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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. The Ironhail Heavy Stubbers Stratagem and Cognis Heavy Stubbers Stratagems make them better. *'''Meltagun''': Can replace aforementioned pop-gun, but at a cost of 14 points (or a 12 point upgrade). Given this was a take-it-or-leave-it option at 5 points last edition its probably not worth it. But then, a few more points isn't a big deal on such expensive models, and you can walk out of combat to fire it. 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''': Now we're talking. Triple attacks at S8/AP-2/DD3, this replaces Stomp and makes terminators weep salty crocodile tears. This is literally the equivalent of getting smacked by a Battle Cannon...''in melee''. It beats the other (cooler) melee weapons against any 1- or 2-wound models, including terminators. It's also surprisingly decent at kicking Rhinos and the like to death, but falls off badly against anything T8 or with a 2+. ** '''{{W40Kkeyword|House Griffith}}''' can potentially put out 15 stomp attacks on the charge or after making a Heroic Intervention ===Arm Weapons=== ====Auto Weapons==== *'''Rapid-Fire Battle Cannon''': The battle cannon is no longer the reliable MEQ-slayer it once was. 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). **Take one if you want more dakka on the Crusader, and it's still okay at dealing with medium vehicles, just don't expect it to be as good as it was in 7th. **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. **Don't underestimate the battle cannon in 8th. It's combination of multiple shots, S8, decent AP (-2) and multiple damage (Dd3) means that it will perform reliably, if not spectacularly, against just about everything in the game. *'''Armiger Autocannon''': Unique to the Armiger Helverin, 60" Heavy 2D3, S7, AP-1, 3 damage. In addition, the weapon ignores the penalty for moving and shooting heavy weapons. 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. **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''':The best all-rounder, and now cheaper than the RFBC even after including the mandatory heavy flamer! 12 S6/AP-2/D2 is the absolute champ against all kinds of infantry, including TEQ (that 2 damage in particular will make Primaris marines and the like cry). Tears up light vehicles and can do useful work against the heavy stuff - out-shooting the RFBC even if it doesn't match the Inferno cannon. **Always a good idea to pair with a Thermal Cannon on a Crusader Knight, as they share the same range and complement each other pretty well. ====Meltas and Flamers==== *'''Thermal Cannon''': What melta guns dream of being when they grow up. This is your heavy armour hunter, and now doing D6 shots to all targets thanks to a change in the new AdMech codex it far excels the other weapons in a vehicle-hunting role. The number of shots is a good candidate for a CP re-roll. Also, the cheapest of the three big guns by almost 30 points. Surprisingly though, not your best choice against TEQ - it really needs to be targeting multi-wound models to make it count (Terminators have 2 wounds, so the Avenger Gatling Cannon wins out). **When you consider that Knights don't take movement penalties on heavy weapons (and can advance + shoot with no penalty if {{W40Kkeyword|House Raven}}) the range on a Thermal cannon goes from 36" to a pretty respectable 49" to 54" (ave of 51"). Also, while the RFB gets double the number of shots it's really outclassed by the Avenger Gatling Cannon, and the Thermal Cannon hits harder (+1S, +1AP, x2 damage) AND costs less. *'''Thermal Spear''': The Thermal Cannon's lesser cousin carried by the Armiger Warglaive. 