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====={{W40Kkeyword|[[House Taranis]]}}===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim darkness of the far future, the Omnissiah's grace aids those who hold true.<br> Thematically, house Taranis is first of the Knightly Houses, and perhaps the most loyal to the Adeptus Mechanicus. Owners of a uniquely advanced variant of the Throne Mechanicum (the neural link that allows Nobles to plug into and control Knights) that has none of the extremely negative side effects that the rest of the Imperial Knights suffer, and they won't share. Uniquely, does not follow the concepts of feudalism or chivalry, as most other Knight Houses do, and are, instead, nearly completely devoted to the Adeptus Mechanicus and the Omnissiah. This is partially a result of the near total annihilation of the Household near the outset of the Horus Heresy, during which they were part of the minority of forces on Mars, which were still loyal to the Emperor, and carried out an epic, if suicidal, charge into a massive enemy force with the intent of slaying the enemy commander. I wont spoil how it ends, but ''Horus Heresy: Mechanicum'' is pretty cool, even if its not the best written book in the world, it really does the Knights of House Taranis, and Titans of Legio Tempestus justice. However, by a minor miracle, two of their Knights escaped what would have been the Household's final charge, and once the war for Mars was ultimately won by the Loyalists, the Mechanicum spared no expense in rebuilding the first Knight Household. Since, House Taranis has fought with the knowledge that, whatever happens, the Omnissiah will provide. On the tabletop, This House specializes in making your Knights **really** hard to kill, while giving them some extra power in neutralizing their greatest threats - tanks and other Lords of War. The tradition is as close to a straight durability increase as you'll ever see, and the Strategem is one of the best in the book, while the Trait and Heirloom give you extra punch versus heavy armor. <br> <div class="mw-collapsible-content"> ;Household Tradition - Omnissiah's Grace: If it ain't broke, don't fix it. Still a 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.]] ;Warlord Trait - Knight of Mars: Once per battle, after rolling a D6 or D3 when making an Advance roll, hit roll, wound roll, damage roll, charge roll, or saving through for this Warlord after any re-rolls (if any) have been made, you can change the result of one of those dice to a 6 (or a 3 if it was D3). Not great, unless your army is Virtuous, you can then do this once per turn instead of once per battle. ;Relic - Fury of Mars: Replaces a meltagun, twin meltagun, thermal spear, or thermal cannon. The weapon becomes a Relic for all rules purposes, add 1 to the weapon's strength, delete the weapon's abilities, and add 2 to that weapon's damage characteristic. ;Stratagem - Our Darkest Hour (1/2 CP): Still the coolest named strat, still the coin flip we all know and love. And now in 9e costing less CP than before (1cp for Armigers, 2cp for everyone else). Use when one of your models dies and doesn’t explode. Roll a dice, on a 4+, the knight gets back up with 3 wounds left. Notably, this happens at the end of the phase meaning your Knight isn’t just going to be pasted immediately. This is why you take Taranis. Combine with the Mark of the Omnissiah Heirloom for regen shenanigans. However, this strat can only be used once per battle, so choose wisely! '''Tactics:''' </div></div>
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