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Meet the Dominus-class Knight

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What happens when you cross a Baneblade with an Imperial Knight? The answer is the Dominus class – a new category of Knights even bigger than their brethren, and twice as well armed.

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With the new Codex: Imperial Knights just around the corner, we wanted to peek under the hood of these massive new war machines, taking a look at their characteristics, their guns and some nifty tricks you’ll be able to try with them.

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The Dominus-class chassis is one of the largest we’ve encountered in Warhammer 40,000 so far, boasting – as standard – two heavy weapon mounts on the arms, two twin meltaguns and three hardpoints on the carapace. To supplement their firepower, each Dominus-class Knight features two plasma cores, offering it even more power than its kin, but making for even more devastating detonations on the rare occasion your enemy brings one of these mighty war machines down.

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In the new Imperial Knights codex, we’re taking a look at two of the most renowned patterns of the Dominus-class Knight – the Knight Castellan and the Knight Valiant.

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Both the short-ranged Valiant and the walking fortress that is the Castellan have a pretty substantial set of characteristics even before you get into the guns. Let’s take a look…

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Toughness 8 means both of these Knights are nigh invulnerable to small arms fire, while only the most powerful anti-armour weapons, like lascannons, will be able to reliably breach their armour. Their 28 (yes, 28!) Wounds, meanwhile, puts them amongst the most durable units in the entire game – it’s going to take a very serious amount of firepower to take either of these Knights out.

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Imperial Knights are defined by their weapons, and each of the guns on the Knight Castellan and Knight Valiant would be at home as the primary armament on some deadly Baneblade variant – so naturally, they carry two each. Both these Knights fulfil a range of roles on the battlefield (there are few situations that can’t be fixed by the overwhelming application of firepower) but, broadly speaking, the Knight Castellan excels at tackling other titanic units, tanks, and heavy infantry, while the Knight Valiant makes a mess of monsters and massed infantry.

Plasma Decimator

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Isn’t plasma weaponry wonderful? Plasma guns are a stalwart of Warhammer 40,000, and for good reason, boasting great AP, Strength and Damage, not to mention flexible (if risky) firing modes. The plasma decimator is no different, boasting a huge number of shots and an impressive range of 48” to match – there are few units that’ll be able to hide from a barrage from a Knight Castellan wielding one of these.

Volcano Lance

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Everyone loves Shadowswords, right?* The Knight Castellan mounts a scaled-down version of the Shadowsword’s iconic main armament, making it a particularly excellent super-heavy hunter – great if your opponent also brought a Lord of War! With D6 shots and a hefty 3D3 Damage, this weapon is going to reliably inflict a bucketload of wounds on anything it hits.

Conflagration Cannon

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You’ve seen flamer weapons before, but never like this. The conflagration cannon is the absolute pinnacle of heretic-incinerating technology, delivering 3D6 automatic hits of incendiary death to anyone you point it at. With a profile boasting -2 AP, S7 and 2 Damage means this weapon performs superbly against a range of targets but is especially deadly on units that rely on hefty modifiers to hit in place of armour (sorry, Alaitoc – you’re gonna burn).

Thundercoil Harpoon

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And here it is – the most damaging weapon in the entirety of Warhammer 40,000. That’s not a typo up there – the thundercoil harpoon really does do 10 damage (and chases it down with D3 mortal wounds), with -6 AP. With re-rollable hits against Vehicles and Monsters, and a Strength characteristic that all but guarantees you’ll be wounding anything on 2s, this weapon is what you use when you absolutely, truly, deeply want something to die.

Siegebreaker Cannons

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If siegebreaker cannons were mounted on mainline battle tanks, you’d take them in every game – it just so happens that they’re the secondary armament of the Dominus-class Knights. Each of these guys features three customisable hardpoints on the carapace where you can mount a cluster of shieldbreaker missiles (more on those below) or a twin siegebreaker cannon, a lightweight battle cannon that’ll help you chew through medium-level targets – units like power-armoured foes, transports, bikes and other durable stuff that’s inefficient to shoot with your other, bigger guns.

Shieldbreaker Missiles

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Sick of invulnerable saves? You’ll want to stock up on these guys. While you’ll only get to fire each missile once per battle, every shieldbreaker missile is nigh guaranteed to do some damage, cutting right through invulnerable saves. Where these weapons come into their own, however, is with a deadly Stratagem – the Oathbreaker Guidance System:

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Character sniping with krak missiles that ignore invulnerable saves? Yes, please.