30" Assault D3 S8 Ap-4 D6 damage. **Considering Armigers have a movement of 14", the range on these is more like 44", 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 2 D as well as the auto-hitting goodness of a flame weapon. At full movement this gives your Knight a surprisingly scary 28" threat range. **''Blessed by the Sacristans'' (Warlord Trait) vs ''Traitor's Pyre'' (Relic): Mathhammer shows that with ''Blessed by the Sacristans'' this weapon will chew GEQs, MEQs, and even TEQs with 3++. The ''Traitor's Pyre'', on the other hand, excels against {{W40Kkeyword|Vehicle}} and {{W40Kkeyword|Monster}} units. ====Plasma Weapons==== *'''Plasma Decimator''': The Castellan's first arm weapon. 48", Heavy 2d6, S7/8, AP-3, 1/2 D. Like most plasma weapons, it can be overcharged for the boosted S and D, but it'll take a mortal wound for each 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 <s>roughly</s> <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 d6 S14 AP-5 3d3 D gun that rerolls failed wounds against {{W40Kkeyword|Titanic}} units is still nothing to sneeze at. Went up to 60 points as of the 2019 Spring FAQ. *'''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, d3 damage or 18" heavy d6, S 12, ap -4, d6 damage. ** 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, but not guaranteed to get 2D, 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 d3 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! But seriously, this thing is a monster. 12" 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''' rerolling failed hits against {{W40Kkeyword|Vehicles}} and {{W40Kkeyword|Monsters}} '''''and up to d3 extra mortal wounds''''' for good measure, that one shot will fuck up almost anything it doesn't just kill outright. ** Given that you'll 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) ** Hilariously, Quantum Shielding makes Necrons ''completely immune'' to this weapon, as they'll autopass their roll against a 10D weapon. *** Except for their Monoliths and spearing that thing is automatically taking it down to below half wounds. ====Close Combat==== 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. As noted above, you're better off kicking most infantry to death instead. *'''Reaper Chainsword''': S+6 (14)/AP-3/D6. Best for light-medium vehicles and medium-sized gribblies. It's not bad against stuff like Land Raiders, but the gauntlet edges it out. **'''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''': S16/AP-4/D6. Higher strength and AP in exchange for -1 to hit and a meager +5 points. This excels at pretty much the same things the Inferno Cannon does; anything T7/3+ or better. Plus, you get the lulzy spectacle of chucking a dead Razorback at his warlord for extra mortal wounds. The choice between the two is pretty much a toss-up depending on your opponent - take the gauntlet vs. IG and the sword vs. Deldar, etc, but either one will do the job most of the time. **The gauntlet gives you access to the Death Grip stratagem, which is a death sentence for any infantry warlord. Sure, he was probably already dead if you got into melee with him in the first place, but this is faster...and ''way'' more satisfying. ===Carapace Weapons=== *'''Ironstorm Missile Pod''': It's cheap AND it ignores LOS (if that's ever an issue for a nearly foot-tall model). At 16 points for D6 S5/AP-1/D2, it excels at nothing. Maybe if it had twice the attacks for half the damage it would be worthwhile anti-horde, but as it stands the Stormspear does everything better. Favourite targets: Storm Shield Termies, Nobz, Rough Riders, Raveners. Still the budget option. Alternate opinion: it's basically a 72" range heavy flamer (without the auto-hits) that costs the same amount of points, so it's not that bad. And its cost is around 1/3 of a Stormspear rocket pod's. Alternate opinion #2: LOS ignoring weapons are WAY stronger than it might seem at first glance, especially because infantry units can often effectivly 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''': Take this one, always. 