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Warhammer 40,000/8th Edition Tactics/Chaos Knights
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===Cons=== *Everything that hurts loyalist knights also hurts you. Concentrated fire, heavy weapons, swarms (although plus 1 attack and ap on the charge helps), high invulnerability save models and specialised melee troops (TH/SS). *Far less variety in your traits, being stuck with “traditional” or “mechanicium” compared to the score or so of traits loyalists can take, limiting your armies potential loadout. **Fewer ways of getting rerolls or buffs to your hit rolls compared to loyalists. Probably removed to represent the breakdown in discipline over straight forward brutality. *Less variety in your allys due to the CHAOS keyword. You’ve got demons, chaos space marines or renegades and heretics, the latter of which is forge world property so their rules are somewhat lacking. *Enjoy trying to paint your models without getting a spike up your nail. Even in plastic your army causes suffering to all. *Rule of Three screws you over thanks to having only one datasheet for each knight class. However since melee knights can utilize two different datasheets there is still some room. This would require you to actually spend the points to run Rampagers though. *Our fancy new Desecrator knight doesn't get the option to bring a carapace weapon unlike its imperial preceptor counterpart. One of the designers confirmed this was because the Desecrator is actually the chaos equivalent of the original knight paladin which also didn't come with a carapace weapon. Meaning future chaos knight kits most likely will have them as we get chaosy versions of the Warden/Crusader/Gallant etc.
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