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Of course, all this firepower is all well and good in your Imperium army, but what about defences? Well, we’ve got good news – as well as being nigh unkillable itself, both the Knight Castellan and Knight Valiant can shield your Imperium units with a hefty 5+ invulnerable save:

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Whether you’re keeping hordes of Astra Militarum safe or just giving your Primaris Space Marines some additional durability, this Stratagem is going to be key for keeping the rest of your forces alive.

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Which Dominus-class Knight you pick for your Imperium army comes down to personal preference and what other units you have in your collection. Pick a Dominus-class Knight that complements your forces – if you play a static gunline, for example, the Knight Valiant is the perfect spearhead for your forces, advancing ahead while you hold the back of the board. By the same token, if you play an assault-based army, consider having the Knight Castellan take point on your home objective and supporting you at range.

If you’re a pure Imperial Knights player, both Dominus-class Knights have a strong niche in your force – rather than picking one to suit your army, we’d suggest grabbing your favourite model and building the rest of the army around them.

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Patience, squire – the Dominus-class Knights will be available to pre-order this weekend online, and they’ll be hitting shelves at your local store the weekend after that. In the meantime, check back on Warhammer Community and the Warhammer 40,000 Facebook page for more previews and sneak peeks at the upcoming codex – we haven’t even got into what you can do with a Knight Valiant as your Warlord yet…


* Apart from the people being shot by them.

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I think this release will actually get me to build the two Knights I already have and grab a Dominus and two more of the little guys.

Then convert them to have Lucius pattern armor and The Dominus will cosplay an Emperor, the Knights pretend to be Warlords and the little ones are Warhounds.

All in that iconic green paint scheme.

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Christ almighty that dominatus knight is friggin monsterous (rules wise).

I'm sure we're looking at $175 for the kit minimum (similar to a baneblade). And you have to pick which one you want (separate boxes containing only a couple of options).

Were I ever in the market for some, I'd think I'd go volcano + flamer then mount battle cannons for extra range. I'd also go House Raven because who doesn't want to constantly move and fire your weapons!

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1 hour ago, spagunk said:

Christ almighty that dominatus knight is friggin monsterous (rules wise).

I'm sure we're looking at $175 for the kit minimum (similar to a baneblade). And you have to pick which one you want (separate boxes containing only a couple of options).

Were I ever in the market for some, I'd think I'd go volcano + flamer then mount battle cannons for extra range. I'd also go House Raven because who doesn't want to constantly move and fire your weapons!

 those who want more attacks charging and heroically intervening to help...

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2 hours ago, spagunk said:

Christ almighty that dominatus knight is friggin monsterous (rules wise).

I'm sure we're looking at $175 for the kit minimum (similar to a baneblade). And you have to pick which one you want (separate boxes containing only a couple of options).

Were I ever in the market for some, I'd think I'd go volcano + flamer then mount battle cannons for extra range. I'd also go House Raven because who doesn't want to constantly move and fire your weapons!

There are two load outs currently. Volcano goes with Plasma, sadly.

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29 minutes ago, InfestedKerrigan said:

@pretre, heard anything points wise in the rumor front? I'm guessing 650-750 stock.

If FW is any point of reference, sounds cheap. A Warhound is 2000pts thanks to Chapter approved. As described, this is at least half a warhound, so I'd guess at least 1k. Maybe less if GW gives points based on armament, rather than a flat cost as the FW titans have. Probably more than 1k if it has a decent invulnerable save (or FW void shields).

Also wouldn't be surprised if the existing knights get a price hike to reflect their "house" rules.

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One of the best things about Warhammer 40,000 is customising your own champions – from legendary Company Commanders of your own invention to just a Freeblade you’re particularly fond of. The latest generation of codexes has made customising your heroes easier than ever – as well as being able to pick the wargear of your favourite heroes, there is a huge range of Warlord Traits and Relics of varying types to help make them truly distinct.

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Codex: Imperial Knights is no different, allowing you, for the first time, to truly represent the distinct character of these legendary champions of the Imperium. With powerful Warlord Traits, a vast array of Heirlooms of the Noble Houses and a set of tables that allow you to generate flavourful Freeblades, you’ll be able to fully indulge your creative side and open up new tactical opportunities.

