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SUPER HEAVY MADNESS
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Re: SUPER HEAVY MADNESS
Which is what the imperial knight has.
Grey Master- NOOBIE
- Posts : 43
EXP : 3689
Join date : 2014-04-09
Character sheet
Class: Grey Knight
Race: Human
HP:
(10000/10000)
Re: SUPER HEAVY MADNESS
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.
BDA- LVL 7 Mobile Armoured Dice Factory
- Posts : 871
EXP : 5876
Join date : 2011-02-09
Age : 44
Re: SUPER HEAVY MADNESS
Where are the rules? For it, I want to have a gander
Grey Master- NOOBIE
- Posts : 43
EXP : 3689
Join date : 2014-04-09
Character sheet
Class: Grey Knight
Race: Human
HP:
(10000/10000)
BDA- LVL 7 Mobile Armoured Dice Factory
- Posts : 871
EXP : 5876
Join date : 2011-02-09
Age : 44
Re: SUPER HEAVY MADNESS
Image is a bit small lol.
Grey Master- NOOBIE
- Posts : 43
EXP : 3689
Join date : 2014-04-09
Character sheet
Class: Grey Knight
Race: Human
HP:
(10000/10000)
Re: SUPER HEAVY MADNESS
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.
Grey Master- NOOBIE
- Posts : 43
EXP : 3689
Join date : 2014-04-09
Character sheet
Class: Grey Knight
Race: Human
HP:
(10000/10000)
Re: SUPER HEAVY MADNESS
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 And your copy is out of date.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.
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.
BDA- LVL 7 Mobile Armoured Dice Factory
- Posts : 871
EXP : 5876
Join date : 2011-02-09
Age : 44
Re: SUPER HEAVY MADNESS
Ahh. Wasn't aware of the change in structure /hull
Grey Master- NOOBIE
- Posts : 43
EXP : 3689
Join date : 2014-04-09
Character sheet
Class: Grey Knight
Race: Human
HP:
(10000/10000)
Re: SUPER HEAVY MADNESS
It is much simpler I am pleased to say
BDA- LVL 7 Mobile Armoured Dice Factory
- Posts : 871
EXP : 5876
Join date : 2011-02-09
Age : 44
Re: SUPER HEAVY MADNESS
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
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
BDA- LVL 7 Mobile Armoured Dice Factory
- Posts : 871
EXP : 5876
Join date : 2011-02-09
Age : 44
Re: SUPER HEAVY MADNESS
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.
KendokaJim- LVL 3 Dragon Curry Afterburn
- Posts : 324
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Age : 36
Location : City of Doors
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