knights datasheet

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TITAN KNIGHT PALADIN POINTS : 300 UNIT : 1 Paladin TYPE: Super-heavy walker STRUCTURE POINTS: 2 VOID SHIELDS: 1 WEAPONS AND EQUIPMENT: 2 arm-mounted weapons: - 1 Knight Battle Cannon; - 1 Dreadnought CCW -1 Twin-linked Heavy Bolter ARMOUR WS BS S FRONT SIDE REAR I A 3 4 10 13 12 11 2 1(3) WEAPON RANGE STR AP SPECIAL Knight Battle Cannon 72” 8 3 5" blast, primary weapon

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Page 1: knights datasheet

TITAN KNIGHT PALADIN POINTS : 300

UNIT : 1 Paladin

TYPE: Super-heavy walker

STRUCTURE POINTS: 2

VOID SHIELDS: 1

WEAPONS AND EQUIPMENT:2 arm-mounted weapons:- 1 Knight Battle Cannon;- 1 Dreadnought CCW-1 Twin-linked Heavy Bolter

ARMOURWS BS S FRONT SIDE REAR I A 3 4 10 13 12 11 2 1(3)WEAPON RANGE STR AP SPECIALKnight Battle Cannon 72” 8 3 5" blast, primary weapon

Page 2: knights datasheet

TITAN KNIGHT ERRANT POINTS : 400

UNIT : 1 Errant

TYPE: Super-heavy walker

STRUCTURE POINTS: 2

VOID SHIELDS: 1

WEAPONS AND EQUIPMENT:2 arm-mounted weapons:- 1 Knight Thermo canon- 1 titan CCW-1 Twin-linked Heavy Bolter

ARMOURWS BS S FRONT SIDE REAR I A 4 3 10 13 12 11 2 1(2)WEAPON RANGE STR AP SPECIALThermo canon 36" 8 1 3" blast, melta

POINTS : 300

Page 3: knights datasheet

TITAN KNIGHT LANCER

UNIT : 1 Lancer

TYPE: Super-heavy walker

STRUCTURE POINTS: 2

VOID SHIELDS: 1

WEAPONS AND EQUIPMENT:2 arm-mounted weapons:- 1 Knight Battle Cannon;- 1 Power lance-1 Twin-linked Heavy Bolter

ARMOURWS BS S FRONT SIDE REAR I A 3 4 10 13 11 11 3(10) 1(2)WEAPON RANGE STR AP SPECIALKnight Battle Cannon 72” 8 3 5" blast, primary weapon

Agile: In the shooting phase the Knight Lancer may divertsome of the energy from its weapons towards its legs, so itcan choose to either:- Fire all available weapons as normal.- Fire no weapons at all and move an extra 2D6” (as per the Fleetrule).Power lance : on a turn in which a knight with a power lance weapon charge, you can change your attack again one only special attack who count as an initiative of 10 and destroyer weapon, this rules does not apply to hits using a stomp' attack. in addition, if you do not use the special attack the knight lancer special Power lance confers +2 bonus attacks when it charge rather the normal +1.

Page 4: knights datasheet

TITAN KNIGHT BARON POINTS : 450

UNIT : 1 BARON

TYPE: Super-heavy walker

STRUCTURE POINTS: 2

VOID SHIELDS: 1

WEAPONS AND EQUIPMENT:2 arm-mounted weapons:- 1 Baron Battle Cannon- 1 Power lance-1 Twin-linked Heavy Bolter

ARMOURWS BS S FRONT SIDE REAR I A 3 4 10 13 12 11 3(10) 1(2)WEAPON RANGE STR AP SPECIALBaron Battle Cannon 72” 8 3 5" blast (2), primary weapon, master crafted

Agile: In the shooting phase the Knight Lancer may divertsome of the energy from its weapons towards its legs, so itcan choose to either:- Fire all available weapons as normal.- Fire no weapons at all and move an extra 2D6” (as per the Fleetrule).Power lance : on a turn in which a knight with a power lance weapon charge, you can change your attack again one only special attack who count as an initiative of 10 and destroyer weapon, this rules does not apply to hits using a stomp' attack. in addition, if you do not use the special attack the knight lancer special Power lance confers +2 bonus attacks when it charge rather the normal +1.

Page 5: knights datasheet

TITAN KNIGHT CASTELLAN POINTS : 400

UNIT : 1 Castellan

TYPE: Super-heavy walker

STRUCTURE POINTS: 2

VOID SHIELDS: 1

WEAPONS AND EQUIPMENT:2 arm-mounted weapons:- 1 knight Sismo canon- 1 autocanon multi-barrel- 1 Twin-linked Heavy Bolter

ARMOURWS BS S FRONT SIDE REAR I A 3 4 10 13 13 11 2 1WEAPON RANGE STR AP SPECIALknight Sismo canon 24-100 " 9 3 ordnance(1) 10" blast, primary weaponmulti-barrelautocanon 48" 7 4 heavy (4)

Lumbering: The Knight Castellan is a heavy defensive vehicle. It’sthick armor and potent weapons leave little room for a largepowerplant within its hull. The castellan can move up to 6” perturn.

