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TITAN KNIGHT PALADIN POINTS : 300

UNIT : 1 Paladin ARMOUR


WS BS S FRONT SIDE REAR I A
TYPE: Super-heavy walker 3 4 10 13 12 11 2 1(3)
WEAPON RANGE STR AP SPECIAL
STRUCTURE POINTS: 2 Knight Battle Cannon 72” 8 3 5" blast, primary weapon

VOID SHIELDS: 1

WEAPONS AND EQUIPMENT:


2 arm-mounted weapons:
- 1 Knight Battle Cannon;
- 1 Dreadnought CCW
-1 Twin-linked Heavy Bolter
TITAN KNIGHT ERRANT POINTS : 400

UNIT : 1 Errant ARMOUR


WS BS S FRONT SIDE REAR I A
TYPE: Super-heavy walker 4 3 10 13 12 11 2 1(2)
WEAPON RANGE STR AP SPECIAL
STRUCTURE POINTS: 2 Thermo canon 36" 8 1 3" blast, melta

VOID SHIELDS: 1

WEAPONS AND EQUIPMENT:


2 arm-mounted weapons:
- 1 Knight Thermo canon
- 1 titan CCW
-1 Twin-linked Heavy Bolter

POINTS : 300
TITAN KNIGHT LANCER

UNIT : 1 Lancer ARMOUR


WS BS S FRONT SIDE REAR I A
TYPE: Super-heavy walker 3 4 10 13 11 11 3(10) 1(2)
WEAPON RANGE STR AP SPECIAL
STRUCTURE POINTS: 2 Knight Battle Cannon 72” 8 3 5" blast, primary weapon

Agile: In the shooting phase the Knight Lancer may divert


VOID SHIELDS: 1 some of the energy from its weapons towards its legs, so it
can choose to either:
- Fire all available weapons as normal.
WEAPONS AND EQUIPMENT: - Fire no weapons at all and move an extra 2D6” (as per the Fleet
2 arm-mounted weapons: rule).
Power lance : on a turn in which a knight with a power lance
- 1 Knight Battle Cannon; weapon charge, you can change your attack again one only special
- 1 Power lance attack who count as an initiative of 10 and destroyer weapon, this
-1 Twin-linked Heavy Bolter rules does not apply to hits using a stomp' attack. in addition, if
you do not use the special attack the knight lancer special Power
lance confers +2 bonus attacks when it charge rather the normal
+1.
TITAN KNIGHT BARON POINTS : 450

UNIT : 1 BARON ARMOUR


WS BS S FRONT SIDE REAR I A
TYPE: Super-heavy walker 3 4 10 13 12 11 3(10) 1(2)
WEAPON RANGE STR AP SPECIAL
STRUCTURE POINTS: 2 Baron Battle Cannon 72” 8 3 5" blast (2), primary weapon, master
crafted

Agile: In the shooting phase the Knight Lancer may divert


VOID SHIELDS: 1 some of the energy from its weapons towards its legs, so it
can choose to either:
WEAPONS AND EQUIPMENT: - Fire all available weapons as normal.
- Fire no weapons at all and move an extra 2D6” (as per the Fleet
2 arm-mounted weapons: rule).
- 1 Baron Battle Cannon Power lance : on a turn in which a knight with a power lance
- 1 Power lance weapon charge, you can change your attack again one only special
attack who count as an initiative of 10 and destroyer weapon, this
-1 Twin-linked Heavy Bolter rules does not apply to hits using a stomp' attack. in addition, if
you do not use the special attack the knight lancer special Power
lance confers +2 bonus attacks when it charge rather the normal
+1.
TITAN KNIGHT CASTELLAN POINTS : 400

UNIT : 1 Castellan ARMOUR


WS BS S FRONT SIDE REAR I A
TYPE: Super-heavy walker 3 4 10 13 13 11 2 1
WEAPON RANGE STR AP SPECIAL
STRUCTURE POINTS: 2 knight Sismo canon 24-100 " 9 3 ordnance(1) 10" blast, primary weapon
multi-barrel
autocanon 48" 7 4 heavy (4)
VOID SHIELDS: 1
Lumbering: The Knight Castellan is a heavy defensive vehicle. It’s
thick armor and potent weapons leave little room for a large
WEAPONS AND EQUIPMENT: powerplant within its hull. The castellan can move up to 6” per
2 arm-mounted weapons: turn.

