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

£20.995
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Games Workshop - Warhammer 40,000 - Chaos Knights: Knight Abominant/Rampager/Desecrator

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

RRP: £41.99
Price: £20.995
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Description

You can include one Titanic Chaos Knight or up to three War Dogs in any army where every model has the Chaos keyword, breaking the normal rules that every model must be from one faction.

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. mowed down by their chattering point-defence Heavy Stubbers. After all, none can be permitted to survive the Chaos Knights' wrath; only death can remain in their wake.Since the Horus Heresy, thousands of individual Knights and even entire Knight Houses have been corrupted by Chaos and betrayed the Imperium. The first Renegade Knights appeared during the Horus Heresy, when many of the Knightly households sided with Warmaster Horus. However, since the Heresy, many more Knights have betrayed the Imperium. Some were corrupted after their worlds were swallowed by Warp Storms, while others were slowly driven mad by the endless carnage they witnessed and inflicted on countless campaigns. The Knight Desecrator is a truly imposing kit in every sense of the word – it towers over most other models on the tabletop and a choice of vicious faceplates and optional chains, pipes, spikes and horns allow you to customise your Knight, making it as malicious as you want. They can also be armed with a choice of either reaper chainsword or thunderstrike gauntlet with which to crush any foe that survives a barrage from its laser destructor. 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. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: As they are presented in the current Index army list, Chaos Knights can’t gain Marks of Chaos to show their favor to one or the other of the Chaos Gods. Marked Knights were a big, flavorful feature of the army in ninth edition 40k, so we expect something like them will reappear when Knights eventually get their 10th edition codex. Harbingers of Dread

Devastating Reach: A large number of words for “you can fight a unit on a ruin”. Fine when it’s relevant if you can remember it exists. TheChirurgeon: Even at 340 points for a unit of 10 Desolation Marines are very playable – but you’ll probably just take the one. That’s still more than enough indirect, Oaths-and-Bolter Discipline-buffed firepower to throw out from behind the safety of some wall.

Knight Abominant

Path of Destruction scores you VP at the end of the round (up to 3) for destroying enemy units with chaos knights units that are in your deployment zone, in no man’s land, and in their deployment zone. Again, this one is going to depend heavily on the terrain and the opponent (and the deployment zones), and the hoops you have to jump through make it just not worth it – killing an enemy unit with one of your own in your opponent’s deployment zone every round to score 15 is pretty much impossible unless you get off a wild T1 charge with something like a subjugator machine spirit, and the per-round scoring on this makes it just a really bad option. You’re better off going with Grind Them Down. The Imperial Knights codex will arrive separately before the Chaos Knights book. However, you can score the new models and the new Chaos Knights codex in the army box for a limited time! Chaos Knights Army Set Box 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 You can only select the Despair ability if you selected the Despair or Doom ability in the previous battle round. Moiraxes are easily the best War Dog, so if you want to build up Chaos Knight detachments in a serious way you should consider paying the resin tax. Warglaives

For such murderous butchers it is not enough to simply defeat the foe. They must fell every opposing war engine, blasting and crushing their mechanical targets until nothing but smouldering scrap remains. Containing oodles of new pieces to make dozens of configurations, this lavish launch set is the first place you can get hold of the new Chaos Knights kits, their codex, and their datacards. With enough bits to build one psychically potent Knight Abominant and two War Dogs, this is the perfect basis for a rippin’, tearin’, stompin’ new army, or excellent reinforcements for an existing warband of walkers. Piloting mighty walking war engines, bearing terrible armaments from the time of man’s greatness, they were blazing torches in the dark. When the Emperor’s Great Crusade reunited mankind’s lost domains, the Knight worlds pledged their blades to his cause.

Chaos Knights Dread Households

Trail of Destruction: One of the best reasons to be Chaos Knights, granting re-rolls to hit using the “good” wording (i.e. “can re-roll hits” not “re-roll failed hits”) for a phase at a very reasonable price 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 TheChirurgeon: This is a good step in the right direction, but it’s not a very big step. I think there are probably some notions internally at GW that the meta is still adjusting, but that they didn’t want to see what adjusting to Eldar and indirect in their current states might look like. The Fate Dice nerf was very necessary and it’s good to see, and the point hikes are good but to Wings’ point they definitely don’t prevent Eldar from being the game’s top faction. Though hopefully they’ll slide down to like a 60% faction from the current 65% mark they’re sitting at.



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