IMPERIAL GUARD KNIGHT LANCER - 250 pts
VEHICLE DATA M WS BS S I A LD 10 4 3 10 4 2 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 Lancer charges an opponent, double the WS to 8 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 LANCE also in the left arm. If the Knight Lancer charges then it builds up enough energy to use the Power Lance as well as the Shock Lance in the first round of close combat. As with the Shock Lance, the Power Lance doesn't work if multiple Knights charge into contact with a single opponent. The Power Lance is shot off as it charges into combat and may be fired even though the Knight Lancer is charging. Furthermore, if the Knight Lancer doesn't end in contact with the enemy it may shoot up to 24". Regardless, you must roll to hit in the Shooting Phase. TWIN LINKED BOLTERS with TARGETER and 90 degree frontal firing arcs. AUTO-LAUNCHER with blind or frag grenades. SPECIAL: The Knight Lancer 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 Power Lance 0-12 12-24 +1 - 10 2d10 -8 2d10+d6+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 Lancer's leg hold, but the force of the blow slows it down. The Knight Lancer may not move in its next turn. 2 The Knight Lancer is knocked sprawling. It staggers d3" in a random direction, colliding with anything moved into. 3-4 The leg is seriously damaged. The Knight Lancer may now only limp d3" per turn. 5-6 The leg is blown off and the Knight Lancer 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 Lancer'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 Lancer's body. The Battlecannon is destroyed, and the Knight Lancer's Attack characteristic is reduced by 1 point. 6 The arm is destroyed and the Battlecannon explodes! The explosion flashes back to the Knight Lancer'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 Lancer's Attacks characteristic by 1 point. 2 The Power Lance 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 Lancer's body. The Power Lance and Shock Lance are destroyed, and the Knight Lancer's Attack characteristic is reduced by 1 point. 6 The arm is destroyed and the Power Lance explodes! The explosion flashes back to the Knight Lancer'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 Lancer may only move or attack if you first roll a 4+ on a d6. 2 The driver is badly wounded. All the Knight Lancer's characteristics are halved for the rest of the game. 3-4 The Knight Lancer'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 Lancer staggers d3" in a random direction, colliding with anything moved into, and then collapses. 6 The Knight Lancer's ammunition explodes. The Knight Lancer is destroyed and any models within 3" suffer d6 Strength 10 hits with a -3 saving throw modifier.
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