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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