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====Special Rules==== *'''The Lost Librarius:''' {{W40Kkeyword|Adeptus Astartes Psykers}} cannot be from the {{W40Kkeyword|Black Templars}} Chapter, if you needed reminding. Doesn't affect non-Templar {{W40Kkeyword|Psykers}} in allied detachments. *'''Chosen Champion:''' You also can't use the Chapter Champion stratagem. But that's because you have the Emperor's Champion, so you don't care. *'''Chapter Tactics - Righteous Zeal:''' Units with this tactic can re-roll failed charge rolls, '''''either one or both dice'''''. They also get a 5+++ FNP vs mortal wounds. **All mortal wounds, not just those from psychic powers; this is basically Armour of Contempt but always active, all the time and not restricte to vehicles. A character about to die can fail to save a regular wound, and pass it onto a Company Vet as a mortal wound to try to save it again. A vehicle that fails a plasma roll has a chance to not lose a wound. What tries to counter TH/SS? Mortal Wounds SPAM. Well now your TH/SS are 2+/3++/5+++, simple as. **'''Imperial 'Ere We Go!''' Simple yet effective, this and Shock Attack are your incentives for melee. With an individual 56.9% of making the charge, a massed deepstrike is less of a coinflip β the probability of ''at least one of two units'' making a 9" charge is 0.569+(1-0.569)*0.569 = '''81.4%'''. And you have a ton such units: ''Anything'' {{W40Kkeyword|Jump Pack}}, Reivers, {{W40Kkeyword|Terminators}}; Cataphractii's transport issue is all but solved! Even melee Dreadnoughts will improve, as it makes charges vastly more reliable. But <u>MSU everything</u>: one of two 5-man units making the charge is better than 10 dudes standing around doing nothing. It also doubles the grenades they can use (especially Reiver Shock Grenades), and the unit left behind can prevent any characters that didn't make the charge from being sniped when the others do get into melee. ***Of course, it's not restricted to a melee drop: a Rhino/Razor/Impulsor rush or a Land Raider Crusader boosted with Shock and Awe works too, and the Assault Doctrine doesn't work until turn 3. Just doing the math so you don't need to cogitate it mid-charge. *'''Combat Doctrine - Knights of Sigismund:''' When the Assault Doctrine is active, units that charge/Heroically Intervene against non-Vehicles that roll an unmodified 6 to hit in melee auto-hit and auto-wound. **It's alright. Believe it or not, ((WS-1)*(To Wound)+(1/6)) is actually equal or ''better than the Blood Angels''' +1A when wounding on 4+/5+/6+, since BA gain +1 attack (+25% on 2+1 A Intercessors), while you get +25%/+50%/+125% on any attacks you have. And compared to the WS, you get your bonus while they get nothing against single wound models. ''So, are BT better at melee than BA & WS?'' '''No.''' Especially not compared to the BA <s>snowflake</s> exclusive units. This bonus also suffers from being better against only the most secific of targets: [[Plague Marines|high toughness single wound models]]. Fight hordes and you'll wish you had +1A. Fight anything T8 and you'll see it has more than one wound, so WS do double damage to it. Not to mention why are you punching a vehicle with your S4? **If you're fishing for exploding 6s, remember there's '''Exhortation of Rage''', '''Gene Wrought Might''' and Grimaldus, as well as '''Death to the Traitors''' when fighting CSM. So does Incursor melee, although you also have Crusader squads and Veteran Intercessors as melee Troop choices too - after all, more attacks = more 6s.
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