your good but not spectacular BS makes them unreliable at best. At most take four of these and one twin cannon, as you'll get around 3-5 turns of potential shooting out of the missiles and the cannons provide excellent low power shooting capability but taking one back of two missiles is worthwhile for sniping characters when the opportunity arises. **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> ===They did the math=== At least some values below are suspect, so do not assume any are correct until they've been verified. For example, the correct value for a Thundercoil Harpoon firing into a GEQ unit of at least 4 models is 2/3*5/6*3=5/3=1.7 after rounding, not the 0.6 shown in the table (2/3 chance to hit, 5/6 to wound, bypasses the save entirely, deals 1 damage, killing a model, and then, on average, 2 more mortal wounds, which spill over). Still if they mistakes were made constantly, it still shows roughly how various weapons compare to each other, just take the exact numbers with a grain of salt. {| class="wikitable sortable" |+ Expected Wounds (BS/WS3+) ! colspan=2 | Weapons\Targets !! GEQ !! MEQ !! TEQ !! Land Speeder !! Rhino !! Land Raider !! Knight |- ! Name !! Profile !! T3/5+/W1 !! T4/3+/W2 !! T4/2+/5++/W3 !! T5/3+/W6 !! T7/3+/W10 !! T8/2+/W16 !! T8/3+/5++/W24 |- | Avenger || 12 S6 AP-2 D2 || 6.7 || 7.1 || 5.3 || 7.1 || 3.6 || 2.7 || 3.6 |- | Avenger + Heavy Flamer || 12 S6 AP-2 D2 + 3.5 S5 AP-1 D1 || 8.6 || 8.3 || 6.1 || 8.0 || 4.1 || 3.1 || 4.1 |- | Endless Fury || 14 S6 AP-2 D2 || 9.7 || 10.4 || 7.8 || 10.4 || 5.2 || 3.9 || 5.2 |- | RFBC || 7 S8 AP-2 D1d3 || 3.9 || 4.3 || 3.9 || 4.1 || 4.1 || 2.3 || 3.1 |- | RFBC + Heavy Stubber || 7 S8 AP-2 D1d3 + 3 S4 AP0 D1 || 4.8 || 4.7 || 4.1 || 4.4 || 4.4 || 2.4 || 3.2 |- | The Thunder of Voltoris || 8.46 S9 AP-2 D1d3 || 4.7 || 5.2 || 4.7 || 5.0 || 5.0 || 3.8 || 5.0 |- | Relentless Wrath || 7 S8 AP-2 D3 || 3.9 || 5.2 || 5.8 || 6.2 || 6.2 || 3.5 || 4.7 |- | Thermal || 3.5 S9 AP-4 D1d6 || 1.9 || 3.6 || 3.2 || 5.4 || 5.4 || 4.5 || 3.6 |- | Thermal (Half Range) || 3.5 S9 AP-4 D2d6kh1 || 1.9 || 3.8 || 3.7 || 7.0 || 7.0 || 5.8 || 4.6 |- | Fury of Mars || 3.5 S9 AP-4 D2d6kh1 || 1.9 || 3.8 || 3.7 || 7.0 || 7.0 || 5.8 || 4.6 |- | Fury of the Keep || 3.5 S9 AP-5 D1d6+2 || 1.9 || 3.9 || 3.9 || 7.8 || 8.6 || 8.6 || 5.7 |- | Las-Impulsor || 7 S6 AP-2 D1d3 or 3.5 S12 AP-4 D1d6 || 3.9 || 3.6 || 3.2 || 6.8 || 5.4 || 4.5 || 3.6 |- | colspan=9 | |- | Multi-laser || 3 S6 AP0 D1 || 1.1 || 0.4 || 0.2 || 0.4 || 0.2 || 0.1 || 0.2 |- | Heavy Stubber || 3 S4 AP0 D1 || 0.9 || 0.3 || 0.2 || 0.2 || 0.2 || 0.1 || 0.1 |- | Meltagun || 1 S8 AP-4 D1d6 || 0.6 || 1.0 || 0.9 || 1.6 || 1.6 || 1.0 || 0.8 |- | Meltagun (Half Range) || 1 S8 AP-4 D1d6+2 || 0.6 || 1.1 || 1.1 || 2.2 || 2.4 || 1.5 || 1.2 |- | colspan=9 | |- | Ironstorm Missile Pod || 3.5 S5 AP-1 D2 || 1.3 || 1.6 || 1.0 || 1.2 || 0.8 || 0.5 || 0.8 |- | Stormspear Rocket Pod || 3 S8 AP-2 D1d6 || 1.7 || 2.0 || 2.1 || 3.1 || 3.1 || 1.8 || 2.3 |- | Judgement || 3 S8 AP-3 D1d6 || 2.2 || 3.4 || 3.7 || 5.2 || 5.2 || 3.1 || 3.1 |- | Twin Icarus Autocannon || 4 S7 AP-1 D2 || 1.4 || 1.3 || 0.9 || 1.3 || 1.0 || 0.4 || 0.7 |- | Twin Icarus Autocannon (vs Fly) || 4 S7 AP-1 D2 || 2.3 || 2.2 || 1.5 || 2.2 || 