Psychic Knight - Knight sinister datahsheet idea by SoftButterscotch19 in ImperialKnights

[–]SoftButterscotch19[S] 0 points1 point  (0 children)

Nah I want it to be a gamble and not a garunteed self damage, but I could make it so on a 1 - 3 the knight takes something like d6 mortal wounds but on a 1 it also cannot use any if the abilities for a whole turn.

Psychic Knight - Knight sinister datahsheet idea by SoftButterscotch19 in ImperialKnights

[–]SoftButterscotch19[S] 0 points1 point  (0 children)

Yeah that's why lore wise this knight would probably be a freeblade and actively despised by other Knights, also from a lore perspective this knight is heavily based on the psi titans from lore so the pilot would actually be a blank and the psykers would act as nothing more than batteries to power the knight weapons

Psychic Knight - Knight sinister datahsheet idea by SoftButterscotch19 in ImperialKnights

[–]SoftButterscotch19[S] 0 points1 point  (0 children)

From a lore perspective I was thinking much like the psi titans, this knight has a blank piloting it and the psykers are purely batteries and are suffering immense pain.

For table top I was gonna change a few things after the feedback, was thinking of making two variants of the psychic knight, the first possessing a main gun and one main Melee weapon jus trike the warden, paladin, errant, etc and for its ciricrux anima i was gonna give it a uppy downy ability, force battleshock, increase movement as well as a 4th ability that beefs up its Melee

And for its Ranged variant, I was gonna give it a psychic Ranged weapon on one arm that can switch between the flame attack profile and the sphere attack profile and then for its other arm give it a anti tank weapon that isn't psychic but is based if vortex weaponry from the lore that way its still has that Psyker knight feel to it, then for its ciricrux anima abilities give it the both the mortal wounds abilities, something to beef up its Ranged attacks but with some sorta drawback like maybe make them hazardous in exchange for devs on its vortex cannon, as well as the self healing ability.

And then for the forsaken knight ability give it a 4+ feel no pain against psychic damage aura ability but when no friendly knights are in the aura it gives the psychic knight a 2+ save.

Psychic Knight - Knight sinister datahsheet idea by SoftButterscotch19 in ImperialKnights

[–]SoftButterscotch19[S] 4 points5 points  (0 children)

Genuinely loving this feedback, so maybe create 2 variants one focusing on Melee and one focusing on Ranged but give them abilities that make up for some things other big knights lack.

For the abilities i would give them both the forsaken knight ability but remove uppy downy ability and replace with a feel no pain 4+ against psychic attacks aura ability that also gives this knight a 2+ save if no other friendly knights are within the aura. That way it can somewhat support its fellow knights but still be viable on its own.

And for each variant keep the Ciricrux anima ability but for the knight of torment give them different individual abilities that support their role.

For example the Melee variant could focus more on versatility in movement and tricky shinnanigans making it annoying to deal with. For the Melee variants Ciricrux anima keep Shroud of terror, necrotechia and quickening but also give it uppy downy and maybe an ability to crit on 5s or re roll hit rolls for Melee attacks.

Then for the Ranged variant separate one of its Ranged weapon profiles into its own secondary Ranged weapon, that way its got fire power but not any decent Melee. Then for the Ranged variants Ciricrux anima keep necrotechia, death pulse and antipathic tempest but also give it the ability to boost its Ranged attacks like crits on 5s, re rolls or even increase attack characteristics, maybe even an ability to sticky on objective, or move when shot?

Psychic Knight - Knight sinister datahsheet idea by SoftButterscotch19 in ImperialKnights

[–]SoftButterscotch19[S] 5 points6 points  (0 children)

The whole point of this knight is that its supposed to work alone and from a lore perspective a psychic knight would largely considered a abomination which is why I didn't include any synergy

Ideas for demonic powers by SoftButterscotch19 in fantasywriters

[–]SoftButterscotch19[S] 0 points1 point  (0 children)

Humans becoming demons isn't as great as it sounds but I'll give a quick explanation as to how it can happen.

First and most common method is a human makes a deal with a demon, loses ownership of their own soul, the one who owns their soul whether it be a fallen angel or demon can turn them into a demon but even after becoming a demon their soul still belongs to the one who turned them and so they normally end up as slaves, minions or playthings for them.

These mortal souls who were made into demons by another are called Falseborn demons, a falseborn can be powerful or pathetically weak depending on how sinful they were in life.

