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==Unit Analysis== All of the below are Lords of War, except for the Sacristan Warshrine (which is a Fortification). ===Named Character(s)=== *'''Sir Hekhtur “The Chainbreaker” and Canis Rex''': The first true named character for the Imperial Knights. Sir Hekhtur rides into battle in Canis Rex, a modified Knight Preceptor that is kitted out with a Las-Impulsor, a [[C.S. Goto|multilaser]], and a unique thunder strike gauntlet that has 2d6 damage and always deals at least 6 damage (this is worse than the Paragon Gauntlet, which is D8; ignoring models from W7 to W11, where the Hekhtur's Gauntlet is worse than this, you can think of his Gauntlet as D7.56). Uniquely among the Knights, Canis Rex's BS and WS both start at 2+ and do not degrade below 4+. More importantly, any {{WH40Kkeyword|Imperium}} model that flees within 6" of Canis Rex rolls a d6, with a 6 meaning that they don't flee. This makes Sir Hektur a good support for the Imperial Guard (fitting, since he was first introduced in the Regimental Standard). **If Canis Rex is destroyed without exploding, Sir Hektur is set up within 3" as if he was disembarking from a destroyed transport. Should he survive, his statline is similar to a Tempestor Prime, and he can fight with an Archaeotech Pistol, which is BS3+ Pistol 1 S5 AP-2 D2. While nowhere near as strong as he is with Canis Rex, he can still put out a few potshots with some Guard squads covering him, and Canis Rex isn't considered destroyed until Sir Hektur is also slain. **Sir Hekhtur is locked to {{W40Kkeyword|Questor Imperialis}}, meaning he won't play nicely with Mechanicus, but gets the +1 to Advance and Charge from the Imperialis detachment rule. He also has {{W40Kkeyword|Knight Preceptor}}, so he can use the Capacitor Charge stratagem. **GW forgot to put the standard wording in Exalted Court and Heirlooms of the Household preventing them from working on Canis Rex, but Heirlooms is useless, since the strat says a model can't have multiple relics and the rules for relics state that Canis Rex has a relic already. Exalted Court ''will'' work, but only in a Freeblade lance since court rules prevent Freeblades from having them, but the lance has an exception for that, and they also have a stratagem to let a Knight get a second relic so you CAN RAW put another relic on Canis if there in a Free Blade Lance ===Armiger Knights=== Baby's first Knight, and at movement 14", strength 6, toughness 7, 12 wounds, 4 attacks and a 3+/5++ save it is most certainly a knightly (if diminutive) sight, and 3 can be taken in one Lords of War slot. Be aware of the fact that you don't have access to the same "Super-heavy Walker" rule that the other Knights do and your weaponry is made specifically for taking on lone targets or groups of them at range, so avoid melee hordes like the plague (although a Warglaive's Chaincleaver ''can'' put out 8 attacks, so it's not like you're completely helpless). As of the FAQ, these guys still provide zero CP when in a Super-Heavy Detachment full of nothing but themselves, but effectively no longer stop your Super-Heavy Detachments from gaining CP if you have at least one Knight with the '''{{W40Kkeyword|Titanic}}''' keyword in the same detachment, thus allowing them to finally be the cheap point fillers they were advertised as. *'''Armiger Helverin''': The dakka variant of the armiger, armed with 2 Armiger Autocannons. These little gun walkers pack a surprising punch, the two of their cannons putting out 4d3 S7 shots each at a ridiculous 60" and with no to hit penalty after moving. Did I mention that each shot deals 3 damage?! Carapace weapon wise, Heavy Stubbers are the way to go. Their range, while not the best at 36", still gives the knight some distance. Plus, the extra shots help add to the bullet hose of the autocannons. Meltas are just too short range to help this knight. ** Their range is important. While a lucky round of shooting can see a Helverin put some serious hurt on the enemy, more often than not against anything with a good save or toughness they'll only get one or two shots through. Being able to fire 60" puts them out of range of a great deal of the more common weapon systems in theory but in reality you don't have many models and need them forward on objectives where they are targetable. At the end of the day the Helverin occupies a nice slot and will do well much of the time, but needs to be able to get 3 turns of shooting out on average to take down a T7, 10-12W, 3+ target. Plan accordingly, or find easier to chew targets. **They are as woeful in melee as most vehicles. **If you are running a full knight army do not target vehicles with these guys. Sit on objectives and slaughter Infantry in a hail of high caliber shells while your bigger Knights destroy the bigger targets and act as fire