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One model in each of your Imperial Knights Super-heavy Detachments can be a Character – and one of these Characters can be your Warlord and gain access to a range of new Warlord Traits. If you’re fielding an army of only Knights, this allows you to fully represent the unique skills of your Warlord. If you’re taking one of the larger Imperial Knights as part of a wider Imperium force, consider adding a couple of Armiger Warglaives or Helverins to fill out a full Super-heavy Detachment, so your larger Knight can gain Character keyword.

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Your Warlord can be customised with no fewer than 15 unique Warlord Traits – that’s 6 for everyone and one for each of the nine specific Knight Households. Each of these traits is very powerful – Ion Bulwark, for example, is a great way to bolster the already prodigious durability of a Knight Valiant, while Landstrider is perfect for an army of assault Knights looking to quickly close the distance on the foe:

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The Household Warlord Traits are equally powerful. Legacy of the Black Pall, from House Mortan, makes your chosen Imperial Knight incredibly difficult to hit at long range, while Vulker’s Adamantium Knight prevents anyone from wounding you on anything better than a 4+ – perfect if you’re going toe-to-toe with other Titanic units!

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The relics of each Knightly House are among the most potent in Warhammer 40,000 – after all, upgrading a Company Commander is one thing, but when your army is being led by a colossal war machine it’s another entirely.

There’s a ton of special wargear – known as Heirlooms of the Noble Houses –  in Codex: Imperial Knights, designed to represent the unique equipment accumulated by these champions over a lifetime of war.

Maybe, for instance, the thunderstrike gauntlet isn’t quite powerful enough for your taste – well, how does one with a massive 8 Damage sound?

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Perhaps you’ve got an army made up of only Imperial Knights and need a way to deal with those pesky Flyers? Skyshield’s extra AP, range and shots should help out:

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Maybe you’re looking to use your Imperial Knight as a bulwark for the rest of your army – in this case, the Banner of Macharius Triumphant will allow you to capture and hold objectives, even those contested by greater numbers of enemies.

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Last, but not least, we’d be remiss in not mentioning Endless Fury – an avenger gatling cannon that’ll scythe through hordes and heavy infantry alike with a terrifying hail of ammunition.

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These are just 4 of 22 Heirlooms available in the book, with options to suit every kind of player and every kind of Knight – even if you’re not using an Imperial Knights Warlord, you’ll be able to grab one for a mere Command Point (or three!) with Heirlooms of the Household:

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When you’re adding an Imperial Knight to your army, you’re free to take advantage of the new Knight Household Traditions – but we reckon you’ll find it equally rewarding (not to mention fun) to create a Freeblade.

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Freeblades are Imperial Knights without households – some left of their own volition, some have undertaken long, personal crusades and some are the sole survivors of once-great knightly houses.

Codex: Imperial Knights contains tables for generating one of these legendary heroes. For each, you’ll be able to pick one Quality – a powerful ability that represents their unique form of heroism – or you can roll on a table for two. But in return, you’ll have to pick two Burdens (or roll for one) to represent the eccentricities and flaws of each Freeblade. Burdens don’t apply all the time – you’ll test your Leadership at the start of each turn to see if they have an effect.

By using this system, you can quickly end up with some really interesting options. You could, for example, end up with a Freeblade of unparalleled skill with the Peerless Warrior and Indomitable Qualities…

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…who occasionally falls into a murderous, unstoppable rage and is forced to charge the nearest foe thanks to Driven to Slaughter and Impetuous Nature:

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For MAXIMUM GALLANTRY,  throw caution to the wind and roll on both tables for the best results – while you’ll lose out on choice, the potential rewards are well worth it.

The best thing is that each Freeblade can be your Warlord AND can take Relics, making them the perfect choice if you’re looking to add a lone Knight to your army and offering you huge freedom when customising them. Freeblades are also great picks in a wider Imperial Knights force, helping you fill roles that the rest of your Household might not be suited to – for example, you could add a close-combat focused Freeblade to a shooting force from House Vulker. Freeblades won’t benefit from Household Traditions, but taking one won’t stop the rest of your army getting to use one, so they’re a natural pick in any force.

If you’ve got an idea for an Imperial Knight you’ve been wanting to try, want to represent some personal lore on the tabletop or just love tinkering with and optimising your army lists, you’ll love building characters in the new Imperial Knights codex. Can’t wait to get started? Grab a Knight Gallant online or in store today.

The post Imperial Knights: Building Your Champion appeared first on Warhammer Community.

 
 
 
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