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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 |
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0-1 Knight Baron |
49 pts |
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MAIN FORCE
Choose up to 10 units from the following list.
Knight Paladin |
38 pts |
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Knight Lancer |
33 pts |
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Knight Errant |
35 pts |
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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 |
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Knight Crusader |
71 pts |
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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. |
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