This codex inspires you to name your pilots and knights, creating background stories of valiant deeds. Versatile, powerful and easy to use at range. Use on a Castellan, point at one or two things you want to delete, and commence the hurt. And yes — that includes Tyranids as well. Castellan or Valiant in your army. Also, choosing the model to remove from the board is all well and good, but they are unlikely to fail the morale check from the Jester alone. Cawl's Wrath- A Plasma Decimator that gets +1S and +1 damage.
As mentioned in the Pros section, their best weapon is the sheer intimidation factor of the models. I can see the cheap guard command point battery being used to power some of these great stratagems. Command rerolls are very useful for when you fail a ++ save that kills a character or miss that all important fusion shot. House Vulker - Firestorm Protocols: This final one is another close-range option, which this time benefits shooting, at least with the nearest unit. Repeat until the unit is destroyed or they roll higher. Alright, after having read all of that, I want you to take a deep breath and relax.
Overall, excels at very little it has a marginal advantage over the other weapons against T7 vehicles due to the wound math. Roll a dice, on a 4+, the knight gets back up with d3 wounds left. Other product and company names shown may be trademarks of their respective owners. On the whole, it's not as good as one might hope, but infinitely better than what many feared we'd end up seeing. This is better than the other carapace weapons against any target barring a few weird edge cases Inceptors. This does not function against melee attacks, however, and can be mitigated by putting shots in multiple facings.
. For me, they seem just a little high, if they were bs4, then I'd be happy as well, but lets face it there guard, not marines. We all know how well the chapter tactics have worked, so why wouldn't it work for guard? Most of your units are things you are going to want in melee to take advantage of their chainblades or to emulate the classic pick-up-and-throw actions via thunderstrikes gauntlets. There were 7 types of Imperial Knight in the original release, 6 of which just had different weapons on the arms. It's a good way to initiate some serious damage to break an enemy army in an opening charge, but it's not the best option on here. This is fantastic if you are going to be facing an army with other Superheavies or a lot of vehicles. Perhaps not much more expensive than a regular army considering you only need 3-4 questorius class knights to function properly but it certainly feels more expensive.
The other half of this rule removes the penalty from moving and firing heavy weapons, as well as dictates that the knight only gains cover if at least half the model is obscured, but with how tough these are anyway, you don't need cover. I also played a game with them recently that gave me further insight. Now yeah, they will reliably strip 2 hull points off a vehicle a turn, but those other 3 guns are wasted. Roll a D6 at the start of your turn. If you arent taking the Exalted Court stratagem, use it to give one of your knights this trait. Furthermore, Guard can bring Techpriests as Elites which is helpful for keeping your Knights alive. This only increases the Gallant's capabilities as a distraction-fex and requires that your opponent completely finish off any wounded knights that are within their lines.
It's not even particularly cheap. Basically a better version of the House Griffith Warlord Trait. This list will never be game breaking, but maybe, it can have some nasty surprises. On the casual side of the game it's a bit different, but… They worried me a lot more before I learned that the allied detachments don't score, but they still give the person running them a lot of board control, since nobody is going to want to get too close to one. This works in both ranged weapons and melee weapons, so there is a lot of damage potential there. Each unmodified roll of a 6 to hit with a shooting attack scores 2 hits instead of 1. You can add 1 to the wound rolls against a unit containing models with 10 or more wounds.
The last big points issue though comes with the special characters. Not because they are bad themselves, but because need this one too badly. They used to have a similar thing in the old days, with the likes of codex; catachan, and some of the special characters, such as chenkov and al'rahem, giving special rules related to their regiments. A Warboss with a Klaw likewise won't finish things in one go, but he will put quite a lot of hurt on it, and combined with the Nob and his Klaw, there is a pretty good chance of finishing it off. This is the ying to House Terryn's yang, with a benefit to shooty options over getting in close and personal. Excels at murdering elite infantry, and whilst it does seem pretty lackluster, in reality if you are firing at the right target elite infantry with only one or two wounds 2d6 shots can really fucking hurt. It also says that the Lancer Knight is a faster version used to scout, outflank, and distract enemy forces.
And the opponent can simply shoot from 2 sides, starting from one side, then switch shooting from the other. It only covers one facing at a time front, left side, right side, or rear and it is positioned in your opponent's Shooting Phase. It also negates the use of stratagems such as Lightning Fast Reflexes or psychic powers that cause penalties to hit. Given that this is a 2'x2' tile, it cannot physically fit inside several of the deployment maps. I'll admit, the new direction of the Chaos aesthetic hasn't been applied to the vehicles yet, but they still do look at least slightly different from their loyalist counterparts.