magnets. The "Thin Their Ranks" engine war stratagem greatly helps Vs large units. **If you expect to get close to the enemy, ''never'' take one of these; once you're within 36", a dual lightning lock Moirax will completely outperform it against just about any horde in the game, while a dual volkite Moirax will beat it against just about anything (and if you're up against an army whose tough/hard units have good saves, within 24" a pulsar + lightning lock Moirax beats this against ''anything''). *'''Knight Moirax''' <sup>(Forge World)</sup>: The long-awaited Forge World Armiger is a much-welcomed addition to the family, bringing some very flexible firepower for quite cheap (for Knights, anyways, and cheaper than regular armigers). Unlike the previous two, which are locked in their weapon loadout except for their carapace gun (which ultimately isn't even a real choice), the Moirax has a lovely variety of weapons it may pick and choose from. The best part is, you can mix and match in any way you want, including double guns! They are 1-3 per slot (like regular armigers), giving you the option to field any number of them even with the Rule of 3. its Special rules is a 6" heroic intervention for titanic Household buddies. <tabs> <tab name="Moirax Siege Claw and Rad Cleanser"> Your melee weapon choice made all the sweeter for being completely free! As one might expect, it's a scaled-down version of the Forge World Questoris Knight's Hekaton Siege Claw and Twin Rad Cleanser, granting a D1d6 Power Fist that shares the Hekaton's new vehicle busting rule (+2 Damage vs Vehicles and Titanic units), as well as the lovely buffed Rad Cleanser's D6 auto-hitting, almost auto-wounding D3 bullshit. While having two melees does nothing for you, a pair of Rad Cleansers will make everyone cry for cheap. A Moirax with a pair of claws makes for a premium Monster hunter, guaranteed to give your Tyranid friends flashbacks of their Carnifexen having their legs pulled off one by one. Even if you're not going double claw, having one of these is never a bad idea. *The claw outperforms the warglaive in melee vs vehicles but the warglaive outperforms the Moirax vs infantry. The Grav/Claw combination is pretty interchangeable with the warglaive. *Because the Claw and the Cleanser are typically good against exactly opposite units - you usually won't face non-vehicle titanics - the pair makes the Moirax a credible close-range jack of all trades, but you'll need to get ''very'' close to use them. Cleanser vs screens and claw vs the thing behind the screen. *The Rad Cleansers love the blessed arms tradition giving +6 range gives a lot more wiggle room. </tab> <tab name="Moirax Conversion Beam Cannon"> Shove off, Helverin, the ''real'' long-ranged Anti-Tank walker is here. A mini version of the Asterius Knight (get used to this trend) With D3 S10 AP-2 D4 shots outside of 36", and the mobility to ''stay'' that far away, this gun ''looks'' like an excellent deal. The one plaguefly in the sacred machine oil is that the MCBC is limited to 1 per knight, making it a terrible choice in practice - outside of 36", it'll do a credible job of chipping away at things, but at a ''worse'' points efficiency than just about anything else you can field, and inside of 36", it's worse than any of the 5 point guns. As a result, you're usually better off picking something else, and committing to getting within 36". * The Imperial Armor Compendium now lets you rock two of these, at the cost of twenty points. Now we can finally run the Moirax as a highly mobile Great Value Asterius. Also, the ranges have changed now. Each moirax conversion beam cannon does D3 S6 AP 0 D2 shots between 0-18", S8 AP -1 D3 between 18-42" (which pairs decently with any of the 24"/36" moirax guns if you choose to mix and match) and S10 AP -2 D4 between 42-72" (ideally you would be doubling up on the conversion beam cannons if you're relying on this profile). </tab> <tab name="Graviton Pulsar"> A super Grav Cannon, with D6 shots (blast) at S6 AP-3 D2, up to D3 vs 3+ or better saves. Falls to the same pitfalls as most Grav weapons, as while the AP and Damage scream Anti Tank, its lackluster Strength and 3 damage is actually better at killing MEU/TEU and may not be overkill if they happened to have some kind of FNP. Has a strong niche against Light Vehicles with good armor, like Armoured Sentinels and Landspeeders, but the Lightning Lock and Volkite Veuglaire have very similar stats at a better range. It still does surprisingly well in the anti-tank role with its high rate of fire and assurance that if a shot ''does'' wound, it's going to fucking hurt - provided you are shooting targets that have a 3+ or better save, at least 3 wounds, and don't have a great invuln, this will usually be your best gun. In 9th, this weapon outperforms lightning locks against 2W and 