IMPERIAL GUARD KNIGHT PALADIN - 250 pts
VEHICLE DATA M WS BS S I A LD 10 6 3 10 4 4 10 CREW: 1 IMPERIAL GUARD DRIVER 2 IMPERIAL GUARD GUNNERS RAM VALUE: STRENGTH 10 D20 DAMAGE -6 SAVE WEAPONS: BATTLECANNON with TARGETER and 180 degree frontal firing arc in the right arm. SHOCK LANCE in the left arm. If the Knight Paladin charges an opponent, double the WS to 12 for the first round of close combat. If multiple Knights charge a single target they do not get this bonus as the Shock Lances will short each other out. CHAINFIST also in the left arm. TWIN LINKED BOLTERS with TARGETER and 90 degree frontal firing arcs. AUTO-LAUNCHER with blind or frag grenades. SPECIAL: The Knight Paladin has a SHIELD which reduced the armor penetration of all shots hitting from the front by d10 points. WEAPON DATA Range To Hit Weapon Shrt Lng Shrt Lng Str Dam SM Armor Spec Battlecannon 0-20 20-72 - - 8 2d6 -3 3d6+8 2" blast Chainfist close combat - - 10 d4 -6 d20+d6+d4+10 Bolter 0-12 12-24 +1 - 4 1 -1 d6+4 Front Side/Rear 1 Legs 20 20 2 Right Arm 18 18 3 Left Arm 18 18 4-6 Body 20 18 Legs Damage Table 1 The inch thick armor plates on the Knight Paladin's leg hold, but the force of the blow slows it down. The Knight Paladin may not move in its next turn. 2 The Knight Paladin is knocked sprawling. It staggers d3" in a random direction, colliding with anything moved into. 3-4 The leg is seriously damaged. The Knight Paladin may now only limp d3" per turn. 5-6 The leg is blown off and the Knight Paladin crashes to the ground. It may not move or attack for the rest of the game, and is effectively destroyed. Right Arm Damage Table 1 The arm is hit and partially paralyzed. The Battlecannon may still be used, but the arm cannot be used to fight in hand-to-hand combat. Reduce the Knight Paladin's Attacks characteristic by 1 point. 2 The Battlecannon is partially damaged and can only be used if you first roll a 4+ on 1d6. 3-5 The arm is torn from the Knight Paladin's body. The Battlecannon is destroyed, and the Knight Paladin's Attack characteristic is reduced by 1 point. 6 The arm is destroyed and the Battlecannon explodes! The explosion flashes back to the Knight Paladin's body, bypassing all armor, and causing a secondary explosion. Roll on the Body Damage Table to find the effect of this second explosion. Left Arm Damage Table 1 The arm is hit and partially paralyzed. The arm cannot be used to fight in hand-to-hand combat. Reduce the Knight Paladin's Attacks characteristic by 1 point. 2 The Chain Fist and Shock Lance are partially damaged and can only be used if you first roll a 4+ on 1d6. 3-5 The arm is torn from the Knight Paladin's body. The Chain Fist and Shock Lance are destroyed, and the Knight Paladin's Attack characteristic is reduced by 1 point. 6 The arm is destroyed and the Shock Lance explodes! The explosion flashes back to the Knight Paladin's body, bypassing all armor, and causing a secondary explosion. Roll on the Body Damage Table to find the effect of this second explosion. Body Damage Table 1 The controls go crazy. The Knight Paladin may only move or attack if you first roll a 4+ on a d6. 2 The driver is badly wounded. All the Knight Paladin's characteristics are halved for the rest of the game. 3-4 The Knight Paladin's engine bursts into flames and the machine is immobilized. Roll a d6 at the beginning of each player's turn; the machine explodes on a roll of 1 or 2. Any models within 3" suffer d6 Strength 10 hits with a -3 saving throw modifier. 5 The driver is slain. The Knight Paladin staggers d3" in a random direction, colliding with anything moved into, and then collapses. 6 The Knight Paladin's ammunition explodes. The Knight Paladin is destroyed and any models within 3" suffer d6 Strength 10 hits with a -3 saving throw modifier.
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