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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. 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
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