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====Knights of the Nine Divines==== The Knights of the Nine are the crusaders charged with searching, and retrieving the artifacts of the Divine Crusader, Pelinal Whitestrake. They were first founded in the second century of the Third Era, and it is when they defeated the Wyrm of Elyngleen that they began to grow in fame. Their numbers had swollen and they proceeded to retrieve a handful of more relics from the many quests. Sadly the great triumphs and deeds of the knights were fated to fall to ruin. In 3E 121 the knights became troubled during the War of the Red Diamond, the forces split and wishing to fight for their own respective sides. Many of the Knights had families with stakes in the war, such as loss of wealth or death, and thusly quit the order. After the war the Knights grew more and more distant from what their order had originally intended. Where they had once been noble and mighty individuals, they now began to grow greedy and violent. Those Knights that did not rise to positions of power, or get themselves killed, were often cursed by the Nine Divines themselves, punishing them for their recklessness. Sir Amiel, the leader of the Knights, remained true to what they had said. After the Oblivion Crisis in 3E 433, with the fruits of the last knight's mission, it is said that the Hero of Kvatch had begun rallying knights to the order to go set out and destroy the returned Umaril. The Knights themselves are a glory to behold- while at a glance they may seem somewhat mundanely armored, and hardly decorated, they carry with them an overwhelming aura of fidelity and serenity. To look upon the Knights of the Nine is to feel at peace... save when one is at the charging end of them. It is also said that each of the Knights fights with the strength of five men- and considering they carry the blessings of the gods this is hardly circumspect. 50 pts per model. Elite. Fight in Ranks, Cavalry, Imperial. 5-9 models per unit. May only be joined by Independent Characters who are also riding Horses. 25mm x 50mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Knight of the Nine | 5 | 4 | 4 | 4(5) | 2 | 4 | 1(2) | 10 | 2 | 2+/5++ |} '''Special Rules:''' Eternal Warrior, Unbreakable(see Imperial Knights rules), Hatred (Daedra and Undead). Aura of Serenity: Units that wish to fire upon the Knights of the Nine with a ranged weapon do so at -1 BS. Enemy units in base contact with them melee fight at -1 WS. Blessings of the Gods: Knights of the Nine are blessed by the gods so long as they continue venerating them and acting according to their codes. Knights of the Nine have a 5+ ward save. Foreigners: Any of the Knights may be upgraded to a Bosmer, Breton, or Nord for +5 pts a model. The Knights of the Nine may be a combination of these races and Imperial. '''Wargear:''' Great Weapon of Might, Hand Weapon of Might, Shield, Finely Crafted Plate (3+ heavy armor). The entire unit may: *Upgrade one model to Standard Bearer(+1 to combat resolution) for +10 pts *Replace Great Weapon with Lances of Might for free The unit may carry a magical banner worth up to 50 points Each of the Knights may take up to 30 pts of magic items where appropriate from the armory.
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