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===Knight Brothers=== While the Guardian Brothers have to rely on auxilia sisters to block off spells, the Knight Brothers can pull it off themselves without such an absurd price hike, while your exclusive choices also come with storm rifles. This also comes with the perk of being able cast by themselves, which gives you some well-needed support on casting. ====Special Rules==== *''Aegis:'' Your entire army can block powers as if they were psychic. In the case of Psychics, they instead get a +1 to block. This is available to all your infantry choices. ====Psychic Spells==== *'''Ward (4+):''' Enemy unit within 12" suffers -1 to hit with melee on their next turn. Important since you're only protected by a mere 2+ save for the most part. *'''Cleanse (4+):''' Enemy unit within 12" takes 2 AP 2 hits. Somewhat equivalent to psychic blast, though it hits the entire unit. *'''Warp (5+):''' Enemy unit within 12" takes -1 to defense, which you'll want if you're struggling to turn the tide. *'''Doom (5+):''' Enemy model within 12" takes an AP 3 hit, making this a prime sniping spell. *'''Strike (6+):''' Friendly unit within 12" can immediately shoot. *'''Purge (6+):''' Two enemy units within 6" take 2 AP 1 hits each, making it comparable to Lightning Cloud. ====Units==== *'''Knight Champion:''' A very costly hero, but you get quite a bit. Alongside Aegis and Psychic 1, you also get Combat Master, which gives you one of four different styles each round you're in melee (+1 to hit, AP +1, Rending or Impact 1). This champion is a through and through beatstick with psychic powers. If you want support, pick the generic heroes. *'''Knight Brothers:''' Each of these boys has a storm rifle, an energy sword and Aegis, which is plenty worth the price hike. They have a very unique selection of weapons. Their guns are now an incinerator (a flamer with AP 1), a psychic silencer (a minigun-lite with 6 shots) or the psychic cannon (AP 2 and rending). In melee, they can swap their energy sword for an energy staff (less attacks but it's poisoned), the halberd (less attacks but AP 2), twin energy falchions (Rending) and daemon hammer (2 attacks, but now AP 4 and Deadly 3). You can also grant them Impact 1, Ambush or Teleport (so you can jump 6" anywhere without regard for terrain and isn't the same as ambush for some reason). Oh, and these guys can be psychic too, so joy. *'''Purgation Brothers:''' Knights with Relentless. They now have free reign of the special weapons but can't specialize in melee. They can also be psychic too. *'''Knight Destroyers:''' Destroyers are already dangerous, so you know for sure that stacking all the benefits of Knights makes them deadlier as well as obscenely more expensive. Their weapon choices mirror the base knights, but they can also grab a standard (for Fear) and Regeneration as well as the ability to give everyone Impact 3. *'''Knight Walker:''' This walker lacks its guns. However, it is Tough 18 and psychic, making it a tank in both a physical and mental sense. You can grant heavy guns that won't replace your fists and then take either an energy great sword or daemon hammer for extra punch. You can also grant it Teleport to surprise enemies or Regeneration if you want to drive it deep into battle.
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