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Crimson Paladin
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==Crunch== On the tabletop, Crimson Paladins are back with a better statline, having been upgraded to WS5 and given 2 wounds apiece now, bringing them in line with modern Terminators. Their gimmick special rule, ''The Blood is Forever'', is that when they're outnumbered they gain ''Feel no Pain (5+)'', that is improved to 4+ if they are outnumbered by more than two to one. However, this is made harder by being ''Bulky (2)''. Their Coriolis Pattern Power Shields now inflict a blanket -1 To Wound, as opposed to -1 Strength, on incoming melee attacks, which has the funnily inverse effect of making them more vulnerable to S8 weapons since they are still vulnerable to be ID'd. That said, S8 attacks wound on 3+ instead of 2+, so you still get something out of your shields. Like their 1.0 incarnations, they come stock with power weapons that can be upgraded to Sunset Blades at no cost. Additionally, two Paladins can bring either Power Fists or Chainfists, which have thankfully been reduced in points, and the Exemplar can take a Perdition Weapon for free. As before, one in every five Paladins can bring a ranged weapon, which include the Iliastus Assault Cannon, Heavy Flamer, or Plasma Blaster. Given they prefer close range combat, you should take a Heavy Flamer for MEQs and below or Plasma Blasters if you're excepting to face TEQs and MCs. They can also take a [[Land Raider Proteus]] Carrier or [[Spartan Assault Tank|Spartan]] as a Dedicated Transport depending on the size of the unit; a unit of any size can take the Spartan, while a unit of five or less can take both Proteus Carrier or Spartan. {{Blood Angels}}
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