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Warhammer 40,000/8th Edition Tactics/Chaos Knights
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====Tyrant==== *'''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 D1d6. 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; they come in pairs. Unlike its little brother, it also bypasses invulnerable saves, which means it works wonders against big multi-wound targets with high invulnerable saves. ** Try not to overload on these things. Their one shot per turn / one use per battle coupled with your mediocre BS makes them unreliable at best. You can't take any number of them aside from 2 or 4 on the models that can have them, but don't take more than 4 army wide, even if you've paid for two of the carriers. **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.
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