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Warhammer 40,000/8th Edition Tactics/Imperial Knights
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====Other==== *'''Thundercoil Harpoon''': MAN THE HARPOONS! But seriously, this thing is a monster. 12" 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''' rerolling failed hits against {{W40Kkeyword|Vehicles}} and {{W40Kkeyword|Monsters}} '''''and up to d3 extra mortal wounds''''' for good measure, that one shot will fuck up almost anything it doesn't just kill outright. ** Given that you'll 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) ** Hilariously, Quantum Shielding makes Necrons ''completely immune'' to this weapon, as they'll autopass their roll against a 10D weapon. *** Except for their Monoliths and spearing that thing is automatically taking it down to below half wounds.
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