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====Damnations==== Choose any 2, or roll once. #'''Forsaken'''- While this Damnation applies, the Dreadblade cannot be the target of '''''any''''' stratagems used by the controlling player, including Command Point Re-roll. Furthermore, this Damnation makes the Damned Knight less likely to have its Damnations trigger, as it gets -1 to the roll, which is equivalent to +1 Ld for the roll. #*Damnations go off 15/36 (5/12, slightly less than half) of the time for Ld8, 10/36 (5/18, slightly less than one third) for Ld9, 6/36 (1/6) of the time for Ld10, and 3/36 (1/12) of the time for Ld11 - you can simulate Ld11 by combining this Damnation with the Knower of Profane Secrets Pact. 1/12 is low enough that fully half of your games will see your Damnations never go off. #'''Warp Rage'''- While this Damnation applies, the Dreadblade cannot fall back and has a BS of 6+. A Rampager won't give a shit about this. #* Iconoclast Rampagers give a mild shit, as they can't fall back 1" and re-charge a unit for +1A if combat drags out more than one turn. #'''Volatile Reactor'''- While this Damnation applies, roll a d6 at the end of any phase that the model lost a wound. On a 4+, the Dreadblade loses one additional wound. #*We talked a lot about letting your knights taking more wounds above... but come on, having your knight get bruised and scratched to get buffed or summon daemons is one thing, but letting your opponent do more damage to on purpose with no benefit is inexcusable. DO NOT TAKE THIS! #'''Warp Fugue'''- While this Damnation applies, the Dreadblade always fights last regardless of if it charged or has any abilities/relics that make it fight first. #*Not a huge issue unless you're up against something that can actually hurt you (such as another knight) ''and'' you charged it - anything charging you would fight first anyway, and if you charged a tarpit on purpose, it'll just bounce off harmlessly most of the time. On a ranged Knight, you often have no reason to care about this at all. #'''Single-minded Hatred''' While this Damnation applies, the Dreadblade can only shoot at the nearest visible enemy and charge the nearest visible enemy. #'''Defiant Machine Spirit'''- While this Damnation applies, subtract 1 from charge and advance rolls and 1 from hit rolls. #*Combine this with the Helm of Warp-Sight on a ranged Knight and stop caring - you were never going to charge or advance anyway, and now you ignore hit roll penalties.
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