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.
Warhammer 40k Section Vehicle Bay Links