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===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.
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