3W (3+) models, which is useful considering all marines got upped to 2W and gravis to 3W. Being d6 Blast, it also comes closer to the Lightning Lock's number of shots when targeting hordes (on equal 12 shots/8 hits vs. 12 shots/12 hits). </tab> <tab name="Lightning Lock"> The little sibling of the (now buffed!) Magaera. A flat 6 Shots PER GUN at S6 AP-2 alone stings enough, but when you add in the extra 2 Hits per 6 rolled, undamaged armigers averages as many hits as it has shots. See that Cultist horde? Me neither. Prime escorts for a Knight Preceptor to keep those hits rolling in. The best gun you can field for murdering most basic units of infantry you will face, including GEQ. Against MEQ, it is slightly overshadowed by the graviton pulsar, due to marines going up to 2W. </tab> <tab name="Volkite Veuglaire"> You guessed it, it's a tiny Styrix gun. This gun out-ranges the Pulsar, having the same range as the Lightning Lock, but the Lock is a superior horde-clearer, and the Pulsar is ''usually'' a better heavy-clearer. The only time the Veuglaire is better is against heavy targets with excellent invulns, like storm shield terminators, Death Guard Terminators, Adeptus Custodes and Thousand Sons. *Forgeworld only stock twin lightning lock moiraxs or Volkite/Claw. Other weapons are an extra cost on top. Although it is pretty easy to stick your spare volkites on a warglaive if you want a cheap extra chassis as their similar enough. </tab> </tabs> *'''Armiger Warglaive''': An armiger armed with a mini Thermal Cannon called a Thermal Spear at 30" Heavy 2 S8 Ap-4 D1d6 (D6+2 at half range, like all melta weapons), as well as a Chain-Cleaver that has two attack options: Strike and Sweep. Strike is Sx2 AP-3 D3 and Sweep is SU AP-2 D1, 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. Carapace weapon wise, it depends on what your view the role of the Warglaive. If you view it as a tankbuster, going into melee VS heavy infantry with the strike profile or if your a House Imperialis the Melta is your best bet. The Armiger is going to be up close anyway, so the melta's range isn't going to be an issue. The ability to shoot after advancing is a nice bonus and the heavy Stubber, while having nice range, doesn't compliment well with the knight. However if you want Warglaive's going into melee using your sweep profile against lighter infantry AND your a Mechanicus house, then the Cognis Heavy Stubber can give you 4 additional shot's against lighter targets in melee. **A good if not amazing all-rounder. A unit of Warglaives pose an existential threat to most armoured forces in the game at range and can reliably chew through most things in melee because of their dual profiles. Larger hordes will still pose an issue but such is the life of a Knight. Effectively a [[Devil Dog]] with melee weapon. The real effective use is with Sally Forth. Watch your opponent's face drain of hope and life as three of these babies appear in the right place at the right time to erase several pieces of armor and charge into his squishy underside, then follow up with Pack Hunters for rerollable charges. ** Pairs well with {{W40Kkeyword|House Raven}}'s ability to Advance without penalties. ** Now only 145 pts per model according to the new codex, making them the cheapest unit availible to us. ===Questoris Knights=== Now moving 10" and no longer having attack multipliers on Titanic Feet, the Big Boys have seen a few different improvements in 9th, and gained special abilities to buff Armigers. *'''Knight Crusader''': The gun platform for Questoris Knights, armed with an Avenger gattling cannon and your choice of Thermal Cannon or RFBC. Either set up can perform well; whether it's melting Vehicles and shooting up elite infantry, or with the battle cannon in an anti-infantry role. The Bondsman ability allows you to select an Armiger within 12" to get +1 to their Ballistics Skill, which works great for Helverins and (presumably) post-FAQ Moiraxes. This loss of the attack multiplier on Titanic Feet hurts a bit, but make no mistake; the Crusader remains a good choice. *'''Knight Errant''': After being neglected for much of 9e, the Book of Rust offered a glimpse of the Errant's potential with the House Raven's relic Thermal Cannon. Now with the 9e codex, that potential has been unleashed in the form of 30" heavy 2d3 S9 AP-4 d6+2 (d6+4 at half range) thermal goodness, and the choice between either the sword or the gauntlet - both of which have sweep profiles (and have outstanding relics to choose from). The Bondsman ability is excellent too; pick an Armiger within 12", that unit can declare a charge in a turn which it advanced AND you add 1 to it's to Advance and Charge rolls, which means after staring down the Thermal Cannon people will need to deal with the Errant and a yeeted Warglaive. With all of this, the Errant now