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''': Lots of surprising things have <FLY>, right? Tau suits, jetbikes & skimmers, jump infantry... This is true, but is not enough to stop the Icarus 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. **It's not too bad, only 20 points as of Chapter Approved 2018, and can put a dent into enemy flyers. *'''Twin Siegebreaker Cannons''': 48", Heavy 2d3, S7 AP-1 DD3. Pretty much a bigger autocannon and works just as well as one.. *'''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 ===They did the maths=== 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). <table border=1 cellspacing=0 cellpadding=3 style='font-size:12px;'> <tr><td rowspan=2 colspan=2>Expected Wounds (BS3+)</td><td>GEQ</td><td>Dire Avenger</td><td>MEQ</td><td>TEQ</td><td>Crisis</td><td> </td><td>Rhino</td><td>Leman Russ</td><td>Landraider</td></tr> <tr><td>T3/5+/1W</td><td>T3/4+/1W</td><td>T4/3+/1W</td><td>T4/2+/5++/2W</td><td>T5/3+/3W</td><td> </td><td>T7/3+</td><td>T8/3+</td><td>T8/2+</td></tr> <tr><td>Avenger</td><td>12/S6/AP-2/D2</td><td>'''6.7'''</td><td>'''5.5'''</td><td>'''3.5'''</td><td>'''5.3'''</td><td>5.3</td><td> </td><td>3.5</td><td>3.5</td><td>2.7</td></tr> <tr><td>RFBC</td><td>2D6/S8/AP-2/DD3</td><td>3.9</td><td>3.2</td><td>2.6</td><td>3.2</td><td>4.1</td><td> </td><td>4.1</td><td>3.1</td><td>2.3</td></tr> <tr><td>Thermal Cannon </td><td>D6/S9/AP-4/DD6*</td><td>1.9</td><td>1.9</td><td>1.9</td><td>2.6</td><td>3.9</td><td> </td><td>'''7 (8.2)'''</td><td>'''7 (8.2)'''</td><td>'''5.8 (6.8)'''</td></tr> <tr><td>Las Impulsor (Dispersed)</td><td>2D6/S6/AP-2/DD3</td><td>3.9</td><td>3.2</td><td>2.1</td><td>2.6</td><td>4.1</td><td> </td><td>2.1</td><td>2.1</td><td>1.6</td></tr> <tr><td>Las Impulsor (Focused)</td><td>D6/S12/AP-4/DD6</td><td>1.9</td><td>1.9</td><td>1.9</td><td>2.6</td><td>'''5.8'''</td><td> </td><td>5.4</td><td>5.4</td><td>4.5</td></tr> <tr><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr> <tr><td>Thundercoil Harpoon </td><td>1/S16/AP-6/D10*</td><td>0.6</td><td>0.6</td><td>0.6</td><td>0.7</td><td>1.7</td><td> </td><td>8.9</td><td>8.9</td><td>8.9</td></tr> <tr><td>Conflagration Cannon </td><td>3D6!/S7/AP-2/D2</td><td>'''8.8'''</td><td>'''7.3'''</td><td>'''4.7'''</td><td>'''7.0'''</td><td>'''9.3'''</td><td> </td><td>7.0</td><td>4.7</td><td>3.5</td></tr> <tr><td>Volcano Lance </td><td>D6/S14*/AP-5/D3D3</td><td>1.9</td><td>1.9</td><td>1.9</td><td>2.6</td><td>5.8</td><td> </td><td>'''13.6'''</td><td>'''12.4'''</td><td>'''12.4'''</td></tr> <tr><td>Plasma Decimator (Standard)</td><td>2D6/S7/AP-3/D1</td><td>3.9</td><td>3.9</td><td>2.6</td><td>2.1</td><td>2.6</td><td> </td><td>1.9</td><td>1.3</td><td>1.0</td></tr> <tr><td>Plasma Decimator (Overcharged)</td><td>2D6/S8/AP-3/D2</td><td>3.9</td><td>3.9</td><td>3.2</td><td>5.2</td><td>5.2</td><td> </td><td>5.2</td><td>3.8</td><td>3.1</td></tr> <tr><td>Siegebreaker Cannon </td><td>2D3/S7/AP-1/DD3</td><td>1.9</td><td>1.5</td><td>0.9</td><td>1.2</td><td>1.8</td><td> </td><td>1.3</td><td>0.9</td><td>0.6</td></tr> <tr><td>Shieldbreaker Missile </td><td>1/S10/AP-4/DD6</td><td>0.6</td><td>0.6</td><td>0.6</td><td>0.9</td><td>1.7</td><td> </td><td>1.6</td><td>1.6</td><td>1.3</td></tr> <tr><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr> <tr><td>Cawl's Wrath (standard) </td><td>2D6/S8/AP-4/D2</td><td>3.9</td><td>3.9</td><td>3.9</td><td>5.2</td><td>6.2</td><td> </td><td>6.2</td><td>4.7</td><td>3.9</td></tr> <tr><td>Cawl's Wrath (Overcharged)</td><td>2D6/S9/AP-4/D3</td><td>3.9</td><td>3.9</td><td>3.9</td><td>5.2</td><td>9.3</td><td> </td><td>9.3</td><td>9.3</td><td>7.8</td></tr> <tr><td>Traitor's Pyre </td><td>3D6/S7*/AP-2/D2</td><td>10.2</td><td>8.5</td><td>6.2</td><td>9.3</td><td>12.4</td><td> </td><td>10.5</td><td>7.8</td><td>5.8</td></tr> <tr><td>Endless Fury </td><td>14*/S6/AP-2/D2</td><td>9.1</td><td>7.6</td><td>4.8</td><td>7.3</td><td>9.7</td><td> </td><td>4.8</td><td>4.8</td><td>3.6</td></tr> <tr><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr> <tr><td>Armiger Autocannon </td><td>2D3/S7/AP-1/D3</td><td>1.9</td><td>1.5</td><td>0.9</td><td>1.2</td><td>2.7</td><td> </td><td>2.0</td><td>1.3</td><td>0.9</td></tr> <tr><td>Thermal Spear </td><td>D3/S8/AP-4/DD6*</td><td>1.1</td><td>1.1</td><td>1.1</td><td>1.5</td><td>2.7</td><td> </td><td>'''3.1(4.7)'''</td><td>'''2.3 (3.5)'''</td><td>'''1.9 (2.9)'''</td></tr> <tr><td>Rad Cleanser</td><td>D6!/S2 (FB)/AP-0/D3</td><td>1.9</td><td>1.5</td><td>1</td><td>1</td><td>2.9</td><td> </td><td>0.6</td><td>0.6</td><td>0.3</td></tr> <tr><td>Graviton Pulsar</td><td>D6/S6/AP-3/D2(4)</td><td>1.9</td><td>1.9</td><td>1.3</td><td>'''2.1'''</td><td>'''5.8'''</td><td> </td><td>2.6</td><td>2.6</td><td>2.1</td></tr> <tr><td>Lightning Lock</td><td>6 (+2)/S6/AP-2/D1</td><td>'''5'''</td><td>'''4.2'''</td><td>'''2.7'''</td><td>2</td><td>2.7</td><td> </td><td>1.3</td><td>1.3</td><td>1</td></tr> <tr><td>Volkite Veuglaire</td><td>5/S6+/AP-1/D2</td><td>2.9</td><td>2.4</td><td>1.7</td><td>2</td><td>2.8</td><td> </td><td>1.7</td><td>1.7</td><td>1.3</td></tr> <tr><td>Moirax Conversion Beam Cannon (Short Range)</td><td>D3/S6/AP-0/D2</td><td>0.7</td><td>0.5</td><td>0.3</td><td>0.3</td><td>0.6</td><td> </td><td>0.3</td><td>0.3</td><td>0.2</td></tr> <tr><td>Moirax Conversion Beam Cannon (Mid Range)</td><td>D3/S8/AP-1/D3</td><td>0.9</td><td>0.7</td><td>0.6</td><td>0.7</td><td>1.3</td><td> </td><td>1.3</td><td>1</td><td>0.7</td></tr> <tr><td>Moirax Conversion Beam Cannon (Long Range)</td><td>D3/S10/AP-3/D4</td><td>1.1</td><td>0.9</td><td>0.7</td><td>1.1</td><td>2.7</td><td> </td><td>2.4</td><td>2.4</td><td>1.8</td></tr> <tr><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr> <tr><td>Acheron</td><td>2D6!/S7/AP-2/D3</td><td>5.8</td><td>4.9</td><td>3.1</td><td>4.7</td><td>9.3</td><td> </td><td>7</td><td>4.7</td><td>3.5</td></tr> <tr><td>Castigator</td><td>16/S6/AP-2/D2</td><td>8.9</td><td>7.4</td><td>4.7</td><td>7.1</td><td>9.4</td><td> </td><td>4.7</td><td>4.7</td><td>3.6</td></tr> <tr><td>Lancer (shooting)</td><td>6/S6/AP-1/D3</td><td>2.8</td><td>2.2</td><td>1.3</td><td>1.5</td><td>2.7</td><td> </td><td>1.3</td><td>1.3</td><td>0.9</td></tr> <tr><td>Atropos graviton (Contained)</td><td>4/S8/AP-3/D3</td><td>2.2</td><td>2.2</td><td>1.9</td><td>1.9</td><td>4.4</td><td> </td><td>4.4</td><td>3.3</td><td>2.7</td></tr> <tr><td>Atropos graviton (Singularity)</td><td>4+D6/S12/AP-4/D3</td><td>4.2</td><td>4.2</td><td>4.2</td><td>5.6</td><td>12.5</td><td> </td><td>10</td><td>10</td><td>8.3</td></tr> <tr><td>Atropos lascutter (shooting)</td><td>1/S12/AP-4/D6</td><td>0.6</td><td>0.6</td><td>0.6</td><td>0.7</td><td>1.7</td><td> </td><td>2.7</td><td>2.7</td><td>2.2</td></tr> <tr><td>Magera