IMPERIAL GUARD KNIGHT ERRANT - 200 pts


VEHICLE DATA


M	WS	BS	S	I	A	LD
10	5	3	10	4	3	10


CREW:
1 IMPERIAL GUARD DRIVER
2 IMPERIAL GUARD GUNNERS


RAM VALUE:
STRENGTH 10
D20 DAMAGE
-6 SAVE


WEAPONS:
TWIN LINKED THERMAL CANNON with TARGETER and 180 degree frontal firing arc in
the right arm.
SHOCK LANCE in the left arm. If the Knight Errant charges an opponent, double
the WS to 10 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.
POWER GAUNTLET also in the left arm. Roll on vehicle damage tables at +2.
TWIN LINKED BOLTERS with TARGETERS and 90 degree frontal firing arcs.
AUTO-LAUNCHER with blind or frag grenades.


SPECIAL:
The Knight Errant 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
Thermal Cannon	0-20   20-40   -     -    10   2d10 -6  2d10+d6+10
Power Gauntlet	close combat   -     -    10   d4   -6  2d20+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 Errant's leg hold, but the
        force of the blow slows it down. The Knight Errant may not move in its next
        turn.

2	The Knight Errant is knocked sprawling. It staggers d3" in a random
        direction, colliding with anything moved into.

3-4	The leg is seriously damaged. The Knight Errant may now only limp d3"
        per turn.

5-6	The leg is blown off and the Knight Errant 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 Thermal Cannons may still
        be used, but the arm cannot be used to fight in hand-to-hand combat. Reduce
        the Knight Errant's Attacks characteristic by 1 point.

2	The Thermal Cannons 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 Errant's body. The Thermal Cannons are
        destroyed, and the Knight Errant's Attack characteristic is reduced by 1
        point.

6	The arm is destroyed and the Thermal Cannons explode! The explosion
        flashes back to the Knight Errant'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 Errant's Attacks
        characteristic by 1 point.

2	The Power Gauntlet 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 Errant's body. The Power Gauntlet and
        Shock Lance are destroyed, and the Knight Errant's Attack characteristic is
        reduced by 1 point.

6	The arm is destroyed and the Power Gauntlet explodes! The explosion
        flashes back to the Knight Errant'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 Errant may only move or attack if
        you first roll a 4+ on a d6.

2	The driver is badly wounded. All the Knight Errant's characteristics
        are halved for the rest of the game.

3-4	The Knight Errant'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 Errant staggers d3" in a random
        direction, colliding with anything moved into, and then collapses.

6	The Knight Errant's ammunition explodes. The Knight Errant is
        destroyed and any models within 3" suffer d6 Strength 10 hits with a -3 saving
        throw modifier.

Home   

Warhammer 40k SectionVehicle BayLinks  
Hosted by www.Geocities.ws

1