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Games Workshop - Warhammer 40,000 - Chaos Knights: Knight Abominant/Rampager/Desecrator

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Explodes – When this model dies, roll a D6. On a 6, it explodes and each unit within 2d6” suffers d6 mortal wounds. Obsession is common amongst the servants of Chaos; amongst the Fallen Nobles who pilot Knights Desecrator it finds expression in a desire to relentlessly annihilate every trace of their enemies.

I ( Wings ) do think that maybe a bit more nuance could have been applied here, as outside of Canis there’s been a very strict formula applied that doesn’t seem to take much account of individual capabilities. I think 60pts on Wardens and Crusaders was probably correct, but others could maybe have gone a tad lighter. A Chainlord can move the same speed as a Knight and probably won't be shot at because he's standing near a Knight. If the Knight gets charged, he can Heroically Intervene. With good rolls, he can outperform the Knight in combat. Helm of Warp-Sight: Ignore hit penalties. Easily the best relic, as it makes you a ridiculous counter to hit modifiers, pretty much whatever you’re up against. If you see a plane, take this, and rejoice that your faction choice has paid off. Tau take a hit on the Stormsurge (+60pts) and Ta’unar (+105pts). They are more than happy to trade this for the hits on Knights and Eldar, and if you’re the kind of monster who likes unleashing a Ta’unar, it’s probably still fine-ish, and less likely to get instagibbed by elves. War Dog Stalker: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon, Tzeentch – Pyrothrone, Winds of the WarpLet’s start with an easy one – sometimes, you just need an enemy smashed. Whether it’s a rival Knight , Roboute Guilliman himself, or large units with good saves (invulnerable or otherwise) like Bullgryns . Isle of Man, Isle of Wight, Northern Ireland and the Scottish Highlands) may take longer to reach you.

War Dog Stalker: Avenger chaincannon, Diabolus heavy stubber, Reaper chaintalon, Undivided – Warp-borne Stalker This list goes hard into swarming the board in obsec bodies and taking advantage of the favor system as much as possible to provide utility to the list. While the Desecrator doesn’t have the durability of the Abominant and is going to be missing The Diamonas, it’s a nice balance of lethality and durability especially since giving it the Veil of Medrenguard means you won’t need to worry about boosting its ion save every turn. While most of the favors here exist to give the list options (like ignoring invulns with the Blood shield or teleporting with Warp Born Stalker), the two most important ones are The Pyrothrone and The Mirror of fate. The Pyrothrone enables you to take the Psychic Interrogation secondary and The Mirror of Fate enables some much needed CP generation. With everything being obsec, you’re going to want to explode out of your deployment zone and get on objective early. Lastly Herpetrax gives the entire list a nice durability boost while also giving you access to the Iconoclast buffs which are very helpful for dealing with Armor of Contempt targets. For the elbow magnets, which are probably the most essential part of future-proofing the model, you’ll want to use two 1/4″ x 1/16″ magnets in the top segment of the arm (because the glue point is recessed in) and one 5/16 x 1/16″ magnet in the arm bit.Harbinger of Scrapcode – At the start of the Movement phase, roll a D6 for every enemy vehicle within 6″. On a 4+, that vehicle takes 1 mortal wound. And then some of the stuff here is just baffling. The World Eaters Lord of Skulls going up to an eye-watering 525 points is just insane. Who lost to a Lord of Skulls and decided this was necessary? It’s literally psycho shit. Thunderstrike Gauntlet – S16 AP-4 D6 melee weapon. -1 to hit rolls, and if you destroy a vehicle/monster with it, on a 4+, an enemy unit within 9” takes d3 mortal wounds.

Tyrannical Court: Extra Warlord Traits. Good, but a lot less good than in Imperials because the traits are less powerful. The War Dogs have now been split into 5 datasheets, but it does simplify them a little bit. In general, most lost 2″ of movement, and chainswords got much better with the two profiles now. Ranged options are still all decent making for a mostly good assortment of options for the cheaper and smaller “knights”. Warp-Haunted Hull is very situational but extremely good in some matchups. Bursting Knights down with psychic mortal wounds is either plan A or plan B for a lot of armies, and giving your lead Knight resilience to this and the ability to deny a key power like Doom is big money. The presence of an Abhorrent-class Knight is enough to spur on the various War Dogs that cluster around them. These auras are more flexible than the targeted bonuses used by Imperial Knights – but the new Bondsman abilities benefit both the Armiger target and the Questoris Knight using them, while a Chaos Knight is unaffected by its own aura. This fundamentally changes the dynamic between lord and squire, as the larger Chaos Knights have little concern for the benefit a War Dog can give them, instead of working in careful concert. Chaos Knights get several faction special rules. Some are identical to Imperial Knights, while others stand out more specifically. Traitoris Lances

Bring horror to your enemies as the ground shakes with every step the Knight takes, a warning of the doom that awaits. No living thing will be spared and no victim is considered too mighty to escape their horrendous fate. However, for this murderous butcher defeating the foe is simply not enough. He must defeat every single opposing war engine by blasting and crushing all their mechanical targets until nothing but just scrap remains. Knight Desecrator Components

What if we really, really wanted to go mono-codex though? Well, happily the Moirax gives us a slot filler at a sufficiently bargain price that we can pull together something that just about looks interesting For the actual hands/weapons, you could use some small magnets to magnetize them for movement only, but Rob didn’t think it was super worth it because of the ball joint at the wrist. Chaos Knights are drawn from traitorous Dread Households, each with a unique war culture and army-wide rules, relics, and tactics. In Warhammer 10th edition these don’t currently have any rules. Obviously, magnets for this Chaos Knights will be extremely useful for changing your army lists between not just games but new codex books and editions of the rules.But you’re here to learn how to magnetize the dude, not talk about how he’s thrown on a sprue. So here’s what you need to do to future-proof this bad boy. Chaos Knights Desecrator Instructions Vow of the Beastslayer is a tiny bit less exciting than the others, but more options are basically always good. While it isn’t flashy, it’s a nice boost to your damage output if large targets are what you need to be killing, and the fact that you can turn it on only when needed is once again very handy. Trail, Rotate and Full Tilt are your bread and butter here. That is, at least, a pretty nice set of stuff, even if it’s fairly boring. The Rest Finally, in some games Infernal Quest can be OK – Knights can struggle to hold objectives, so if you’re heavily in on them giving one ObSec can be useful. Relics Warp-Haunted Hull – The Warlord can deny one power per psychic phase, and if it takes mortal wounds from a psychic power, roll a D6 for each wound; on a 5+ it doesn’t lose a wound.

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