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SUPER HEAVY MADNESS

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Post  Grey Master 2014-04-16, 15:46

Which is what the imperial knight has.
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Character sheet
Class: Grey Knight
Race: Human
HP:
SUPER HEAVY MADNESS - Page 2 Left_bar_bleue10000/10000SUPER HEAVY MADNESS - Page 2 Empty_bar_bleue  (10000/10000)

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Post  BDA 2014-04-16, 15:55

indeed he has and i have no problem with them being used in a game of 40k. but my lynx would would horrendously unfair even in a game against 4 imp knights.
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Post  Grey Master 2014-04-16, 15:56

Where are the rules? For it, I want to have a gander
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Class: Grey Knight
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HP:
SUPER HEAVY MADNESS - Page 2 Left_bar_bleue10000/10000SUPER HEAVY MADNESS - Page 2 Empty_bar_bleue  (10000/10000)

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Post  BDA 2014-04-16, 16:00

SUPER HEAVY MADNESS - Page 2 Captur10
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Post  Grey Master 2014-04-16, 16:08

Image is a bit small lol.
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Character sheet
Class: Grey Knight
Race: Human
HP:
SUPER HEAVY MADNESS - Page 2 Left_bar_bleue10000/10000SUPER HEAVY MADNESS - Page 2 Empty_bar_bleue  (10000/10000)

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Post  Grey Master 2014-04-16, 16:15

Got another copy. Seems like it only has two structure points. So it can do a lot of damage, but can't take a lot of damage. So its not too unfair, my land raider terminus could take it down in one turn. Luck of the dice I suppose.
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Character sheet
Class: Grey Knight
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HP:
SUPER HEAVY MADNESS - Page 2 Left_bar_bleue10000/10000SUPER HEAVY MADNESS - Page 2 Empty_bar_bleue  (10000/10000)

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Post  BDA 2014-04-16, 16:27

If you click it, it will enlarge. And your copy is out of date. each structure point is = to 3 hull points so it has 6.
It also has Eldar holo-fields so it gets a 4+ safe in effect from shooting if it moves.

In return it pumps out 2 str D shots that use large blasts and ignore everything other than void or power fields and can inflict up to 12 hull points each.
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Post  Grey Master 2014-04-16, 16:29

Ahh. Wasn't aware of the change in structure /hull
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HP:
SUPER HEAVY MADNESS - Page 2 Left_bar_bleue10000/10000SUPER HEAVY MADNESS - Page 2 Empty_bar_bleue  (10000/10000)

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Post  BDA 2014-04-16, 17:52

It is much simpler I am pleased to say Smile
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Post  BDA 2014-04-21, 10:43

i have heard that a good way to take out imp knights and other super heavies is to use grenades , melta and haywire for the main.
the down side is that they often die in a Str D blast so this is not so good for the individuals assaulting said super heavy lol. not to mention getting into base contact in the first place lol
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Post  KendokaJim 2014-04-22, 18:07


If I ever need help sleeping I'll listen to this guy's voice. Wow!

Grey Master wrote:Yo dawg, I heard you like guns, so I twin linked your twin linked guns and twin linked those new guns.

Best post so far.
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