IMPERIAL KNIGHT DETACHMENT

SPECIAL RULES

Close Assault against War Engines: Knights Paladin, Lancer, Errant and Baron each receive a single improvised attack with which they may attack War Engines in Close Assault during the regular close combat phase (ie after War Engines have resolved close combat). Knights have a CC Skill of 4+ for the purpose of attacking War Engines. Knights Errant rolling a 6 to hit may add +D3 to the strength of their close combat attack.

 

Unit Speed Range Firepower Assault Armour Notes
Knight Paladin 25cm 45cm 2 4 6+ Save
Knight Lancer 30cm 45cm 2 4 5+ Save
Knight Errant 25cm 15cm 2 4 6+ Save, Close Support
Knight Baron 30cm 45cm 3 5 6+ Save
Knight Castellan 20cm 60cm Mega-Cannon 2 6+ Save
45cm 2 (Flak)
Knight Crusader 20cm 60cm Mega-Cannon 2 6+ Save
45cm Anti-Tank

 


COMMAND

You must choose a detachment HQ. 

1 Detachment HQ +25 pts
0-1 Knight Baron 49 pts


MAIN FORCE

Choose up to 10 units from the following list.

Knight Paladin 38 pts
 
Knight Lancer 33 pts
 
Knight Errant 35 pts

SUPPORT

Make up to one choice from 10 choices from the following list, but you may not exceed the number of choices made on the main force list.

Knight Castellan 77 pts
 
Knight Crusader 71 pts

Any unit in the detachment may be designated as the Detachment HQ subject to the detachment's chain of command. If the original HQ is eliminated then the highest unit in the chain of command below becomes the new HQ.

Chain of Command: Knight Baron > Any Main Force unit > Any other unit.


 
All original concepts © Krinos. Last modified 06-10-01. Disclaimer: This website is completely unofficial and in no way endorsed by Games Workshop Limited. Warhammer, Squat, Astronomicon and Skaven are trademarks of Games Workshop Limited,and are used without permission. No challenge to their status is intended.