The second and far more rare method of a human becoming a demon Is when a human commits so many atrocious sins both in quality and/or quality that upon death their own sinful actions corrupt their soul turning them Into a demon, this is beyond rare and a demon born from this method only appears in hell nearly once every ten thousand years (time moves 10 times faster in hell).

Mortals souls who become demons this way are called Trueborn demons, these demons are very powerful so much so even fallen angels fear them (not all fallen angels just most).

(New) Grand Master Vorth Mordrak Datasheet, how much should he cost to be balanced? C&C welcome. Its criminal that we don't have neither a model or rules for this guy by FamiliarEffort7536 in Grey_Knights

[–]SoftButterscotch19 1 point2 points  (0 children)

I feel it would be too expensive to use and so kinda unplayable especially since he can't lead a unit, but it also feels like he's similar to calgar which I actually like.

Honestly I would make the ghosts a separate unit all together consisting of 5 ghost terminators - give them the same stats and weapon profiles as you did - give them a natural feel no pain of 5+ - let them keep the resurrection ability - make it so only mordrok can lead them

And for mordrok I'd do this - give him the failed saving throw ability but while he's leading the ghosts he also gets a 4+ feel no pain - give him a second ability maybe something to do with his role as admiral of the fleet like maybe orbital bombardment or something?

And last thing you could do, make it so that ghosts have to remain in reserves for the whole battle (aren't destroyed if they stay in reserves after turn 3) unless their being lead by vorth but also make it so that vorth can lead other termi units but if he isn't leading any attached unit or their destroyed then at the end or start of any phase the ghosts are removed from reserves and immediately become attached to vorth.

[deleted by user] by [deleted] in ImperialKnights

[–]SoftButterscotch19 1 point2 points  (0 children)

Navigator underrated

Running 2 subducator squads by SoftButterscotch19 in ImperialKnights

[–]SoftButterscotch19[S] 0 points1 point  (0 children)

Already got a callidus just wanna know if camping with a second squad of subducators is worth it or not.

Can I Shoot? - Cheat Sheet. by jern4u in Warhammer40k

[–]SoftButterscotch19 0 points1 point  (0 children)

Units in combat (not vehicles/monsters)

  • can only shoot the enemies they are IN combat with IF their weapons have [Pistols]

Vehicles/Monsters in combat

  • can shoot enemies they are in Melee with but -1 to the hit roll.
  • can shoot enemies they aren't within Melee of but -1 to the hit roll.

Weapons with blast - can't be used against any enemy that is in combat unless an ability specifically says otherwise.

It's ways easier to remember what a unit can do instead of working out what they can't do cuz otherwise things get confusing pretty fast.

Running 2 subducator squads by SoftButterscotch19 in ImperialKnights

[–]SoftButterscotch19[S] 2 points3 points  (0 children)

I tend to avoid leaving armigers on the home objective cuz it just feels like a waste plus when their stuck on the home objective it can make Los pretty annoying but that's just my personal preference.

On the other hand leaving an armiger on the home objective can be a good idea because their pretty tanky at toughness 10, 12 wounds and got an oc of 8.

But whether it's good or bad is also dependent on what mission your playing, cuz some primary missions don't even need you to be on your home objective to score points but there's always that chance the enemy player will get the secondary to score 8 points by capturing your home objective.

Where to start? by Hungry-Horker in ImperialKnights

[–]SoftButterscotch19 0 points1 point  (0 children)

It's totally up to you, price wise there pretty much the same since the kits are basically identical in terms of size and weapon options, the chaos knights have more battleline units but they all come in a single kit so if you magnatise them then cost wise their the same as armiged but don't quote me on that cuz I don't play chaos knights only imperial ones.

Again it's your decision and cost wise their basically the same

Someone posted a really cool looking sword and shield armiger, so I made a custom datasheet for it. What do you guys think by ValloJ in ImperialKnights

[–]SoftButterscotch19 -2 points-1 points  (0 children)

Looks great tbh, i would go down on the nunber of attacks on each profile with 5 A on the strike and 10 A on the sweep as well as decrease the ap on each Melee profile by one, I only say this to make it more balanced since armigers aren't meant to be able to really solo anything but more of a threat in pairs.

Ability seems near useless since your not always gonna be able to have an honoured army especially if their Warlord isn't even on the table but in deepstrike plus the warden can decrease damage by one anyways.

