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Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)
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====The Knights Errant==== For ALL Knights-Errant, one very VERY important rule to remember is their Oath of Moment. Which means they have to pick a particular objective in order to be fielded; some of the easier ones, like ending the game in the enemy deployment zone, or ensuring an allied character survives, grant his army an extra victory point if he obtains it. Other, more difficult ones include personally slaying the enemy warlord in a challenge or making sure an enemy Primarch is killed ''(which he does not have to do personally, but since you are playing Milita this might be quite difficult to do)'', which nets his side three extra points. However, failing to complete his chosen objective means the side that took him cannot win at all, and can only settle for a draw. *'''Nathaniel Garro:''' The first of the [[Knights-Errant]]. A three-wound Eternal Warrior, kitted out for challenges though he might struggle going toe-to-toe with some of the bigger named characters or a dangerously equipped Praetor. He is still meatier than your Force Commander will ever be, and you'll get the sense that he'll be able to stick it out long enough that he might just come out on top. He's not really a force multiplier the same way as the other Knights-Errant are, so consider if you really want Garro in your army, since you'll need to pad him out with a decent squad, Ogryns only really seem to fit the bill here. *'''Tylos Rubio:''' The first recruit of Garro. A Mastery Level 2 psyker that can cast from divination and telekinesis... which is to say divination, since ''Echoes of Fate'' allows him to re-roll divination tests and any un-used warp charges can automatically become +1 strength each. Aside from those two special rules, he's just a mastery level 2 KE for 35 points less than a normal one. He's a solid choice, though you cannot change his loadout the same way as you could with a unnamed Knight Errant. *'''Knight-Errant:''' A.K.A. Build your very own special snowflake™. A 2-wound space marine with a bunch of nice gear. He'll never stand toe-to-toe with the big bad-boys of the setting, but hey, you ''are'' playing Militia and Cults right? There is an awful lot you can do with a Knight Errant, but for those who came over from the Legion list bear in mind that your synergies are somewhat reduced. Nartheciums only apply to ''Legiones Astartes'' units so won't help your poor defenseless levy squads ''(you could have Medics anyway)'' and giving them a Jump Pack is kinda pointless since no other squad can Deep Strike along with them. But he DOES have ''Preferred Enemy (Traitors)'' so he can provide quite a significant boost to oversized militia squads, can take a servo-arm to fix things without spending an Elites slot and can ALSO become a '''Librarian Consul'''. This means that Loyalists can actually take a psyker without having to resort to allies, and also because he's a Legiones Astartes character -but not a unique named one- he is also eligible for a wide array of Psyarkana upgrades to fit your preference. This can be done all at the same time to make a swiss-army-knife character. Add in the option to swap his super-bolter for a sniper-rifle or a combi-weapon and you have a damn versatile support element. Go nuts! **He has a few other cool rules too: like being able to ''Deep Strike'' without scatter, and cause his opponents to snap fire at him during the following turn, or count as disordered when charging him. If you don't want to attach him to a squad ''(and we don't blame you)'', deploying via his Falsehood is a perfectly adequate way to go.
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