For a gamer comic, Knights has these in a surprising number.
Brian, thanks to being a former GM and a Rules Lawyer, has incurred approximately fifty of these over the course of the comic, none of which can be deemed more awesome than the other. These include:
Throwing a stake at a vampire lord and killing him at first level in a Heroic Sacrifice. Additionally, he did it partly as revenge for a previous decision made by B.A. which killed off one of Brian's characters.
Destroying B.A.'s massive adventure 30 years in the making by collapsing a support column in the basement.
He has contingencies for everything. His most elaborate being the meticulous journals he keeps and the procedures he has in place to guarantee that those journals make it to his protege (who he usually has trained and equipped by the time he dies). One example of these contingencies is having some of his spells tattooed on the backs of Bob's and Dave's characters in case he's in a situation where he doesn't have a spellbook.
He prepared a wish consisting of one massive run on sentence consulting the Hackmaster book of legal definitions and retaining the services of a paralegal just to make sure it was ironclad. It granted him immortality. B.A. needed the help of several local Gamemasters to uncover a flaw in the wish (the only one being that his immortal status made it so a deity could get revenge on him and he had already earned the enmity of multiple deities.) At that point, a clause in the wish reversed all of its effects and granted Brian a 25,000 gold piece consolation prize.
At one point, Brian plays a Spaceship racing game with the Black Hands (think Wacky Races, but in space and with guns instead of gadgets). The other players have built themselves varying types of ships which they believe will let them win the race. Brian, we soon find, buys a BFG called the Death's Head Turret, the computers needed to use it, shields, and a load of generators to power both the gun and the shields. He's essentially built a mini Death Star, and plans to win by being the last Ship on the board.
Bob shooting Red Gurdy Pickens.
Another one has him solving a challenge that had stumped the rest of the party, including Brian, for several hours. The challenge involved an expensive opal and goblet, placed on a stand in the middle of a large square rug. The trick was that whoever got the opal and goblet could keep them, provided they didn't 'bear down' on the rug (along with other rules such as no missile attacks, no magic, etcetera). Bob's solution? Roll up the rug to the stand, and then simply pick the opal and goblet up. The kicker? He solved it on his first attempt just after hearing about it.
He also managed to disarm a nuclear bomb. How did he do it? Removing the timer's triple-A battery.
B.A. usually the timid milquetoast of the group, gets some of these. One of his best was when the Black Hands took out the Knights paintball team (in a LARP game called Urban Assassin). When the Black Hands were celebrating their apparent victory, Gordo's Dalek costume opened up to show B.A. Guns Akimbo and he singlehandedly dispatched the whole group. He apparently recruited Sara to help him kidnap Gordo so he could pull a Trojan Horse tactic.
The Tremble/ Carvin' Marvin storyarc had one for each of the knights including Johnny as well as Nitro.
Years of in-game (and publication) time came to a head in #187 with the Untouchable Trio +1 inadvertently liberating thousands of people trapped in an alternate dimension. Now, if only they'd meant to.
Just as Brian points out that the situation is survivable, and that the three can return for vengeance later, Sara informs them that she has no intention of letting them go, and has the crew open fire on them. The guys get ticked off and essentially Rage Quit, but as far as Sara is concerned:
Sara: Ah, who cares. It was totally worth it to see the looks on their faces.
'Ship of Fools' and 'The Turn About': Another awesome moment for Brian, and one of the few times B.A. succeeds against the rest of the Knights.
In 'Ship of Fools', B.A. runs a campaign of Space Hack, which ticks off the Knights (except Sara) since they wanted to play Hack Master. During the game, they come into possession of a derelict spaceship. Whilst repairing it, Brian discovers that the ship has a Holodeck. The result? Brian repairs and reprograms the Holodeck to play Hackmaster, meaning their Space Hack characters are playing their Hackmaster Campaign—which is what they (the Knights) wanted to play in the first place.
Later, in 'The Turn About', B.A. gets his revenge. How? He has the Holodeck crash and malfunction, causing the Hologram Hack Master NPCs and Monsters to spill out into the rest of the ship. The whole thing soon dissolves into chaos:
Bob: I'm telling ya we got freaking Orcs over-running Decks 5 through 11! We got a Spiny-backed Blue Ridge Dragon in the Mess Hall! The Ship is lost! I say we blow the reactor and take our chance in the Vac Suits!
Dave: Vac Suits?! You mean leave the Ship?! Are you nuts?!
Sara: I still say we try to crash the computer again.
Brian: What have I done? I've created the Ultimate Monster!
B.A. (thinking):Payback is sweet!
Any occasion when B.A. gets the better of the Knights, especially when it isn't a momentary victory, but an outright success.
As well as 'The Turn About' featured above, there's 'Armload of Trouble', where B.A. uses 'the fabled ruby of Wun-Kai' as bait for a dismemberment trap. The result: Bob's thief loses both of his arms, whilst Dave's fighter only loses one arm, but as such cannot wield his Hackmaster+12.
B.A. I've said it before and I'll say it again— There's no party too powerful that a good trap can't bring down.
In another session, Brian is prepping a fireball that will kill a group of skeletons without hurting the party by using the exact dimensions of the room the Knights are fighting in. He does kill the skeletons, but B.A. informs him that the entire party has also sufferred damage. Why? Because Brian didn't deduct the volume within the room taken up by the skeletons.
'Wager Me This' & 'Coal-lateral:' B.A. pulls a simple effective trick over Brian's usual trickery. He calls the Hack Master Support Line for a 'Class IV' Riddle.... and pays an extra 10 dollars for 'Player Non-Disclosure', meaning when Brian, not recognizing the riddle, tries calling the line he gets nowhere.
Why should you never touch another man's dice? Because they may go ballistic and assault you, as poor Nitro found out with Bob at a Hackcon. Mostly a Moment of Funny, but some awesomeness when you consider what Bob and Nitro look like (think David and Goliath — Nitro is a hulking U.S. Marine veteran and Bob looks like he'd blow away in a stiff breeze).
They may be a bunch of self-centered jerks, but apparently the Black Hands are so good at role-playing that they convince two ex-cons that they were planning a real Bank Heist.
B.A.'s old failed game DAWG the RPG. A game designed to systemize role playing a dog. After years of being regarded as a failure, he finally gets an offer to buy the rights to the game for 75 bucks. Unbeknownst to him, the game was bought by Gary Jackson himself and rereleased (barely altered at that). Furthermore, the early sales of the game helped Jackson make enough money to buy back the rights to Hackmaster from Heidi. B.A. helped save Hackmaster for everybody and he doesn't even know it.