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40K: The Unrelenting Firepower Of House Vulker

2 Minute Read
May 30 2018
Warhammer 40K
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House Vulker is a house steeped in tradition. Not only is it a Knight House with all the associated lore traditions, it’s also something in the 40K universe that has Vulk in it, and Vulk is a morpheme synonymous with heavy firepower.

Some might even say excessive firepower, but there is no such thing in 40K. If you can’t one shot a Dominus Class knight with your army (or ideally just with one unit), then you’re doing something wrong. With that out of the way, here’s how House Vulker will help make sure that you land every shot you get.

Rerolling 1’s means that you’re landing those knight weapon shots a little more often, which helps because while Knights are tough, they aren’t the best shots in the world. So the more of your weapons that hit, the better. And it’ll definitely save you on command points when you invariably roll that 1 with the Shieldbreaker Missile. Admittedly it is only against the closest target, so you can’t shieldbreaker snipe your enemy’s characters as reliably.

This makes me wonder what the House Vulker warlord trait ends up being though. If they are the House that’s all about the dakka, maybe House Vulker characters can target characters regardless, though that seems more like a sniper-y kind of thing. It wouldn’t need to be rerolling 1’s, necessarily because all of the units in that House already have it–maybe it’s rerolling wounds?

Either way, House Vulker does seem like a pretty solid House to go with if you’re looking to build a firepower-focused Knight army. Again, we still haven’t seen what the Knight close combat weapons are like, but their shooting is shaping up to be pretty sweet. Stay tuned for more Imperial Knights news folks.

Okay but imagine assigning one of these Knights to a Salamander army, giving you Vulkan’s Vulker Volcano Cannon.

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Author: J.R. Zambrano
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