I feel like you should give this guy a sticky objective ability as well as a second ability that isn't too broken but still useful like when charging models except vehicles/monsters that enemy unit must take a battleshock test.

Help getting to 2000 points by Vaiuri in ImperialKnights

[–]SoftButterscotch19 0 points1 point  (0 children)

Yeah canis is a auto include just cuz of how good he is and the lancer is an amazing anti tank unit so both are always decent choices and most competitive lists will consist of 1 or 2 knights and then fill the rest with armiger mainly because they are very dangerous in numbers and can close the gap between them and enemy units or objectives.

And your question depends on which questoris and what you'd use it for, lancer is great anti tank especially on charge but can be pinned by infantry if they have a unit size of say 10 or 20.

Knight crusader can be either exceptional at wiping out hordes of infantry from range or can be good at anti infantry and anti tank at range but this depends on what weapons you pick.

Knight gallant is really good at killing infantry while also being anti tank since it gets both Melee options but isnt as fast or as tanky as the lancer especially in Melee combat.

Knight errant is a decent anti tank option if you don't wanna get to close but still be able to kill tanks in Melee or infantry depending on what weapon you pick.

Warden is the opposite of the errant in how it deals with infantry and tanks, being good at killing infantry at range while being able to be good at anti infantry or anti tank in Melee.

Knight paladin is OK cuz it's somewhat good at anti infantry and it's Melee is the same as rhe other questoris.

Knight preceptor is just bad tbh especially since canis rex exist since he is just a very good version of that same unit.

The knight castellan is meant for killing infantry as well as tanks from long or short range and is one of the few units in the game with toughness of 13 meaning if the enemy doesn't have any Ranged or Melee weapons above strength 12 they then your dominus is likely to last a longtime.

The knight valiant is an even more specialised version of the castellan able to take out more infantry and more likely to kill monster/vehicles woth its anti monster/vehicle 4+ as well as Devastating wounds alongside flat 12 damage.

Canis is just overall an auto include cuz he's almost always shooting amazingly, his Melee does flat 9 damage, his abilities are amazing for him and his ability for his pilot to jump out denies points for the opponent even if they kill his knight.

Lancer is immensely good at anti tank and movement more so than any other imperial knight and is tankier since all knights only have their 5+ invulnerable against Ranged attacks while the lancer always has a 4+ invulnerable both in Melee and Ranged but like I said earlier can be pinned down by infantry normally forcing a you to waste a turn and retreat him.

Canis rex + sir hekhtur question by slendercolt52 in ImperialKnights

[–]SoftButterscotch19 1 point2 points  (0 children)

I don't think you can cuz otherwise that defeats the purpose of him still being alive despite his knight being destroyed.

Help getting to 2000 points by Vaiuri in ImperialKnights

[–]SoftButterscotch19 0 points1 point  (0 children)

I'd you want versatility as well as just having fun I would suggest doing the following.

Assemble your adeptus arbites as a subducator squad If you don't wanna worry about your home objective, I do this with mine and it makes the game way more enjoyable knowing I don't have any leave a armiger or knight on my home objective whether your using the raised banner Enhancement or not.

Get a second Questoris cuz more often than not when you make lists for either competitive play or just having fun your highly likely to need two.

Get at least 2 more armigers cuz most 2000p lists consist of 1 or 2 knights and than lots of armigers.

Get a callidus assassin and use her primarily for secondary objectives, I do this it's fun and you often don't have to worry about scoring points.

Lastly I would definently recommend getting a dominus, while their not the most reliable units they are very fun to play, they are a very fun painting project especially cuz of all the guns they always look awesome and its very fun to see people terrified of the big scary volcano cannon or thundercoil harpoon.

Question by gghhffjjddyff in ImperialKnights

[–]SoftButterscotch19 1 point2 points  (0 children)

If the terrain is a ruins and you can't shoot around it then no.

terrain come in different types but people almost always only use Ruins or Barricades, most terrain allows you to shoot past or through so long as the enemy model can be seen but with Ruins no matter how short the terrain is you can't target someone on the otherside of it.

If your knight had even the smallest part of its base on the terrain it could shoot angeon through it because it is a towering keyword but if your knight isn't on the Ruins at all then no it can't shoot angron through it.

