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Knights are a rare form of Titans found primarily in Titan Legions. If the Player chooses to field Knights, then it becomes a Titan Legion and must use Titan Legion force structure.
For a force to have a correct complement of Knights, 1 Baron must be taken with up to 3 Squadrons of Knights under it. Each squadron can have as many as 3 Knights of the same type. A description of the Knight types follows.
Evey Baron is a part of or leads a Knight House. Each of the Knight pilots are nobility who serve their lord in a way similar to ancient feudal code. |
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Paladin Battlecannon, Bolters, Lance, Shield
Errant Thermal Cannon, Bolters, Lance, Shield
Lancer Battlecannon, Bolters, Power Lance, Lance, Shield
Crusader Lascannon, Quake Cannon, Bolters, Shield
Castellan Autocannon, Quake Cannon, Bolters, Shield
Baron Battlecannon, Bolters, Power Lance, Command Unit, Lance, Shield |
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? SHIELDS - Any shot that strikes a Knight on the front 90 has an unmodified 4+ saving throw. Barrages are considered to hit the Knight from the direction of the attacker.
? SHOCK lANCE - When a Knight armed with a Lance charges into close combat, the Strength goes to 10 for the first round. Knights with Lances will only assist each other in close combat if against a titan or super-heavy to avoid accidental discharge. If they gang up on anything else they will not discharge their lances on the charge. This is the chain-sword looking thing in the pictures.
? ERRANT - Can attack Mega-Gargants and Emperor Titans in close combat. Bonuses to damage results in close combat (I’d like to see an Emperor Titan before I guess at some rules for damaging them.)
? POWER LANCE - used only if on charge orders, don't have to be in close combat to use it but if you are it must be fired at the opposing target. Used at the very start of the close combat phase before resolving any combat. Then continue game as usual. The Power Lance does not prevent use of the Shock Lance. Think of this as an upgrade for the Shock Lance, although the pictures show a lance instead of a sword.
? INFANTRY CLOSE COMBAT - All done similar to dreanoughts. When thinking about the rules, the Knight is really just an overgrown dreadnought that can enter and leave close combat at will.
? VEHICLE CARDS - Anything a walker can take.
? KNIGHT CREWS – The crews are nobility from their homeworlds and not necessarily great at what they do. In any case, they are no Space Marines, just humans in overgrown terminator armor. While the baron is a formidable pilot and the Lord of the House, he is just a rich kid with a big toy. |
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The following is a description of the Knight suit itself. It is formidable on a field with no other Titans, but dwarfed by a Greyhound. Consider Knights subject to any rule listed in the Titan section, but not here. I am giving rules for Lancers only herin.
Front Side Rear WS BS S I A Points Cost Baron Lancer Knight 13 12 11 4 4 8 4 3 130 Knight Lancer 13 12 11 4 3 8 3 2 110
Weapons
Every knight has a pair of Heavy Bolters under the head. The weapons in the arms can be changed out according to the list above. The bolters have a front 90 arc, the arm weapons have a front 180 degree arc as the Knight can twist and turn in combat. Lancers have a BattleCannon in one arm and a Power Lance in the other.
Shields
Each Knight has a powerful shield generator that affects the front 90 degree arc. Any attack from the front is deflected by a 4+ invulnerable save.
Movement
Movement is similar to vehicles, except ordinance weapons such as the Battlecannon can be fired on the move and in addition to other weapons. Also, a knight may step over obsticles up to knee height (around space marine height.) A Knight may move through infantry lines similar to vehicles and cause tank shock. When a knight moves to attack an infantry unit, it causes shock. Infantry moving to attack a Knight must first pass a shock test or fall back for one turn.
Close Combat
A Knight can attack anything it is in contact with, including infantry. It attacks with S8, AP 2 attacks against infantry and with a close combat weapon against vehicles. If the Knight has no close combat weapons, then it can kick and scratch vehicles with the same profile. Knights get a +1 attack for charging.
Shock Lance
This weapon moves the Knight's S8 to S10 for the first round of combat. It will not discharge if there are more than one Knights in the same close combat, rendering the weapon useless.
Power Lance
This weapon moves the Knights S8 to S10 for the first round of Combat. It will not discharge if there are more than one knight in the same close combat. On every roll, roll 2D6 and take the best one. |
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