lightning</td><td>6(+2)/S7/AP-2/3</td><td>5</td><td>3.3</td><td>2.7</td><td>4</td><td>8</td><td> </td><td>6</td><td>4</td><td>3</td></tr> <tr><td>Styrix volkite</td><td>5/S8+/AP-3/DD6</td><td>3.3</td><td>3.3</td><td>2.9</td><td>4.3</td><td>6.1</td><td> </td><td>7</td><td>5.4</td><td>4.4</td></tr> <tr><td>Twin Magna Lascannon</td><td>2x2D3/S12/AP-3/D6</td><td>4.4</td><td>4.4</td><td>3.7</td><td>5.9</td><td>11.1</td><td> </td><td>17.7</td><td>17.7</td><td>14.2</td></tr> <tr><td>Twin Conversion Beam Cannon (Short Range)</td><td>2x2D3/S12/AP-1/D2</td><td>3.7</td><td>3</td><td>2.2</td><td>3</td><td>4.4</td><td> </td><td>3.6</td><td>3.6</td><td>2.4</td></tr> <tr><td>Twin Conversion Beam Cannon (Mid Range)</td><td>2x2D3/S14/AP-2/D4</td><td>4.4</td><td>3.7</td><td>3</td><td>4.4</td><td>8.9</td><td> </td><td>9.5</td><td>9.5</td><td>7.1</td></tr> <tr><td>Twin Conversion Beam Cannon (Long Range)</td><td>2x2D3/S16/AP-3/D6</td><td>4.4</td><td>4.4</td><td>3.7</td><td>5.9</td><td>11.1</td><td> </td><td>22.2</td><td>22.2</td><td>17.8</td></tr> <tr><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr> <tr><td>Chainsword (Non-Gallant)</td><td>4/S14/AP-3/D6</td><td>2.2</td><td>2.2</td><td>1.8</td><td>3.0</td><td>'''5.6'''</td><td> </td><td>11.1</td><td>8.9</td><td>7.1</td></tr> <tr><td>Chainsword (Gallant)</td><td>5/S14/AP-3/D6</td><td>3.5</td><td>3.5</td><td>2.9</td><td>4.6</td><td>8.7</td><td> </td><td>17.4</td><td>13.9</td><td>11.1</td></tr> <tr><td>Gauntlet (Non-Gallant)</td><td>4-/S16/AP-4/D6</td><td>1.7</td><td>1.7</td><td>1.7</td><td>2.2</td><td>5.0</td><td> </td><td>'''10.0'''</td><td>'''10.0'''</td><td>'''8.3'''</td></tr> <tr><td>Gauntlet (Gallant)</td><td>5-/S16/AP-4/D6</td><td>2.8</td><td>2.8</td><td>2.8</td><td>3.7</td><td>8.3</td><td> </td><td>16.7</td><td>16.7</td><td>13.9</td></tr> <tr><td>Feet(Non-Gallant)</td><td>12/S8/AP-2/DD3</td><td>'''6.7'''</td><td>'''5.5'''</td><td>'''4.4'''</td><td>'''6.6'''</td><td>5.3</td><td> </td><td>7.1</td><td>5.3</td><td>4</td></tr> <tr><td>Feet (Gallant)</td><td>15/S8/AP-2/DD3</td><td>10.4</td><td>8.7</td><td>6.9</td><td>10.4</td><td>11.1</td><td> </td><td>11.1</td><td>8.3</td><td>6.3</td></tr> <tr><td>Reaper Chainfist</td><td>4/S16/AP-4/D6</td><td>2.2</td><td>2.2</td><td>2.2</td><td>3.0</td><td>6.7</td><td> </td><td>13.3</td><td>13.3</td><td>11.1</td></tr> <tr><td>Warblade</td><td>8/S14/AP-3/D3</td><td>4.4</td><td>4.4</td><td>3.7</td><td>5.9</td><td>11.1</td><td> </td><td>11.1</td><td>8.9</td><td>7.1</td></tr> <tr><td>Lancer</td><td>4/S14/AP-4/D6</td><td>2.2</td><td>2.2</td><td>2.2</td><td>3</td><td>6.7</td><td> </td><td>13.3</td><td>10.7</td><td>8.9</td></tr> <tr><td>Lancer (charge)</td><td>4/S16/AP-4/D8</td><td>2.2</td><td>2.2</td><td>2.2</td><td>3</td><td>6.7</td><td> </td><td>17.7</td><td>17.7</td><td>14.8</td></tr> <tr><td>Atropos lascutter</td><td>4*/S14*/AP-4/D6</td><td>2.2</td><td>2.2</td><td>2.2</td><td>3</td><td>6.7</td><td> </td><td>20.7</td><td>19</td><td>15.8</td></tr> <tr><td>Hekaton Siege Claw</td><td>4-/S16/AP-4/D6</td><td>1.7</td><td>1.7</td><td>1.7</td><td>2.2</td><td>5.0</td><td> </td><td>13.3</td><td>13.3</td><td>11.1</td></tr> <tr><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr> <tr><td>Paragon Gauntlet (Non-Gallant) </td><td>4/S16/AP-4/D8</td><td>2.2</td><td>2.2</td><td>2.2</td><td>3.0</td><td>6.7</td><td> </td><td>17.8</td><td>17.8</td><td>14.8</td></tr> <tr><td>Paragon Gauntlet (Gallant) </td><td>5/S16/AP-4/D8</td><td>3.5</td><td>3.5</td><td>3.5</td><td>4.6</td><td>10.4</td><td> </td><td>27.8</td><td>27.8</td><td>23.1</td></tr> <tr><td>Ravager (Non-Gallant) </td><td>4/S16/AP-3/D6</td><td>2.6</td><td>2.6</td><td>2.2</td><td>3.5</td><td>6.5</td><td> </td><td>13.0</td><td>13.0</td><td>10.4</td></tr> <tr><td>Ravager (Gallant) </td><td>5/S16 /AP-3/D6</td><td>4.1</td><td>4.1</td><td>3.4</td><td>5.4</td><td>10.1</td><td> </td><td>20.3</td><td>20.3</td><td>16.2</td></tr> <tr><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr> <tr><td>Chain-Cleaver (Strike)</td><td>4/S12/AP-3/D3</td><td>2.2</td><td>2.2</td><td>1.8</td><td>'''3.0'''</td><td>'''5.6'''</td><td> </td><td>4.4</td><td>4.4</td><td>3.6</td></tr> <tr><td>Chain-Cleaver (Sweep)</td><td>8/S6/AP-2/D1</td><td>'''4.5'''</td><td>'''3.7'''</td><td>'''2.3'''</td><td>1.8</td><td>2.2</td><td> </td><td>1.2</td><td>1.2</td><td>0.9</td></tr> <tr><td>Moirax Siege Claw</td><td>4-/S12/AP-3/DD6</td><td>1.7</td><td>1.7</td><td>1.4</td><td>2.2</td><td>3.3</td><td> </td><td>'''6.1'''</td><td>'''6.1'''</td><td>'''4.9'''</td></tr> <tr><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr> <tr><td>Ironstorm</td><td>D6/S5/AP-1/D2</td><td>1.3</td><td>1</td><td>0.8</td><td>1</td><td>0.9</td><td> </td><td>0.8</td><td>0.8</td><td>0.5</td></tr> <tr><td>Stormspear</td><td>3/S8/AP-2/DD6</td><td>'''1.7'''</td><td>'''1.4'''</td><td>'''1.1'''</td><td>'''1.5'''</td><td>'''2.2'''</td><td> </td><td>'''3.1'''</td><td>'''2.3'''</td><td>'''1.7'''</td></tr> <tr><td>Icarus (vs. ground)</td><td>4-/S7/AP-1/D2</td><td>1.4</td><td>1.1</td><td>0.7</td><td>0.9</td><td>1</td><td> </td><td>1</td><td>0.7</td><td>0.4</td></tr> <tr><td>Helios (vs. ground)</td><td>2/S8/AP-2/D3</td><td>0.8</td><td>0.7</td><td>0.6</td><td>0.8</td><td>1.3</td><td> </td><td>1.3</td><td>1</td><td>0.8</td></tr> <tr><td>Karacnos Mortar</td><td>3D3/S5 (FB)/AP-1/D1</td><td>2.2</td><td>2.1</td><td>1.7</td><td>1.1</td><td>1.7</td><td> </td><td>0.7</td><td>0.7</td><td>0.4</td></tr> <tr><td>Judgement </td><td>3*/S8/AP-2/DD6</td><td>2.2</td><td>1.9</td><td>1.5</td><td>2.2</td><td>3.6</td><td> </td><td>4.1</td><td>3.1</td><td>2.3</td></tr> <tr><td>Skyshield (vs Ground)</td><td>6-/S7/AP-2/D2</td><td>2.5</td><td>2.1</td><td>1.3</td><td>2.0</td><td>2.6</td><td> </td><td>2.0</td><td>1.3</td><td>1.0</td></tr> </table> Notes: * Shows average number of wounds, including abilities that proc on 6+, so some weapons will be much swingier than others. * Damage calculation for infantry accounts for overkill, e.g. D1d3 weapons vs. TEQ has an effective damage of 1.67, not 2. * Haven't included flyers because I am lazy. * If you want to view these same guns against '''TITANIC''' targets, then go to [[Warhammer 40,000/Tactics/Apocalypse(8E)]]. * 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. ===Relics=== You have 22 relics to choose from, the highest of any army yet. ====Universal==== *'''Endless Fury:''' Replaces an Avenger Gatling Cannon. 36" Heavy 14 S6 AP-2 2 D, and unmodified hit rolls of 6 count as being two hits. **Gives you on average 11.67 hits compared to the normal gatling cannons 8 hits, giving you a total of 9.72 and 6.66 dead GEQ's respectively. The extra 3.67 hits can be useful and is nearly a 50% improvement on the standard gatling cannon, and also helps against negative hit modifiers since the bonus hit triggers on a natural roll of 6. **should give you at least 4 hits on overwatch, which isn't huge, but if your opponent gets very unlucky could put a big hole in his TH/SS terminators *'''Judgement:''' Replaces Stormspear Rocket Pod. Flat out upgrade for it, as it becomes AP-3 and allows rerolls to hit. *'''Ravager:''' Replaces a Reaper Chainsword. Is S+8 AP-4 D6 and allows the Knight holding it to re-roll 1s to hit. **Hitting with 16 strength lets you wound things like Land Raiders and enemy Knights on a 2+, without suffering the -1 to hit from the Thunderstrike Gauntlet. Re-rolling ones is a nice bonus, but you have other sources of re-rolls. **This is your best melee weapon if you don't already have a source of rerolls, especially on a Gallant. **House Krast's Household Tradition improves this, letting it re-roll all failed hits. *'''Skyshield:''' Replaces a Twin Icarus Autocannon. 