There is a new class of Imperial Knights coming for Adeptus Titanicus, Cerastus Knight-Atrapos.
There’s a new class of Imperial Knight coming your way for Adeptus Titanicus – and it’ll leave Princeps everywhere shaking in their amniotic tanks. Meet the Cerastus Knight-Atrapos.
Imperial Knights are a crucial part of many Adeptus Titanicus battlegroups. They provide support to the mighty Battle Titans that form the core of your force, and in numbers, they’re great for downing void shields and posing a threat to smaller Titans, like Warhounds. The larger god-machines tend to laugh off a Knight’s attentions – but they won’t be laughing at the Knight-Atrapos.
The Knight-Atrapos was created solely to destroy hereteks and xenos, armed with weapons that could devastate unholy war engines in the Omnissiah’s name. When the Horus Heresy dawned, the Knight-Atrapos came into its own as an instrument of Knight Households that could threaten even the largest Titans with its graviton singularity cannon.
This fearsome cannon takes the graviton weaponry used by the Mechanicus and the Legiones Astartes and makes it bigger and badder. A Strength of 6 and 3” Blast means units of smaller foes will be torn apart, and not even the thick armour of Battle Titans will be proof against such force. The Concussive trait will also leave Titans in disarray – easy pickings for the other big guns in your battlegroup.
Cerastus Knights-Atrapos in pure Knight Household armies (using the rules from the Doom of Molech expansion) will be even more fearsome, as they can use the Coordinated Strike order to increase the Strength of a graviton singularity cannon blast up to 10, at the cost of only firing a single shot per banner. This is risky, but the Knight-Atrapos’ Macro-extinction Protocols mitigate that gamble by letting the Knight re-roll a hit roll of 1 against enemies of Scale 7 and greater – which includes all Titans bigger than a Warhound!
Up close, the Atrapos lascutter that the Knight-Atrapos wields is every bit as dangerous as its gun. It also boasts a Strength of 6, with 2 attack dice, and a handy +1 to hit that pairs nicely with the Macro-extinction Protocols. The Fusion trait means it rolls a D10 rather than a D6 for the Armour roll, and the ability to choose a target location on the enemy Titan, thanks to the Melee trait, means the Knight-Atrapos can always go for the weak point in its foe’s defences. With a speed of 12”, you’ll have a good chance of getting into range to use it as well.
Of course, all that power is no good if your Knights are going to be blasted off the table by a Warlord Titan before they can engage. Handily, the Knight-Atrapos is blessed by the Machine God with some formidable defences too. 5 Structure points and ion shields that improve the more Knights are in the banner (making a full banner of four a really good idea) are bolstered by a pair of rules you might recognise from some other Knights we looked at recently.
The ionic flare shield the Knights boast reduces the Strength of incoming Blast attacks, which has the added benefit of improving the effectiveness of their ion shield save. In addition, when they are damaged, Knight-Atrapos banners can recover Structure points in the Damage Control phase, keeping them in the fight for longer. With their lethal weapons, even one more turn of attacking could be just what you need to claim that vital Engine Kill!
The Cerastus Knights-Atrapos are coming soon