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Warhammer 40,000/8th Edition Tactics/Imperial Knights
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===Household-Specific=== ===={{W40Kkeyword|Questor Imperialis}}==== *'''{{W40Kkeyword|House Cadmus}} - Veteran of Gryphonne IV -''' All damage recieved in the Fight phase is reduced by one to a minimum of 1. *'''{{W40Kkeyword|House Griffith}} - Master of the Joust -''' When you finish your Charge move, on 4+ one enemy unit within an 1" suffers D3 mortal wounds. *'''{{W40Kkeyword|House Hawkshroud}} - Duty of Forsworn -''' Pick an enemy unit at the start of the game but before it began. Your Warlord adds +1 to all hit rolls against that unit. **Not always great, but put this on a Castellan and pick the biggest baddest thing they have and watch the look of fear on your opponents face as you tell him your Volcano Lance is hitting on 2's and you can overcharge your Plasma without any fear of mortal wounds. **RAW, can be used to choose units in deep strike of any kind. *'''{{W40Kkeyword|House Mortan}} - Legacy of the Black Pall -''' Enemies must substract 1 from thir hit rolls targeting your Warlord from Shooting attacks further than 18". **Useful, but only really on a backfield camping knight where they cannot be flanked by deepstriking foes. **Couple with the Castellan's Oathbreaker Guidance System Stratagem to turn your Knight into a giant vindicare for a turn. *'''{{W40Kkeyword|House Terryn}} - Champion of the Household -''' Re-roll failed Charge rolls. ===={{W40Kkeyword|Questor Mechanicus}}==== *'''{{W40Kkeyword|House Krast}} - First Knight -''' Re-roll hit rolls of 1 for your Warlord. *'''{{W40Kkeyword|House Raven}} - Master of the Trial -''' Ignores AP-1 (as it adds 1 to your save vs this attacks). *'''{{W40Kkeyword|House Taranis}} - Knight of Mars -''' When you roll 6+ to wound in the shooting phase, the attack is resolved with 1 more AP (-4 becomes -5). *'''{{W40Kkeyword|House Vulker}} - Adamantium Knight:''' Wound rolls of 1, 2 and 3 made against the Warlord with this WT are auto-fails, ''even if the wound chart says otherwise''. **Considering that most of the Knights have T8, this will mean even dedicated superheavy-killer weapons like Volcano Cannons will only be able to wound on a 4+, dramatically reducing their effectiveness against you. **A lot of armies do not have widespread access to strength 9 or higher weaponry, so this only really matters if you're up against Guard players (lascannon swarms and shadowswords) or against other superheavies and (god emperor forbid) Titans. In short, you usually won't need this trait, but when you do it will be a life-saver.
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