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===Abhorrent-Class=== Your equivalent to the Questoris-class knights. All of them have 24 wounds with S8/T8. They also all have a movement of 10" with the exception of the Rampager's 12" movement. *'''Knight Desecrator:''' The Chaos equivalent of the Preceptor, the Desecrator shares the Rampager's lack of upgrade options - it's only slightly more versatile in that you can choose either melee weapon for it to pair with its gun - but at least it has a new weapon option in its laser destructor, which gives up the las-impulsor's versatility in exchange for greater effectiveness against vehicles and monsters. Allows nearby War Dogs to re-roll shooting hit rolls of 1. In true GW fashion however unlike its loyalist counterpart, the Desecrator for whatever stupid reason cannot take a carapace weapon. Presumably because they didn't put one in the box. *'''Knight Rampager:''' At first glance, it looks identical to the base Knight Gallant, but without the option to take a carapace weapon. This is nowhere near as busted as last edition without Frenzied Rampage to boost it, but this does give an aura to let nearby War Dogs to re-roll melee hit rolls of 1. This can make it a useful support, especially for any gangs of Karnivores with their claws and chainswords. *'''Knight Despoiler:''' The only knight without a clear-cut loyalist counterpart: you pay for the chassis with a fist and chainblade by default and can swap either of them for the gun(s) you want, even doubling up on a weapon if you feel so suitably insane. Even better, you can take the goddamn carapace weapons no other knight can grab. Because you have more flexibility in choosing weapon arms, a properly kitted out ranged Knight should ''always'' outperform an Imperial one, sans buffs, because unlike them, you can double up on the same gun arm - for example, you can take the incredible double avenger combo, which they can't. The stock melee loadout they ''can'' take, but you can do that and gain an extra attack if you charge, get charged, or heroically intervene, forcing them to reconsider such notions. Furthermore, your aura lets nearby War Dogs heroically intervene even if the Despoiler isn't your warlord, which can make for a big bubble of no-charging if you select another knight to be warlord. *'''Knight-Abominant:''' The big new showpiece of 9E, a psychic knight with a surprisingly intact volkite combustor that, while not too effective on knights with only AP-1, does deal three mortal wounds on a natural 6 to wound on top of its base 3 damage. It also has two melee weapons besides the stomps, both of which make up for the surprisingly pitiful 3 attacks as the scourge triples your attacks for S:User AP-2 D3 attacks while the mace gives you an additional d3 S:User AP-2 D2 swings. **KHORNE marked get's +1 WS and +1 Attacks (which becomes 3 more swings with the scourge), but loses psyker. Kinda weird option, as being a psyker is this guy's thing...
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