settles into being our best Big Game Hunter. *'''Knight Gallant''': Comes stock with 5 attacks, a 2+ weapon skill, and 12" of movement over the standard knight - it comes kitted out with a chainsword and gauntlet, making it your go to melee knight unless you want to go to forge world for a lancer. The Bondsman ability isn't bad either; +1 to the Weapons Skill for an Armiger. Like in previous editions, the Gallant makes for one hell of a distraction as a 400 point melee missile. *'''Knight Paladin''': Comes with a Reaper Chainsword and a Rapid Fire Battle Cannon. On one hand the loadout doesn't make much sense; the RFBC has 72" range while you also have a melee weapon, but on the flip side this Knight is well-suited to splitting attacks between two targets. While the buffs to the RFBC (flat 3 damage!!) and melee options (sweep attacks and great relics!) alone would make the Paladin a solid choice, the real money is with the Bondsman ability; select an Armiger 12" away, that unit can re-roll 1s for both hits and wounds. Overall the Paladin, much like the Errant, has finally found its footing in 9th, with the Paladin finally becoming the all-rounder it always should've been. *'''Knight Preceptor''': The knight preceptor takes the role of a Knight drill sergeant. His Mentor rule now makes him act as a Chaplain, which is very excellent. Comes packing a reaper chainsword, which it can swap for the gauntlet, and a Las Impulsor is a good all-purpose weapon that synergizes nicely with both types of Armiger: Dispersed mode can thin out infantry swarms that might tarpit a Warglaive, and Focused mode deals with the tough armored targets that the Helverin's autocannons can't reliably damage. Can take all the standard carapace weapons and, funnily enough, replace its heavy stubber with a [[C.S Goto|multilaser]] for free, which means you'll never, ever take a heavy stubber. No Bondsman ability for the Preceptor, they're too busy doing Knightly Teachings. *'''Knight Warden''': Boasts a Gatling cannon with built-in heavy flamer and reaper chainsword. This will perform well against almost any target, and it's a good candidate for the gauntlet upgrade to shore up its marginal weakness against landraiders and their ilk. The Bondsman ability has an Armiger you select from 12" away count as 10 models when holding objectives, which considering Armgiers are obsec, isn't that bad. *'''Questoris Knight Magaera''' <sup>(Forge World)</sup>: Received several changes over the years and has settled into a fantastic all-around role. To start, it's ranged attacks ignore cover, which is excellent as opponents will likely be hiding in cover on several occasions. The lightning gun is Heavy 8 S7 AP-2 D3, and every hit roll of 6 scores a bonus 2 hits, which acts like a to-hit bonus but better due to interactions with things like re-rolls; you're likely average around six to eight hits with the gun. Instead of a the pop gun or melta, we get a phased plasma-fusil (again another throwback to 30k) which is a twin plasma gun that can't overcharge but clocks on at 24" Rapid Fire 2 S7 AP-3 D2. Melee-wise it comes with a Reaper Chainsword by default, but the real value is swapping it for a Hekaton Siege Claw (which looks like one of those prize grabber claws at an arcade) which has Sx2 AP-4 D6, -1 to hit, +2D against {{W40Kkeyword|Monster}}s and {{W40Kkeyword|Vehicle}}s, or a second profile which is the same as Titanic feet, but strictly better, as they deal D3 damage while still making the 3 hit rolls. The siege claw also comes with a twin rad cleanser from 30k: 12" Assault 2d6 S2 AP0 D3, Automatically Hits, Poisoned (2+), which is ''radically'' better than a Heavy Flamer. Generally you want to get within 12" and melee to make the most of the claw and Plasma-Fusil, but the Lightning Cannon does add some ranged punch. On top of all this; a 5++ in melee that '''can''' be rotated with Ion Shields. Comparing the Magarea to other Questoris Knights is tricky; you're basically trading the Carapace weapon to ignore cover. Ultimately, you'll want to pick based on what you value with the shooting weapon(s) and associated strats and if that outweighs not having the Claw, which is our best melee weapon for Questoris models. *'''Questoris Knight Styrix''' <sup>(Forge World)</sup>: Ignores cover, and comes with a Vulkite Chierovile (Heavy 5 S8 AP-3 D1d6, nat 6 to wound is +2 Mortal Wounds), which is incredibly swingy - and with only five shots, you'll find landing those wound roles of sixes difficult. It also has Graviton Crusher (Heavy 1d3 S6 AP-3 D2, D3 against Sv3-, ''does not'' have Blast). Overall, it's inferior to the Magarea due to it's main gun lacking the damage output of the Lightning Cannon. ===Dominus Knights=== The "biggest" Knights yet (discounting the walking box that is the Porphyrion, and the ceratus chassis. GW calls it