IMPERIAL GUARD KNIGHT CRUSADER - 450 pts
VEHICLE DATA
M WS BS S I A LD
7 5 3 10 4 3 10
CREW:
1 IMPERIAL GUARD DRIVER
4 IMPERIAL GUARD GUNNERS
RAM VALUE:
STRENGTH 10
D20 DAMAGE
-6 SAVE
WEAPONS:
QUAKE CANNON with TARGETER with a 180 degree frontal firing arc in the left
arm.
TWIN LINKED LASCANNON with TARGETER with 180 degree frontal firing arc in the
right arm.
TWO TWIN LINKED BOLTERS with TARGETERS and 90 degree frontal firing arcs.
AUTO-LAUNCHER with blind or frag grenades.
SPECIAL:
The Knight Crusader 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
Quake Cannon 0-40 40-160 - - 10 2d10 -8 2d10+d6+10
Lascannon 0-20 20-60 - - 9 2d6 -6 3d6+9
Bolter 0-12 12-24 +1 - 4 1 -1 d6+4
Front Side/Rear
1 Legs 22 22
2 Right Arm 20 20
3 Left Arm 20 20
4-6 Body 22 20
Legs Damage Table
1 The inch thick armor plates on the Knight Crusader's leg hold, but the
force of the blow slows it down. The Knight Crusader may not move in its next
turn.
2 The Knight Crusader is knocked sprawling. It staggers d3" in a random
direction, colliding with anything moved into.
3-4 The leg is seriously damaged. The Knight Crusader may now only limp
d3" per turn.
5-6 The leg is blown off and the Knight Crusader 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 Lascannons may still be
used, but the arm cannot be used to fight in hand-to-hand combat. Reduce the
Knight Crusader's Attacks characteristic by 1 point.
2 The Lascannons 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 Crusader's body. The Lascannons are
destroyed, and the Knight Crusader's Attack characteristic is reduced by 1
point.
6 The arm is destroyed and the Lascannons explode! The explosion flashes
back to the Knight Crusader'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 Quake Cannon may still be
used, but the arm cannot be used to fight in hand-to-hand combat. Reduce the
Knight Crusader's Attacks characteristic by 1 point.
2 The Quake Cannon 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 Crusader's body. The Quake Cannon is
destroyed, and the Knight Crusader's Attack characteristic is reduced by 1
point.
6 The arm is destroyed and the Quake Cannon explodes! The explosion
flashes back to the Knight Crusader'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 Crusader may only move or attack if
you first roll a 4+ on a d6.
2 The driver is badly wounded. All the Knight Crusader's characteristics
are halved for the rest of the game.
3-4 The Knight Crusader'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 Crusader staggers d3" in a random
direction, colliding with anything moved into, and then collapses.
6 The Knight Crusader's ammunition explodes. The Knight Crusader is
destroyed and any models within 3" suffer d6 Strength 10 hits with a -3 saving
throw modifier.
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