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Ave Omnissiah!

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My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Ryusei, their Household Militia, the Draconian Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.

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Retrospective: Imperial Knights

Today, we're going to a Retrospective on...Imperial Knights! I mean, this is primarily an Imperial Knight blog, so obviously if I'm ...

Tuesday, May 29, 2018

Dominating Dominus-class Knights!

Sorry for being slow, but I just checked my daily news of Warhammer 40,000 news and Warhammer Community has posted an article on the Dominus-class Knights! AWESOME!



Apparently Dominus-class Knights are what happens if you cross a Baneblade with an Imperial Knight. Whatever.



But Holy Terra, do they look sweet as f. They look absolutely amazing! I can't wait to buy both variants and supplement my current Knight army with them. They will be so rad! Knights of the Imperium! WE MARCH!



Well, you can read the article on Warhammer Community, but the gist is that they are among the biggest plastic models available in Games Workshop. Each Dominus-class Knight has 2 main heavy weapons - 1 on each arm - and two twin meltaguns as well as three hardpoints on their carapaces. Apparently, they run on twin plasma cores, which goes boom more. In other words, they'll probably deal 2D6 mortal wounds in a radius of 3D6" or something. Maybe. I dunno.




And so we have our two new Dominus-class Knights - the Knight Castellan and the Knight Valiant! Awesome!



They are...well, heavily armored.



Mostly the same stat-line as regular Knights, except that they have 28 wounds, 4 more than the regular Knights! They're still Toughness 8 and Strength 8, so they're pretty hard to bring down, and with a 3+ armor save, they should tank plenty of bolter, gauss, lasguns and small-arms fire. And they're almost impervious against poison or splinter weapons, or so I hope. They're no longer as vulnerable to haywire weapons as well, so another plus there - I doubt there's any haywire weapons that are Strength 8 and above. Still vulnerable to melta, fusion blasters and lascannons. I suspect they have an ion shield save too. Maybe a 4++ invulnerable save? I'll take 5++, but 4++ will make them very, very durable.



Oh, and they have overwhelming firepower. Awesome. Basically the Knight Castellan is your long-range, anti-titanic and anti-vehicle and anti-heavy infantry Knight and the Knight Valiant is a horde-killer that also doubles as a close-range monster killer.

Plasma Decimator



Nothing much to say except that the plasma decimator is a 2D6 plasma cannon (so double-shot plasma cannon) with 1/3 more range. Pretty good if I may say so myself, especially since we know how plasma is so powerful and reliable this edition. This is mounted on the Knight Castellan.

Volcano Lance



Remember the Volcano cannon on the Shadowsword? The Knight Castellan has it too! It lacks the Strength 16 of the Shadowsword's Volcano cannon but it's still a pretty powerful weapon at Strength 14, AP-5 and Damage 3D3. It also boasts an impressive range of 80" and we can re-roll failed wound rolls when targeting Titanic units! AWESOME! This guy will be the titan-killer! The Shadowsword counterpart for the Imperial Knights!

Conflagration Cannon



As for the Knight Valiant, it has a triple heavy flamer...no, hellstorm cannon that unleashes a barrage of flames that automatically hit targets 18" away! At Strength 7 AP -2 and Damage 2, this will incinerate even Space Marines, Primaris Marines and might even reliably damage Terminators!

Thundercoil Harpoon



You thought the Volcano lance was powerful? Nope, the Knight Valiant's Thundercoil harpoon is even more powerful! Though hampered by its short range of 12", its Strength 16 AP -6 and bloody 10 damage is insane!!!! Yeah, you read that right. It does a straight 10 damage to anything it wounds, plus an additional D3 mortal wounds! I don't bloody believe this! Not only that, you can re-roll failed hit rolls when targeting vehicle or monster units with this weapon! What the hell?! That's awesome!

Siegebreaker Cannons



Basically more powerful autocannons that have potentially more shots and potentially more damage - and you can take up to 3 of them on the carapace hardpoints.

Shieldbreaker Missiles



And then you have the Shieldbreaker missiles, which is powerful - boasting Strength 10 AP -4 - but are only one shot each. Not only that, you can only fire each missile once per battle, and once each turn per model, so don't bother taking 6 - 4 Shieldbreaker missiles should be enough. They bypass invulnerable saves, so that's pretty awesome and helps against Daemon Primarchs like Magnus and Mortarion, or pesky Characters like Commander Farsight and even Roboute Guilliman with their annoying invulnerable saves.



Yeah, if you are worried that you can't hit a Character or if your opponent "cleverly" hides his Character out of sight, spend 2 Command Points and unleash hell on him with Oathbreaker Guidance System. Awesome, right?



That's not all! Our Imperial Knights can now act as mobile void shield generators with this Stratagem!



This is just insane! Imagine building a gunline around the Knight Castellan and parking your Leman Russ tanks or hordes of infantry squads around the Knight Castellan and then using this Stratagem. All of them will have 5++ invulnerable saves! Especially against anti-horde weapons or anti-tank weapons (like deep-striking melta or lascannons)!



Stupid question. Choose both, obviously.





Pre-orders will be up this weekend, and they'll be available on sale next weekend. I'll stay tuned for more news and let you guys know as we get more reveals!

For the Emperor! Or the Omnissiah!

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