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Warhammer 40,000/8th Edition Tactics/Imperial Knights
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===={{W40Kkeyword|Questor Mechanicus}}==== Knights with the Mechanicus Allegiance Oath regain 1 wound at the start of the controlling player's turn. *'''{{W40Kkeyword|House Krast}} - Cold Fury:''' Allows re-roll all failed hit rolls in the Fight phase if a model charged, was charged or made Heroic Intervention this turn, or always if the target has the {{W40Kkeyword|Titanic}} Keyword. ''The Titanic bit of this rule is almost irrelevant, since you can fall back and charge Titanic units too. It only matters when the target has a mean overwatch, or your Knight is unable to Fall Back''. It is extremely relevant if you're bringing Armigers Warglaive and perhaps Armigers Helverin (though you really shouldn't be locking the latter in combat). **Similar to Mortan's, but better, since rerollable 3+ is better than regular 2+. Unless they bring rerollable ''2+'', like Mortan Armigers around a Knight Preceptor. **As with all re-rolls, the percentage gain is greater the worse the base stat (in this case even as your knight takes damage and degrades). Even at its lowest tier on the damage table, a Krast Gallant will hit with 75% of his 15 stomps, which is a huge threat for an otherwise 'almost dead' LoW. This only increases the Gallant's capabilities as a distraction-fex and requires that your opponent completely finish off any wounded knights that are within their lines. * '''{{W40Kkeyword|House Raven}} - Relentless Advance:''' After advancing, Heavy weapons becomes Assault weapons, and Assault weapons do not suffer hit roll penalty when fired after advancing. **Better than Terryn's Gallant Warriors when you value mobility for things other than rushing straight forward, as it enables you to do a fighting retreat. Benefits Crusaders and Armiger Warglaives the most for obvious reasons - always load up on Carapace Weapons if you're running {{W40Kkeyword|House Raven}}. * '''{{W40Kkeyword|House Taranis}} - Omnissiah's Grace:''' Straight and simple 6+++ against non-mortal wounds, totaling to T8 3+/5++ranged/6+++. Not too spectacular, but it can cover for the Ion Shields' inability to protect against melee attacks. And since Knights have so many wounds, that's a lot of opportunities for this trait to activate. **Mathhammer time: A straight boltshell (S4/AP0/D1) has a 5/162 chance of wounding against that, multiplied by (7 - N) / 6 , where N = your BS (BS 3+ means N=3). Have fun trying to [[/d/|penetrate that armor.]] * '''{{W40Kkeyword|House Vulker}} - Firestorm Protocols''': When targeting the closest enemy unit with a ranged weapon, re-roll hit rolls of 1. A good choice for Knights that like to get in their opponent's faces with short-ranged weapons, like the Atrapos (The Valiant benefits little from this trait since the Conflagaration Cannon already auto hits while the Thundercoil Harpoon re-rolls failed hit rolls against {{W40Kkeyword|Vehicle}} and {{W40Kkeyword|Monster}} units). Also makes the Castellan's Plasma Decimator safer to use when overcharged.
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