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====Ranged==== <tabs> <tab name="War Dog"> *'''War Dog Autocannon:''' 60" Heavy 2D3 S7 AP-2 D3. Exactly the same profile as the Predator autocannon, which was already really good, but the extra range provides you an excellent means to become a skirmisher bar none. Just be careful, as the Executioner's twin autocannons means you have no defense against enemies that charge you aside from just running away. Fortunately, 12" movement means you will probably outrun anything that isn't jump infantry or a bike/skimmer and you can always rely on your stubber or melta if you're stuck in. *'''Avenger Chaincannon:''' 36" Assault 12 S6 AP-2 D1. Decent range with a boatload of shots that makes it better suited for wiping out mobs with glee. While it loses in range against the autocannon, you're getting more than enough shots to compensate and the infantry you're firing at likely won't care anyways. *'''Daemonbreath Spear:''' 30" Heavy 3 S9 AP-4 D1d6 melta (+2 damage at half range or less). Basically just a longer ranged meltagun with more shots. Will absolutely annihilate vehicles, especially if combined with the meltagun you get if you replace the default heavy stubber. 30" range means you can get into half range with more safety against counter attacks. 12" movement makes getting in range a cakewalk and if any enemies do get close enough to counter attack you've at least got a melee weapon to clear out mobs of enemies. </tab> <tab name="Abhorrent"> *'''Despoiler Gatling Cannon and Heavy Darkflamer''' - The best all-rounder, at 60 for one and 140 for a pair all told. Heavy 12 S6 AP-2 D2 is the absolute champ against all kinds of infantry, including TEQ (that 2 damage in particular will make Primaris marines and the like cry), although it has clearly been designed exclusively with GEQs in mind (S6 wounds them on 2s, and -2AP ensures they don't get a save). Tears up light vehicles and can do useful work against the heavy stuff - outshooting the BC even if it doesn't match the Inferno cannon. With a pair of these you will put out an ''outrageous'' 24 shots per turn - goddamn! **Combined with Daemonic Power (Infernal Household Ambition) this is strong as fuck, but has competition now with the very efficient double Thermal Cannons. *'''Daemonbreath Thermal Cannon:''' What melta guns dream of being when they grow up, 9e has now gifted us with both a more consistent amount of shots and a more consistent damage profile; 30" Heavy 2d3 S9 AP-4 D1d6+2 (d1d6+4 at half range or less). Will typically evaporate whatever you're aiming at. *'''Desecrator Laser Destructor:''' Exclusive to the Knight Desecrator, but at 72" Heavy 2 S14 AP-4 and D6+1d3, primed on eating tanks alive with this new and improved loyalist killer! **ALWAYS take The Diamonas relic if you want to take this weapon. Even just the change from Heavy 2 to Heavy 3 is worth the command point(s), let alone bumping up your strength so you can wound other knights and Lemans Russ on a 2+. *'''Despoiler Battle Cannon and Diabolus Heavy Stubber:''' The battle cannon is back to being the reliable MEQ-slayer it was. 72" Heavy 2d6 S8 AP-2 D3 Blast means that it will wipe out whatever marines it hits. It does have massive range, tied with the missiles for the longest range weapon available to the Despoiler class, and unlike Imperials, you can take two of them for good backfield sniping. Add a carapace gun for even more ranged blasting. *'''Volkite Combustor:''' How the hell the Dark Mechanicus found this is beyond us. Exclusive to the brand-new Abominant at 30" Heavy 6 S10 AP-1 D3 makes it more than capable of burning through crowds, while the 3 mortal wounds on a natural 6 to wound allows it to wreck light vehicles. </tab> <tab name="Tyrant"> *'''Brimstone Volcano Lance''' Basically a smaller Shadowsword [[Volcano Cannon]], with fewer shots, (SS has 3D3 Dominus gets D3) 40" shorter range, 2 less Strength and d6+8 wounds instead of 2D6 from its Shadowsword-mounted cousin. But a 80" Heavy d3 S16 AP-5 D8+d6 Blast gun is still nothing to sneeze at. It also doesn't get the Shadowsword's bonuses against {{W40Kkeyword|Titanic}} which is a bit of a bummer. But the trail of destruction stratagem helps make sure that whatever you shoot at with this thing gets put down, '''PERMANENTLY'''. Also weirdly enough this is the only dominus arm weapon that actually costs points to bring. *'''Darkflame Cannon''' - 18" Heavy 3D6 S7 AP-2 D2 auto hits. This is '''the second''' most powerful flamer-like weapon in 40k (just after the Warhound's Inferno gun), but it comes at a risk. Being 18" range on such a massive model makes it very vulnerable to being focused down by enemy guns. And having to take the harpoon with it means you're a lot more limited in long range fire. However, if you're fighting a big horde army like orks or nids then it will single handedly scorch a swathe through their hordes. It also has the upside that being its a giant flamer, the auto hits means you don't have to worry about missing shots due to degrading ballistic skill. **Becomes straight up ridiculous when combined with Daemonic Power on Infernal Chaos Knights. You're essentially throwing 3D6 thunder hammers up to 18" inches away. Have fun! *'''Ectoplasma Decimator''' - 48" Heavy 2D6 Blast Plasma gun with all the same stats as a plasma gun and the same ability to overcharge for +1 strength and +1 damage at the risk of suffering two mortal wounds if you roll a 1 to hit. Due to the sheer number of shots you can get with this thing you generally want to use the trail of destruction stratagem to get as many successful hits and as few rolled 1's as possible. FAQ'd to only inflict mortal wounds on unmodified 1s and now receives blast keyword, making at incredibly deadly against blobs of necron warriors and chaos space marines packs. **A decent combo for Infernals: take D3 Mortal Wounds, pick Daemonic Power, buff the Plasma Decimator, use Trail of Destruction and supercharge. You're now shooting 2D6 S9 AP-3 Damage 3 plasma shots. Who needs Cawl's Wrath, anyway? *'''Warpshock Harpoon''' - 18" Heavy 1 S16 AP-6 '''DAMAGE 10!''' The highest damage weapon in 40k (discounting the D12 power claw on the Warlord Titan), with the added benefits of +1 to hit when targetting a vehicle or monster. In addition if it inflicts ANY damage the target also suffers 3 mortal wounds meaning it spits a ridiculous ''''''13 damage''''' in one hit. Even if your opponent makes 9/10 fnp rolls you still deal them mortal wounds as well. Any vehicle or monster with less wounds than a predator will most likely go from 100-0 in one shot, Daemon primarchs and enemy questoris/dominus knights will be severely wounded by it. With some lucky rolls, you can even kill [[Roboute Guilliman|Granddaddy Smurf]] in a single shot. With Strength 16 and AP-6, 99% of the things the harpoon hits will wound on 2's and will not have an armour save meaning the only thing that can stop this weapon is a successful invuln save. If you want to ensure that doesn't happen, ally with a Thousand sons sorcerer with death hex to strip your targets invuln save ahead of time. The harpoon does have one major weakness however, that being its range. 18" range is pretty short for a knight weapon meaning you will have to get close to use it and you will also most likely be in range of your enemies meltaguns, plasma guns or lascannons, and unlike the conflagration cannon, you don't have the safety net of auto hitting. You only get the re-roll hits against monsters and vehicles, and while your knight may be able to move 10" per turn, it may still take a while to get in range and give your prime target the business. However, be careful when going up against Mechrons, as their {{W40kKeyword|Quantum Shielding}} special rule means that, RAW, you cannot damage them at all with the Harpoon. 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 + 3 mortal wounds). </tab> </tabs>
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