a big knight, but it isn't that much bigger than the classic knight chassis), with 28 wounds each, the usual strength and toughness of 8, a 2+/5++ and packed full of guns. But unlike the Questoris Knights these are only WS 4+ so they won't handle close combat so well. Both knights have twin-linked melta turrets and 3 hardpoints, each of which can be equipped with either a turret with 48" Heavy 2D3 S7 AP-1 D2 Siegebreaker Cannons, or a pair of one-shot, one-per-turn 48" Heavy 1 S10 AP-4 D1d6 Shieldbreaker Missiles that ignore Invulnerable Saves. Note that you have to take two of one, and one of the other. If you have the points, always take the Cannons - ignoring invuln saves is fun, but unreliable. *Shieldbreaker missiles seem weak at first, but because, of their AP, they technically ignore both invul and armour saves, making them absurdly good for sniping characters, especially those with 6 or less wounds. *However, the flipside is, you can still only fire one per turn. If you can afford it, make sure you think hard about whether you'd rather have the option for a 3rd missile on turn three (when, odds are, either your knight is dead or you've already won) or if you'd rather fire the extra cannons while he's still alive. Seriously consider giving these guys the 'Ion Bulwark' warlord trait. 'Rotate Ion Shields' costs 2CP on them and they ''will'' attract a lot of fire. *'''Dominus Knight Castellan''': Comes with a 48" Heavy 2D6 S8 AP-4 D2 Plasma Decimator (S9 AP-4 D3 if you Overload, but it suffers 2 mortal wound for every roll of 1 to-hit, so a way to re-roll 1s and/or access to a repair mechanic is a wise choice) and an 80" Heavy 1D3 S16 AP-5 1D6+8 dmg Volcano Lance. This is GW's answer to FW's Atrapos. While not quite as good against other superheavies, it's a superb vehicle killer. Fire at a Guard tankline and watch it evaporate. The QUESTOR MECHANICUS Household Tradition is the only way to get access to the Cawl's Wrath relic. An upgraded Plasma Decimator. Giving you two reasons to always have a Castellan in your army. With the stratagem of the house Taranis you can resurect it with a 4+. **At 625 points post september 2022. *'''Dominus Knight Valiant''': The short range version of the Castellan, trades the powerful long range firepower for RIDICULOUSLY lethal short range guns (plus the twin meltas and same hardpoint weapons options as above). It sports the Flamer-type 18" Heavy 3D6 S7 AP-2 D2 Conflagration Cannon and the 12" Heavy 1 S16 AP-6 D10 (Yes, you read that right - and its real damage output is even higher!) Thundercoil Harpoon. The harpoon gives-you +1 to hit against {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTERS}}, and deals an extra 3 Mortal Wounds to the target unit if it deals any damage, making the 10 DAMAGES an ''underestimate'' of its damage. Try and avoid firing against things with invuln saves. **The biggest weakness of this guy is that he needs to get in close to do damage, but has the slowest movement of all Knights. Assume you won't be able to fire the big guns for the first couple of turns, and position to break line of sight. This can't be stressed enough. If you are up against a cc army, the valiant is great, because no one wants to get close, but against a gunline, that's a lot of turns of wasted potential. **A Hawkshroud knight valiant can provide fantastic protection for imperial allies, for 2cp it can fire it's overwatch including that auto-hitting conflagration cannon at a charging enemy unit, this is a potentially game winning strategy particularly if your opponent is caught off-guard. (No longer an option in 9th...) ===Forge World Knights=== Remember that these guys also have the {{W40kKeyword|<HOUSEHOLD>}} keyword, so you can buff them appropriately if your army is battleforged around that keyword. As of the IA Compendium, these guys are affected just fine by all your fancy Codex rules apart from their limited access to relics. Fortunately, the 9E codex has seen a lot of the strats drop their more restrictive conditions so that you're not entirely hosed despite some of the limitations on equipment. ====Acastus Knights==== Unlike the Dominus Knights, who are only an inch or so taller than a normal Knight, these things are ''big''. They used to be T9 with more damage bracket levels (like usual FW superheavies) but got decreased to "slightly above Dominus" profile (just +2W, -1A). *'''Acastus Knight Asterius:''' A Porphyrion that has swapped out its magma cannons for 4 FUCKHUGE C-beam cannons. You know, the things that increase in strength, AP, and damage the further away from the target you are? These monsters max out at S16 AP-3 D6, though even at the minimum range they still kick like a mule, at S12 AP-1 D2. However, with a knight's high movement, this probably won't be that much of a problem. Couple with the fact that you're delivering 