Page 6: knights datasheet

TITAN KNIGHT CRUSADER POINTS : 400

UNIT : 1 Crusader

TYPE: Super-heavy walker

STRUCTURE POINTS: 2

VOID SHIELDS: 1

WEAPONS AND EQUIPMENT:2 arm-mounted weapons:- 1 knight Sismo canon- 1 twin mounted lascanon - 1 Twin-linked Heavy Bolter

ARMOURWS BS S FRONT SIDE REAR I A 3 4 10 13 13 11 2 1WEAPON RANGE STR AP SPECIALknight Sismo canon 24-100 " 9 3 ordnance(1) 10" blast, primary weapontwin mounted lascanon 48" 9 2 heavy (2)

Lumbering: The Knight Castellan is a heavy defensive vehicle. It’sthick armor and potent weapons leave little room for a largepowerplant within its hull. The castellan can move up to 6” perturn.

Page 7: knights datasheet

TITAN KNIGHT WARDEN POINTS : 400

UNIT : 1 warden

TYPE: Super-heavy walker

STRUCTURE POINTS: 2

VOID SHIELDS: 1

WEAPONS AND EQUIPMENT:- 1 knight Sismo canon or a warden missile launcher- 2 Twin-linked Heavy Bolter

ARMOURWS BS S FRONT SIDE REAR I A 3 4 10 13 13 11 2 1WEAPON RANGE STR AP SPECIALWarden Mi s sileLauncher G 1 2-1 2 0” 9 3 A p o c a l y p s e B a r r a g e (3)

knight S i smocanon 2 4-1 0 0 " 9 3 o r d n a n c e( 1) 1 0" b l a s t , p r i m a r y w e a p o n

Heavy Bolter 3 6 “ 5 4 H e a v y 3

Lumbering: The Knight Castellan is a heavy defensive vehicle. It’sthick armor and potent weapons leave little room for a largepowerplant within its hull. The castellan can move up to 6” perturn.

Page 8: knights datasheet

Titan knight squadron Points :You may field a single titan knights squadron at a cost of 50 points plus the cost of the models.

Knight squadron

Formation :3 Knights from the following list : Paladin, Errant, Lancer (You must specify whether the Household is composed entirely of Knight Paladin, Lancer, Errant)

SPECIAL RULES:Senechal : one knight must be marked as a command knight, whilst the squadron command knight is still mobile, any knight in the squadron within the 6" of it (including the command knight itself) may ignore 'crew shaken' result

Strike Force: The formation must all be deployed within 6” of the senechal orif coming on from reserve, they must enter the table within 6” of the pointentered by the Senechal

Page 9: knights datasheet

Titan knight support squadron Points :You may field a single titan knights squadron at a cost of 50 points plus the cost of the models.

Knight support squadron

Formation :3 Knights from the following list : Crusader, Castellan, Warden (You must specify whether the support squadron is composed entirely of Knight Crusader, Castellan, Warden)

SPECIAL RULES:Senechal : one knight must be marked as a command knight

Strike Force: The formation must all be deployed within 6” of the senechal orif coming on from reserve, they must enter the table within 6” of the pointentered by the Senechal

Spotting Rounds : AS long as each Knight in the support detachment is within 6" of another, the knights may fire spotting rounds. spotting round are resolved just like a normal shot from the sismo canon (orwarden missile launcher), but in addition a "spotting" marker is placed under the hole of the template ( a dump colored cotton wool looks good). any other knight in the squadron yest to shoot that turn may choose to fire upon that same spot and automatically hit it, or fire another spotting round.If you use Warden with missile launcher, you must use the same barrage apocalypse emplacement but you can re roll the dice for any other warden shoot.

Page 10: knights datasheet

KNIGHT TITAN HOUSEHOLD Points :You may field a single titan knights squadron at a cost of 150 points plus the cost of the models.

FORMATION1 Household Lord (paladin, lancer, errant or a baron)0-2 knight squadronIf you have a Baron you can replace only one knight detachment by a support knight detachment0-1 support knight squadron.

Household Lord: The Knight Household is led by its Lord. This unit is BS: 5, WS:4Chivalrous: If your household is lead by a baron, At the start of battle, the Household must select a single enemy unit or Apocalypse Formation as its ritual opponent. All Knight squadron units gain Preferred Enemy and Tank HuntersUSRs versus the chosen enemy.Strike Force: The formation must all be deployed within 18” of the Lord or if coming on from reserve, they must enter the table within 18” of the point entered by the Lordlwhilst the squadron command knight is still mobile, any knight in the squadron within the 18" of it (including the command knight itself) may ignore 'crew shaken' result

Spotting Rounds : AS long as each Knight in the support detachment is within 18" of another, the knights may fire spotting rounds. spotting round are resolved just like a normal shot from the sismo canon (orwarden missile launcher), but in addition a "spotting" marker is placed under the hole of the template ( a dump colored cotton wool looks good). any other knight in the squadron yest to shoot that turn may choose to fire upon that same spot and automatically hit it, or fire another spotting round.If you use Warden with missile launcher, you must use the same barrage apocalypse emplacement but you can re roll the dice for any other warden shoot.