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1) knight shield save vs TK
I'm not entirely convinced about my choice either. Basically, I felt it was a bit cheesy to make a volcano cannon have a below 50% chance of taking out a knight. Just seemed too bad, for what is in essence a weapon that should be excellent at taking out knights. With this rule, the average volcano cannon shot will take out a knight more often than not and it seems right. It's a bit fidgety, but how many TK(dX) weapons are there really? Not that many. I only got shot by a TK(dX) weapon twice in all the playtest games.
Go up against a Guard army and you'll find a rather large number of Volcano cannons and other TK weapons.
However, against other armies this might not be the case. It just feels far to complicated for the benefit you are getting. If you have concerns with TK weapons not being good enough, would it be a problem to increase the save to 5+ against TK weapons due to their power? alternately, just don't let them take the save against TK weapons. Assume the power is such that it completely overwhelms the shield.
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2) extra variety for Custodians w/ Scout Titan weapons
Fair enough, they never had them in the fluff, BUT, the latest edition of these kinghts was 15 years ago. In the meantime not only have all the other lists got new stuff thanks to 40k, but also people have started using proxies for the metal knights due to lack of original models. So, I felt it was reasonable to let people tweak their custodians a bit and allow some different options. They can still field the 'classic' custodians w/ the light quake cannon, but now they can mix it up a little with the scout titan weapons. If somebody is 100% wedded to their original versions, they can always just use the quake cannon of course.
The argument that other lists have new toys or people are using proxies isn't solid enough to warrant the change you are proposing. Fluff needs to drive the list and I don't think it's a good route to break from that unless absolutely necessary and especially not in the way you are proposing. IIRC knights were supposed to be from backwater worlds originally for herding "cattle" with the families in liege to the AdMech. Even just adding scout titan weapons is a pretty sizable jump in capabilities and I don't see the Mechanicus having any to spare or seeing the need to waste resources attaching them to Knights not to mention supporting maintenance requirements to keep them working. It just feels out of place to put titan weapons here when most of what is seen are things like battle cannons, lascannons, or autocannons even accounting for accounting for the Mechanicus attachment. I won't argue they could use more options, but titan grade weapons just aren't it. I think a better route would be to look at the new Guard codex for inspiration especially on the Russ main cannon options.