2D3 shots per gun and you've just quashed any hope your opponent had of even getting to use their own superheavy. And we're not even done yet! It's got a Karacnos Mortar Battery to drop radioactive death on infantry that basically cannot be denied. Cover? You wish. Line of Sight? Get fucked, buddy. High Toughness? Oh, that's just adorable. It's also got a pair of Volkite Culverins to give some extra close-range kick, just in case your opponent tries to close and reduce the brutality of your guns. Unfortunately, the very decent guns aren't decent ''enough'' to cope with the Asterius's absurdly high point cost, meaning it's ''worse'' at murdering just about anything than a properly kitted out Crusader or Castellan. *'''Acastus Knight Porphyrion''': The big brother of the other knights (seriously, this thing is huge), with four massive guns that give Tau armies inferiority complexes. The default loadout comes in at over 780. While this thing is a murder machine with on average 8 S12/AP-3/D6 shots from its two twin magma cannons, the increase is going to make it hard to fit much else in a list. You may as well upgrade the autocannons to lascannons because why the fuck not. With T8, '''30''' wounds, and 3+/5++ vs. shooting, it's not going anywhere in a hurry neither. It will smoke a Leman Russ in a single volley with room to spare and stands a chance of crippling (if not outright killing) a landraider. Also has the honor of being the only FW Knight that can mount a carapace weapon. In addition to the usual Ironstorm, it can also take its own unique weapon, a rack of Helios Defense Missiles. It more or less functions as a hybrid between the Icarus and the Stormspear, firing one less missile than the latter and dealing a flat D3 instead of D1d6, as well as gaining a +1 bonus to hit {{W40Kkeyword|Aircraft}}. Took a harsh hit in the 2019 Summer update, being knocked down to BS3+ and T8, same as every non-Armiger knight. On the upside, it can fire its main guns on Overwatch now. Woo? **Although you’ll mostly only use this in apocalypse battles, consider taking this instead of a Baneblade (plus something else to make up the 300-400 leftover points) as your anti-armor, as fully kitted out with all the lascannons there is nothing smaller than a titan or one of the tougher knights which can survive against it, and at T8 and 30 wounds there is little outside of those same categories and hordes of lascannon guardsmen which can destroy it. Your opponent will also be thinking of little else while this is on the board, and unlike a war hound, you have points left over for meatshields or elites in a 2000 point game. **Keep this thing out of melee, yes it’s S8 and T8, yes it “can” retreat from melee and still shoot, but with no proper melee weapon, only 3 attacks at WS4+ (undamaged), a normal knight will do a lot of damage to a Porphyrion (if it can ever get close enough. It’s low attack count and no anti horde guns also mean that it will get tarpitted.) **An excellent candidate for Armiger bodyguards, two Helverin Armigers with their two autocannons each will throw out a lot of quality dakka downrange, which will threaten anything T7 or less while still putting out the shots to at least moderately dent hordes. Such a setup allows you to run this knight as your warlord, opening up a huge array of possibilities for improved invulnerability saves, accuracy, and armour. A pair of double Claw and Cleanser Moiraxes will also be an excellent deterrent. *** The Imperial Armor Compendium has blessed us with a big point reduction; big boi is now sitting at 780 points, which gets you crazy anti-armor, two autocannons, and some ignore line of sight missiles. For an extra 10 points you can swap out BOTH autocannons with lascannons! ====Cerastus Knights==== All Cerastus knights are a bit faster than stock, with a 12" move, and have 26 wounds, making them a little better than the Questoris chassis. Though not included in the statlines, each model does still possess the same stomp attack as any codex knight. *'''Cerastus Knight Acheron''': The Crazy World of Arthur Brown. I have only the most up-to-date cultural references. The Acheron flame cannon does 2D6 S7 AP-2 D3 hits at 18". This is a solid choice against pretty much any target, almost as good as the Avenger against infantry, almost as good as the Thermal Cannon against vehicles (only really falling off vs. the really heavy stuff). Barbecue those annoying Tau stealth suits with their negative hit modifiers. Twin heavy bolter is just gravy. The chainfist is equivalent to the gauntlet, trading the volleyball effect for no -1 to Hit, which is probably a worthy exchange. **With the flame cannon hitting with '''''3''''' damage, charging an Acheron is basically suicide to any unit ''if'' you're willing to spend the CP to overwatch with it. The Acheron enters