1.7 || 0.7 || 1.1 |- | Skyshield || 6 S7 AP-2 D2 || 2.5 || 2.7 || 2.0 || 2.7 || 2.0 || 1.0 || 1.3 |- | Skyshield (vs Fly) || 6 S7 AP-2 D2 || 4.2 || 4.4 || 3.3 || 4.4 || 3.3 || 1.7 || 2.2 |- | colspan=9 | |- | Thunderstrike Gauntlet* + Titanic Feet || 4 S16 AP-4 D6 || 6.7 || 7.4 || 6.7 || 10.0 || 10.0 || 8.3 || 6.7 |- | The Paragon Gauntlet* + Titanic Feet || 4 S16 AP-4 D8 || 6.7 || 7.4 || 6.7 || 13.3 || 17.8 || 14.8 || 11.9 |- | Reaper Chainsword + Titanic Feet || 4 S14 AP-3 D6 || 6.7 || 7.4 || 6.7 || 11.1 || 11.1 || 7.1 || 7.1 |- | Honour's Bite + Titanic Feet || 4 S14 AP-4 D6 || 6.7 || 7.4 || 6.7 || 14.2 || 14.2 || 9.8 || 8.0 |- | Ravager + Titanic Feet || 4 S14 AP-4 D6 || 6.7 || 7.4 || 6.7 || 15.6 || 15.6 || 13.0 || 10.4 |- | Titanic Feet || 12 S8 AP-2 D1d3 || 6.7 || 7.4 || 6.7 || 7.1 || 7.1 || 4.0 || 5.3 |- | colspan=9 | |- | Thunderstrike Gauntlet + Reaper Chainsword + Titanic Feet || 5 Attacks, WS2+ || 10.4 || 11.6 || 10.4 || 17.4 || 17.4 || 13.9 || 11.1 |- | The Paragon Gauntlet + Reaper Chainsword + Titanic Feet || 5 Attacks, WS2+ || 10.4 || 11.6 || 10.4 || 20.8 || 27.8 || 23.2 || 18.5 |- | Honour's Bite + Thunderstrike Gauntlet + Titanic Feet || 5 Attacks, WS2+ || 10.4 || 11.6 || 10.4 || 22.2 || 22.2 || 15.3 || 12.5 |- | Ravager + Thunderstrike Gauntlet + Titanic Feet || 5 Attacks, WS2+ || 10.4 || 11.6 || 10.4 || 24.3 || 24.3 || 20.3 || 16.2 |} *Notes: **This maths does not take into account any effects brought on by knightly household traits or warlord traits, and should be seen as a baseline on which to improve on. **Weapon profiles do not generally include special rules, but special rules are obeyed in the calculations. **Gauntlets ''do not'' include the on average 1 extra mortal wound dealt if the weapon kills a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}} and there is another enemy unit within 9". **Double melee means a Gallant, which also means WS2+, not WS3+, and an increase from A5 to A5. ===Relics=== You have 22 relics to choose from, the highest of any non-Space Marine army. <tabs> <tab name="Universal"> *'''The Bastard's Helm:''' {{W40kKeyword|Armiger-Class}} only. This knight no longer benefits from the Knightly Teachings or Bondsman abilities, but it gains +1 on wound rolls and its own Bondsman ability that lets a friendly {{W40kKeyword|<Noble Household> Armiger-Class}} add +1 to wound as well. *'''Endless Fury:''' Replaces an Avenger Gatling Cannon. Changed in 9e to be a 36" Assault D6+12 S6 AP-3 D2, with the old ability being removed. The change not only almost always gives you extra hits, it's also Assault so you can Advance and shoot if you need to. *'''The Helm Dominatus''': {{W40kKeyword|Questoris-Class}} knight with a Bondsman ability only. You can now make one Armiger benefit from your Bondsman ability until the end of the game or until another Bondsman ability overrides it. Best suited for when you need one Armiger to break off from the pack to finish off something while your knight sticks with the rest. *'''Judgement:''' Replaces Stormspear Rocket Pod. Changes its damage to D3+d3 and lets it target units that are not visible to the bearer. There are better choices. *'''Mentor's Seal:''' Knight Perceptor only. They now know an additional