60" Heavy 6 S7 AP-2 2 D, otherwise identical to the regular twin Icarus Autocannon. **Underwhelming as the normal Icarus cannon is a bit meh, and is outstripped by your missile launchers. *'''The Paragon Gauntlet:''' Replaces a Thunderstrike Gauntlet. Sx2 AP-4 8 D, and with no hit roll penalty either! **A flat upgrade over the basic version and your best melee weapon, combine with additional re-rolls and bonus’ to hit and your knight can lay even a warlord Titan low. Best suited to the knight gallant due to its base 5 attacks but it does render the reaper chainsword useless. *'''Sanctuary:''' The user's Ion Shield invulnerable save works against melee weapons as well as ranged weapons. Good on a Knight that expects to go up against enemies with powerful melee attacks. **Superior to the Armour of the Sainted Ion against high ap ranged and melee attacks but does not improve your resilience to low ap attacks or melee attacks. *'''Armor of the Sainted Ion:''' Grants your knight a 2+ armor save. Doesn't get simpler than that. **While seemingly underwhelming in comparison to other flashier relics, it's deceptively great. You gain a significant edge against swarms of low strength, low ap fire, and combined with your ion shields a -3 ap attack is exactly the same. Also good against massed low/medium ap melee attacks, as a -3 ap melee weapon will trigger the 5+ armor save Sanctuary grants. Always take this over sanctuary since -4 or better AP in combat is very rare and -1 or 2 is quite common even on anti-tank weapons. Since this also helps with shooting this is definitely the better option. **Combine with the Ion Bulwark Warlord Trait to make any knight you want a tough son-of-a-bitch to crack. Slap it on a Castellan or Valiant and no one even bothers to shoot at it. Who wants to fire at a 2+, 4++, T8, 28 wound monster? Nobody, that's who (Unless they have soulburners). All the while your Castellan/Valiant survives. Turn 3 comes around--all your opponents anti-tank is dead and you have this monster roaming about fucking up whatever it damn well feels like. **Still worry about massed melee with the above option though, since your Castellan still only has WS+4, so if your opponent floods in enough dudes you will still die due to sheer numbers. ===={{W40Kkeyword|Questor Imperialis}}==== *'''Banner of Macharius Triumphant''': {{W40kKeyword|Questoris Class}} Knights only. +1 Ld to all {{W40kKeyword|Imperium}} units within 6" of the bearer, and also grants Objective Secured to the bearer. If an objective is contested with an enemy unit that also has ObSec or an equivalent, the bearer counts as being 10 models instead of just one. *'''Traitor's Pyre''': Replaces a Conflagration Cannon. Re-rolls failed rolls to wound. **Gives you 6.22 dead MEQs as opposed to the 4.66 dead MEQs of the vanilla version. *'''Helm of the Nameless Warrior''': Add +1 to hit rolls in the Fight phase. **For when you haven’t taken one of the many ways to get re-rolls for your warlord with house traits (or when you do have re-rolls and you want your knight to only miss 1 in 36 of its attacks). Best used on the gallant as they have the extra attack to truly make the best use of the 2+ weapon