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Warhammer 40,000/8th Edition Tactics/Chaos Knights
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===Codex Traits=== *'''Infernal Quest''': Your unique trait functionally gives your Knight Objective Secured. Can be used on a shooty Knight like a Porphyrion or a Double Avenger to protect your backline objective from enterprising deep strikers, or on a fast, aggressive Knight like a Acheron to rip one away from your opponent after stomping the unit they had guarding it flat. As an added bonus, when contesting an objective against someone else with ObSec, the Knight counts as ten models instead of one. *'''Harbinger of Scrapcode''': At the end of the movement phase roll a D6 for each enemy vehicle within 6" on a 4+ that vehicle takes a mortal wound. **Although a very fluffy trait it’s only of real use against vehicle spam armies or against very tough but low wound units. Unfortunately this doesn’t work against bikers. *'''Knight Diabolus''': Your Warlord has +1 attack. Simple, effective, but a little meh considering your other traits. **Counter opinion: one of the better traits in the book. It's just +1 Attack, but that's actually +3 stomps in most cases. Iconoclasts love this trait and Infernals don't hate it either - you're most likely getting into combat at some point in the game either because you'll play aggressive or because the opponent is throwing a squad at you. Extra stomps will always be useful. *'''Warp-Haunted Hull''': This warlord can attempt to deny one psychic power in your opponents psychic phase in the same manner as a psyker. In addition if this warlord would lose a wound as a result of a mortal wound in the psychic phase, Roll a D6 on a 5+ the wound is not lost. **When combined with the Tzeentchian Pyrothrone this trait allows you to Deny 2 Psychic Powers instead of 1. In addition, due to the wording of the ignore damage ability, if you happen to suffer Perils of the Warp you can shrug its Mortal Wounds on 5s and 6s. Neat! *'''Eager for the Kill''': Add 1 to this warlords advance and charge rolls and add 1 attack while they are wholly within your opponents deployment zone. Very similar to the Landstrider trait from the loyalist knights, but worse all around. *'''Aura of Terror''': When a charge roll is made for an enemy unit within 12" of this warlord subtract 1 from the result. In addition when an enemy unit within 12" makes a morale test your opponent rolls 2D6 and discards the lowest result. **Combine this trait with some Night Lord Raptors and the Iconoclast Household Ambition for maximum leadership shenanigans. **Since you may be bringing along a Disloyal 32, swap out a Renegade Commander for a Malefic Lord with Creeping Terror, and that's an additional -d3 to the leadership of the effected unit.
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