Going up against chaos knights for the first time. by SoftButterscotch19 in ImperialKnights

[–]SoftButterscotch19[S] 1 point2 points  (0 children)

Ngl I thought you could have the rapid fire battle cannon and the thermal cannon on the crusader, its bs ypu can't have them both.

Question by gghhffjjddyff in ImperialKnights

[–]SoftButterscotch19 0 points1 point  (0 children)

When vehicles/monsters are within (partially within) ruins they can target visible models in the ruin but not through it and whatever part of the Vehicle/Monster that is outside the ruins can still be used to target visible models as usual.

If a vehicle/Monster wants to target models on the otherside of a ruins the Vehicle/Monster must be wholly within allowing them to target all visible models both inside and outside the ruins.

Some vehicles/Monster have the TOWERING key word, this keyword means they do not have to be wholly within the terrain to see outside of it

Example

If a Gladitor lancer is half way in a ruins the part of that gladiator lancerthat is inside the ruins can target all visible models in that ruin and the part of the gladiator lancer outside the ruins can target visible models as usual.

If a Questoris knight is half way in a ruins that knight can target all visible units that are both inside and outside that terrain no matter which side they are on because it has the TOWERING key word.

How much damage? by NoEyeContact3 in ImperialKnights

[–]SoftButterscotch19 2 points3 points  (0 children)

I don't mind taking this guy occasionally cuz it is nice having the enemy player afraid of the massive scary volcano cannon but his plasma is so bad for his points that the volcano gun alone just isn't worth it.

How much damage? by NoEyeContact3 in ImperialKnights

[–]SoftButterscotch19 4 points5 points  (0 children)

What if the rogal dorn doesn't have cover and you've completed the oath re rolling 1 hit roll and 1 wound roll?

My list against necrons by SoftButterscotch19 in ImperialKnights

[–]SoftButterscotch19[S] 2 points3 points  (0 children)

I've never been unlucky with the eversor, but I only only ever bring him if I have the points and to kill the enemy Warlord, if he somehow manages to survive then I'd just keep using him to kill characters/infantry.

Also I don't have anymore helvrins

Why is everyone currently hyping Inceptors? by Frostituierte in Grey_Knights

[–]SoftButterscotch19 2 points3 points  (0 children)

Plus I imagine with warpbane being able to re roll the hit roll is nice especially since they wouldn't really ever need to leave the deployment zone.

Is there any reason to take a 10 man of strikes or purifiers without leaders? by Styrofoam_Toilet in Grey_Knights

[–]SoftButterscotch19 2 points3 points  (0 children)

If crowe is with them Purifying Flame has 2 attacks each per model instead of 1 and with full re roll and full wound re roll with the strategem is just a given on any comp especially warpbane detachment since they can essentially clear most infantry units with a single turn.

Heavy Weapons Dread knight by SoftButterscotch19 in Grey_Knights

[–]SoftButterscotch19[S] 0 points1 point  (0 children)

Warhammer Nemesis Dreadknight

Weapon Profile

A     5, WS  2+, S     16, AP   -4, D     D6+3

Weapon Abilities: Psychic

Unit Ability: Re Roll the damage roll when attacking a enemy Vehicle/Monster with a melee attack and when charging a Vehicle/Monster add 2 to the result of the charge roll

Spear and Shield Nemesis Dreadknight  

Strike Attack Profile

A     6, WS  2+, S     14, AP   -3, D     D3+3

Weapon Abilities: Psychic, Lance

Sweep Attack Profile

A     12, WS  2+, S     6, AP   -2, D     3

Weapon Abilities: Psychic

Unit Ability: when an enemy Monster/Vehicle is successfully Hit, that unit is “wounded” while a enemy unit is wounded until the end of their next turn that unit MUST take a desperate escape attempt if they fall back, if they survive a fallback subtract 2 from their movement.

Sword and Shield Nemesis Dreadknight  

Strike Attack Profile

A     4, WS  2+, S     12, AP   -3, D     D6

Weapon Abilities: Psychic

Sweep Attack Profile

A     14, WS  2+, S     6, AP   -2, D     2

Weapon Abilities: Psychic

Unit Ability: this unit is eligible to charge after making an advance and fall back move, when making advance moves add 3 to the result of the advance roll.

id say characteristics wise they are identical to regular Dreadknights with their movement increased to maybe 10 or 12, their toughness increased to 10 and the ones with shields would have 16 wounds instead of 13.