and leaves fights on its own terms, no one else's. This can be a good strategy to mess with hard hitting melee units. ** Pair this with House Raven for some ludicrous reach, being able to advance and still fire your flamer as if moving normally allows you to reliably knock out medium and light vehicles with ease, flyers in particular, which would normally rely on their speed to pick off vulnerable targets while avoiding retaliation, are particularly vulnerable. **''Acheron vs. Valiant'': Now you might be thinking, which flavor of crispy burning goodness do I want to inflict on my opponent? In the Valiant's favor, its Conflagration Cannon is better at it's job of murdering infantry. +1D6 hits over the Acheron's Flame Cannon at the cost of -1 damage means it deals the same amount of overall damage to heavy targets, but roasts a greater number of 1W and 2W squishies. In addition, the Valiant packs an impressive amount of anti-tank weaponry with which to murder heavies. On the other hand, the Acheron is MUCH quicker, allowing you to get in there and start setting people on fire that much sooner. It also packs an actual melee weapon, letting you give some unfortunate tank an Imperial Fisting after reducing its infantry escort to ash. Finally, the Acheron is a fraction of the cost of the Valiant, allowing you to squeeze in an additional cheap Knight or a couple of Armigers to run up the field alongside it AND doesn't burn up half of your CP to use Rotate Ion Shields. In summary, the Valiant has the better flamer and can handle a broader range of targets, but the Acheron carries it better and is more easily taken with friends to cover its weaknesses. ***Take both and burn everything (smaller than a superheavy). ****The Imperial Armor Compendium has gifted the chainfist dual profile - a "sweep attack" which does three hits rolls instead of one (S: User, AP-2, 1D3 damage) and a "saw attack" that hits with the S: x2, AP-4, 6D profile. Note that the sweep attack has the same statline as the Titanic Feet that all knights are equipped with (appearing in the wargear section, but not having stats shown in the compendium), a forebear to 9E's revamps to melee by nerfing feet. Sadly, this still won't work with any relics or the Chainsweep strat. **** The Imperial Armor Compendium has also gifted us with a point reduction(!) to 480 points, making the Acheron a solid unit to bring that no one will dare charge in fear of being overwatched/chainfisted. *'''Cerastus Knight Atrapos''': The weird middle child of the knight family with some unusual weapons and sculpting. Same stats as all other Cerastus chassis with the same abilities except for a shiny new 5+ Invuln save that works in melee and +1 hit modifier for shooting units with the {{W40kKeyword|TITANIC}} keyword. So overall, a nice buff that makes it ideal for dueling other super heavies, both at range and in melee. Its weapons are very similar and received a hefty rework in the Summer 2019 update. The Graviton Singularity Cannon is a whole different beast now, with two firing modes. The first, Contained, is more or less the old profile, minus the "lottery", at 4 S8 AP-3 D4 shots. The other mode is Singularity, which is a toned down version of the old "jackpot", granting ''4+D6'' S14 AP-4 D3 attacks. The catch is that when you pick the profile, roll a D6; on a 1, 2 or 3, you take D3 Mortal Wounds. Overall a significant buff, allowing you to hit like a de-orbiting cruiser when you need to and avoiding needless self damage when you don't. Its other weapon, the lascutter, is even better now! It still has 2 profiles, a Heavy 1 S12 AP -4 Damage 6 shooting attack that now shares the melee mode's Wound re-roll vs Vehicles and Monsters instead of its old extra attack on kill mechanic, and a S+6 (so 14, same as its old flat Strength) AP -4 Damage 6 melee attack that can roll failed wounds against monsters or vehicles. In addition, the Atrapos differs from other Cerastus Chassis by having an additional ability; Macro Extinction Protocols. This adds plus 1 to any hit roll of an attack made against a unit with the {{W40kKeyword|TITANIC}} keyword. This makes the Knight Atrapos quite a good pick when going up against a vehicle or monster heavy army, as well as be a bit more of a bullet sponge, just be aware of the very short range on your weapons. Now that the lascutter is tied to Strength. It makes the Atropos an ideal target for Strength boosting effects to reach that S16 sweet spot. **In addition to stomping, the IA Index gave the lascutter a dual profile in melee. The sweep attack does the usual x3 hits while doing a tasty S6, AP-2, 3D - the focus attack still hits like a truck with the S12, AP-4, 6D and re-rolling wound against monsters and vehicles. **The Imperial Armor Compendium has KEPT the still shiny 5++ invuln save. Combined with a point reduction(!) to 