skill (in the new codex Gallants have a Natural 2+ weapon skill), and it goes without saying that this trait is completely wasted if you plan on keeping your warlord in the backfield. **If you have multiple Gallants, give one of them this, one of them the Paragon Gauntlet, and the other Ravager, and just go to town ===={{W40Kkeyword|Questor Mechanicus}}==== *'''Mark of the Omnissiah''': At the start of the turn, roll a d6. The bearer heals 1 wound on a result of 1-5, and heals d3 wounds on a 6. Like having a built-in techpriest at all times. **Sit your knight in a sacristan forgeshrine to heal an average of 3 wounds a turn, more if your also grab a tech priest. Then kit your knight out with your long range guns, sit on the back objective in the shrine and force your enemy to come to you, while your knight heals all but the most powerful shots your opponent can throw at it. Then the dick move: make it House Taranis so it also gets FnP and a chance to resurrect itself if it still dies somehow. *'''The Helm Dominatus''': {{W40kKeyword|Questoris Class}} and {{W40kKeyword|Dominus Class}} only. At the start of the shooting or fight phase, pick an enemy unit within 24". Until the end of the phase, all {{W40kKeyword|Armiger Class}} Knights within 6" of the bearer add 1 to their hit rolls against that unit. ** Put this on a Knight Preceptor to get a swarm of Armigers hitting on twos and rerolling ones. *'''Cawl's Wrath''': Replaces a Plasma Decimator. Improves AP to -4 and adds +1 to damage in both regular and overcharged modes, 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. ====Household-Specific==== *'''{{W40kKeyword|House Terryn}}- Thunder of Voltoris''': Replaces a rapid-fire battle cannon. 72" Heavy 2d6 S9 AP-2 d3 D, and when rolling for shot number it rolls 3d6 and drops the lowest. Take this. It's 3d6h2 baby lascannon. *'''{{W40kKeyword|House Griffith}}- Mark of the Lance''': When you finish your Charge move, roll a d6; on a 2+ one enemy unit within 1" suffers D3 mortal wounds, which is improved to 3 mortal wounds on a 6. Basically a better version of the House Griffith Warlord Trait. (Why not Take both?) *'''{{W40kKeyword|House Hawkshroud}}- Angel's Grace''': Each time you suffer a mortal wound in the psychic phase, roll a d6; on a 4+ you don't lose the wound being rolled for. *'''{{W40kKeyword|House Cadmus}}- The Hunter's Eye''': Nullifies cover bonuses against the user's attacks. *'''{{W40kKeyword|House Mortan}}- Honor's Bite''': Replaces a reaper chainsword. S+6 AP-4 6 D, and wound rolls of 6 deal d3 extra mortal wounds. *'''{{W40kKeyword|House Raven}}- The Banner Inviolate''': {{W40kKeyword|Questoris Class}} only. All House Raven models re-roll 1s to hit in the fight phase when within 6" of the bearer. *'''{{W40kKeyword|House Taranis}}- Fury of Mars''': Replaces a Thermal Cannon. Same statline as the basic one for the most part, but has an increased range of 48" and you get the Melta effect (two D6 take the highest Damage) at its full range. *'''{{W40kKeyword|House Krast}}- The Headsman's Mark''': Improves damage for all weapons by 1 when targeting an enemy with 10 or more wounds. If the target unit is {{W40kKeyword|Titanic}}, damage is improved by 2 instead. Superb for both Dominus variants as well as Gallants. Putting this on a Crusader will also let it out shoot a Dominus for quite a bit less if you were thinking about just taking the one knight. *'''{{W40kKeyword|House Vulker}}- The Auric Mask''': When an enemy takes a Morale test within 12" of the user, it must roll 2d6 and keep the highest.
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