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===New Units=== ===='''Cursed Knights'''==== '''Points Cost''' - 140 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Cursed Knight | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | Infantry | 5 Cursed Knights |- | Cursed Knight Champion | 4 | 4 | 4 | 4 | 1 | 4 | 3 | 9 | 3+ | Infantry (Character) | |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''And They Shall Know No Fear''' *'''Chapter Tactics''' ''(See Codex: Space Marines)'' *'''[[Fabius Bile|Genetic Corruption]]''' - ''Cursed Knights do not purchase a '''Chapter Trait''' as they do not share the same genetic gift and flaws as their brethren. Instead they are subject to a far worse and more unpredictable curse.'' **After the armies are deployed, but before the first turn, roll a D6. **'''1 Berserk Rage:''' Make an armour save for each model in the unit, removing those who fail. The remaining models have +1 strength for the duration of the game. **'''2-5 Stable Mutation:''' Each model in the unit gains +1 Strength and Initiative. **'''6 Created a Monster:''' Each model in the unit gains +1 Strength, Initiative and Attack for the duration of the game, however after the battle each member will die, counting as slain for the purposes of kill point. '''Wargear:''' *Bolter or Close Combat Weapon *Bolt pistol. *Power Armour. *Frag grenades. *Krak grenades. '''Options:''' *You can add up to five Cursed Knights to the squad for 28 pts each. *One Cursed Knight may be upgraded to a Cursed Knight Champion for 10pts. *The Cursed Knight Champion may choose equipment from the Melee Weapons and Ranged Weapons lists in the space marine armoury. *One Cursed Knight may exchange their bolter for one of the following: **flamer (+6 pts.) **meltagun (+10 pts.) **plasma gun(+6 pts.) *One other Cursed Knight may exchange their bolter for one of the following: **Heavy Bolter (+5 pts.) **Missile Launcher (+10 pts.) **Lascannon (+15pts.) *The squad may take a Rhino as a Dedicated Transport. ===='''Abominations'''==== '''Points Cost''' - 85 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Abomination | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 | 3+ | Infantry | 5 Abominations |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''Fearless''' *'''Chapter Tactics''' ''(See Codex: Space Marines)'' *'''Death Spasm''' **Each time an abomination rolls a 6 to-hit in close combat, they must make an additional attack, and continue adding attacks until no more 6's appear. If any of these ''additional'' attacks roll a 1 ''after any modifiers'', that attack is instead resolved against the unit itself '''Wargear:''' *Bolter or Close Combat Weapon *Bolt pistol. *Power Armour. *Frag grenades. *Krak grenades. '''Options:''' *You can add up to five Abominations to the squad for 17 pts each. *The points cost for Chapter Trait '''must''' be included on top of the unit cost. *The squad may take a Rhino as a Dedicated Transport.
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