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==Faction Rules== *'''Bondsman Abilities:''' During the command phase, any knight with a Bondsman ability can give it to one {{W40kKeyword|Armiger}} unit within 12". This buff lasts until the next Command phase. Big change in 10th Edition is it only can target one Armiger and it and impacts both the Armiger and the Bondman unit. *'''Code Chivalric''': Similar to last edition, you have a mini-mission you want to accomplish each game. Accomplishing it not only makes your detachment "Honoured", but it also gives you 3 CP to blow out the gate. Pick one of the following after reading your mission objectives: **''Lay Low the Tyrant:'' This is the subject of some debate. Some content creators are saying units get to re-roll 1s to hit and to wound, others content creators are saying it's a single it re-roll of 1 and a single wound re-roll of 1, so make sure to ask your tournament organizer which ruling is in effect (until the FAQ happens). Your goal is to kill the enemy Warlord, which is more than a worthwhile goal. **''Reclaim the Realm:'' Your units get +1" to movement and +1 to advance and charge rolls. Your goal is to claim an objective in the enemy DZ. *'''Superheavy Walkers:''' A general rule that allows knights to walk over any small terrain pieces and non-{{W40kKeyword|Titanic}} units. Vehicles are no longer excluded from this if they are 4" or less in height, *'''Freeblades''': How you attach knights to other armies. You can only attach three {{W40kKeyword|Armiger}} models or one larger knight to another army, being unable to be the warlord or receive any enhancements.
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