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===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+.
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