Knightly Teaching and adds +1 to their rolls to determine if the teaching inspires. *'''The Paragon Gauntlet:''' Replaces a Thunderstrike Gauntlet. The Power Glove returns Sx2 (S16) AP-4 9 damage for strikes and a S+2 (S10) AP-2 4 damage for sweeps. The reason why you take this incredible relic is on both profiles, if you get an unmodified wound roll of 6, '''invulnerable saving throws cannot be made against the attack'''. **A weapon which can one shot kill girlyman without even breaking a sweat. *'''Ravager:''' Replaces a Reaper Chainsword. Is now S+7 (S15) AP-4 D6 / S+1 (9) AP-3 D2 with triple the attacks, with both profiles giving an extra hit on hit rolls of 6's. *'''Sanctuary:''' {{W40kKeyword|Armiger-Class}} and {{W40kKeyword|Questoris-Class}} only. Gives a flat 4++ for melee attacks only. Throw this on a Gallant or an Errant and smile. **Superior to the Armour of the Sainted Ion against high ap melee attacks but does not improve your resilience to low ap melee attacks. </tab> <tab name="Questor Imperialis"> *'''Banner of Macharius Triumphant:''' {{W40kKeyword|Questoris-Class}} Knights only. Still grants Objective Secured to the bearer, but doesn't add ten models (presumably because Questoris already counts as 10 models). Now has the added bonus of having you start with 1 extra Honor Point of your army is all Knights (excluding Agents of the Imperium or Unaligned). The catch? If the guy holding the Banner dies, you lose 1 Honor point. **This relic and the Revered Knight WL starts you at 3 Honor Points, which isn't bad at all. Combo this with Hawkshroud putting you at effectively 4 Honor Points right at the start, and you could potentially hit Virtuous at the end of your first turn! *'''Helm of the Nameless Warrior:''' {{W40kKeyword|Armiger-Class}} and {{W40kKeyword|Questoris-Class}} only. A natural wound roll of 6 in melee inflict a number of mortal wounds equal to the damage characteristic of the attack, making all your attacks go past any invulns. Remember how your melee weapons do 6 or 8 damage if you use their strike profile? Your opponent will if you roll well with this thing. *'''Traitor's Pyre''': Knight Valiant only, replacing their Conflagration Cannon. Changed in 9e, now S8 with 6's to wound ignoring invulnerable saves. With 3d6 auto-hitting shots available, that is a lot of chances to grab 6's. </tab> <tab name="Questor Mechanicus"> *'''Cawl's Wrath''': Knight Castellan only, replacing a Plasma Decimator. Improves AP to -4 and adds +1 damage, making this basically a supersized version of the Redemptor Dreadnought's Macro Plasma Incinerator. Naturally, this makes it much better at wiping out TEQs and light vehicles than its standard counterpart. *'''The Heart of Ion:''' {{W40kKeyword|Armiger-Class}} and {{W40kKeyword|Questoris-Class}} only. You can sacrifice a MW each turn, adding +1" movement, +1 to advance and charge rolls, and one weapon of your choosing gets +1 to wound. *'''Mark of the Omnissiah:''' {{W40kKeyword|Armiger-Class}} and {{W40kKeyword|Questoris-Class}} only. This now heals d3 wounds each turn, and this does stack with the Questor Mechanicus oath to make it even harder to wipe. </tab> </tabs>
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