520 points, the Atropos is now a premier vehicle/monster hunter. *'''Cerastus Knight Castigator''': Comes equipped with a Castigator bolt cannon and Tempest Warblade, which now might be the forefront for "new best melee weapon". The Castigator bolt cannon now puts out an impressive ''16'' S6 AP-2 D2 shots at a decent BS. Meanwhile, the Warblade strikes at S+6 AP-3 D3, two less damage than before, BUT it now swings twice for every attack you make with it. That's 8 Attacks base before any traits or Household Traditions. As you can imagine, this stack beautifully with any boosts to Attacks. **Possesses the best anti infantry gun a knight can have, the only better gun any model can have (without twin linking etc) is the Vulcan mega bolter, which puts things in perspective. It's a superior horde clearer with the bolt cannon and it having an incredible melee weapon. At 460 points, this is still solid value. *'''Cerastus Knight Lancer''': This is your ''real'' close combat specialist and has a speed boost to prove it. Its lance has two profiles: The standard weapon is S+6 (S14) AP-4 D6 and can shoot six S6 AP-1 Dd3, but if you charge, that lance becomes Sx2 (Upping it to S16) and D8, a true menace to whatever it faces. However what really makes this stand out is that it gets a 4++ in the fight phase, which lets it spar much more comfortably with other melee bruisers (note this does mean you're technically vulnerable to out-of-phase attacks like Acts of Faith etc.), and imposes a -1 to hit against enemy titanic models in melee, which coupled with its 4++ invulnerability save makes it the toughest of all the knights against a all targets except a Reaver with a melee weapon. Its ranged attack isn't too bad and at 420 points it's not even that expensive. **Your main issue with this knight is getting it into melee with another knight or Titan as your opponent will see it coming from miles away and keep all their super heavies as far away as possible from your probing lance. With the new codex, take full advantage of this knight. Rotate ion shields works on its melee invulnerable save and with the right choices this thing will make first turn assaults. Take the landstrider trait for +2 advance and charge. Take helm of nameless warrior for 2+ws. Use the advance and charge stratagem to nuke that superheavy turn one. Combine with household traits for more goodness, Terryn being the best. Advance 3d6, dropping the lowest, then charge 3d6, dropping the lowest. With Land Strider, a Lancer has an average move/advance/charge threat range of 36 inches. ===Sacristan Forgeshrine=== For a very lean investment, you get a platform that can heal your giant robots and protect any tech-priests/Techmarines you want around to heal your giant robots more effectively. It can also grant either an extra 6" move for when you want to move away from it, maximize out the number of shots from a non-relic ranged weapon, or restore any previously used shieldbreaker missiles. Allows for either very tough ranged knights or very fast melee ones (or both). However, as this costs both a full detachment and requires your Knight to give up a round of shooting, its use is ill-advised. *The Ritual of Reloading works well with a Valiant as a charge or deepstrike deterrent if you have nothing good to shoot at during your turn; the Ritual specifies the next time the weapon is 'fired', so an automatic 18 Conflagration Cannon hits if you're expecting an alpha strike is totally doable (even more flexibly with the Hawkshroud stratagem). Can also be paired with Cadmus's stratagem if your opponent is keeping all their high value targets in reserve and you expect them to deepstrike in. Still kinda pricey for a niche use, though... *Works good for creating a DISTRACTION CARNIFEX with any ranged Knight. If your opponent ignores him, punish him with full firepower/ a charge from across the map. If they shoot at it, use your healing from relics, allies and such to shrug it off. Might be a bit pricey but that face when their Shooting was wasted or slammed by an entire volley at full power will be worth it. *It actually makes your Knight worse. Two shooting phases at random dice is statistically better than one at max shots, same with two movement phases rather than one slightly better one. *If you are running a Questor Imperialis Imperial Knights detachment, this is the only way to get repairs on one of your knights. Bring either Imperial guard allies for a tech-priest, or Space marine allies for a techmarine (though the IG techpriest is probably your best choice) to make full use of the Ritual of Repairing, and to repair other vehicles on your personal repair station (like leman russes). *Its only real use is in new Apocalypse game, where this terrain don't have downsides of 40k version.
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