- 1 knight Sismo canon


- 1 autocanon multi-barrel
- 1 Twin-linked Heavy Bolter
TITAN KNIGHT CRUSADER POINTS : 400

UNIT : 1 Crusader ARMOUR


WS BS S FRONT SIDE REAR I A
TYPE: Super-heavy walker 3 4 10 13 13 11 2 1
WEAPON RANGE STR AP SPECIAL
STRUCTURE POINTS: 2 knight Sismo canon 24-100 " 9 3 ordnance(1) 10" blast, primary weapon
twin mounted
lascanon 48" 9 2 heavy (2)
VOID SHIELDS: 1
Lumbering: The Knight Castellan is a heavy defensive vehicle. It’s
WEAPONS AND EQUIPMENT: thick armor and potent weapons leave little room for a large
2 arm-mounted weapons: powerplant within its hull. The castellan can move up to 6” per
turn.
- 1 knight Sismo canon
- 1 twin mounted lascanon
- 1 Twin-linked Heavy Bolter
TITAN KNIGHT WARDEN POINTS : 400

UNIT : 1 warden ARMOUR


WS BS S FRONT SIDE REAR I A
TYPE: Super-heavy walker 3 4 10 13 13 11 2 1
WEAPON RANGE STR AP SPECIAL
STRUCTURE POINTS: 2 Warden M i s sile
L a un c her G 1 2-1 2 0” 9 3 A p o c a l y p s e B a r r a g e (3)
kni ght S i s m o
VOID SHIELDS: 1 c a non 2 4-1 0 0 " 9 3 o r d n a n c e( 1) 1 0 " b l a s t, p r i m a r y w e a p o n
H e a vy B olter 36 “ 5 4 Heavy 3
WEAPONS AND EQUIPMENT:
- 1 knight Sismo canon or a Lumbering: The Knight Castellan is a heavy defensive vehicle. It’s
warden missile launcher thick armor and potent weapons leave little room for a large
powerplant within its hull. The castellan can move up to 6” per
- 2 Twin-linked Heavy Bolter turn.
Titan knight squadron Points :
You may field a single titan
knights squadron at a cost of
50 points plus the cost of the
models.

Knight squadron

Formation :
3 Knights from the following list : Paladin, Errant, Lancer (You must specify whether the
Household is composed entirely of Knight Paladin, Lancer, Errant)

SPECIAL RULES:
Senechal : one knight must be marked as a command knight, whilst the squadron
command knight is still mobile, any knight in the squadron within the 6" of it (including
the command knight itself) may ignore 'crew shaken' result

Strike Force: The formation must all be deployed within 6” of the senechal or
if coming on from reserve, they must enter the table within 6” of the point
entered by the Senechal
Titan knight support squadron Points :
You may field a
single titan knights
squadron at a cost of
50 points plus the
cost of the models.

Knight support squadron

Formation :
3 Knights from the following list : Crusader, Castellan, Warden (You must specify whether
the support squadron is composed entirely of Knight Crusader, Castellan, Warden)

SPECIAL RULES:
Senechal : one knight must be marked as a command knight

Strike Force: The formation must all be deployed within 6” of the senechal or
if coming on from reserve, they must enter the table within 6” of the point
entered by the Senechal

Spotting Rounds : AS long as each Knight in the support detachment is within 6" of
another, the knights may fire spotting rounds. spotting round are resolved just like a
normal shot from the sismo canon (orwarden missile launcher), but in addition a
"spotting" marker is placed under the hole of the template ( a dump colored cotton wool
looks good). any other knight in the squadron yest to shoot that turn may choose to fire
upon that same spot and automatically hit it, or fire another spotting round.
If you use Warden with missile launcher, you must use the same barrage apocalypse
emplacement but you can re roll the dice for any other warden shoot.
KNIGHT TITAN HOUSEHOLD Points :
You may field a single titan
knights squadron at a cost of
150 points plus the cost of the
models.

FORMATION
1 Household Lord (paladin, lancer, errant or a baron)
0-2 knight squadron
If you have a Baron you can replace only one knight detachment by a support knight
detachment
0-1 support knight squadron.

Household Lord: The Knight Household is led by its Lord. This unit is BS: 5, WS:4
Chivalrous: If your household is lead by a baron, At the start of battle, the Household
must select a single enemy unit or Apocalypse Formation as its ritual opponent. All Knight
squadron units gain Preferred Enemy and Tank Hunters
USRs versus the chosen enemy.
Strike Force: The formation must all be deployed within 18” of the Lord or if coming on
from reserve, they must enter the table within 18” of the point entered by the Lordl
whilst the squadron command knight is still mobile, any knight in the squadron within the
18" of it (including the command knight itself) may ignore 'crew shaken' result

Spotting Rounds : AS long as each Knight in the support detachment is within 18" of
another, the knights may fire spotting rounds. spotting round are resolved just like a
normal shot from the sismo canon (orwarden missile launcher), but in addition a
"spotting" marker is placed under the hole of the template ( a dump colored cotton wool
looks good). any other knight in the squadron yest to shoot that turn may choose to fire
upon that same spot and automatically hit it, or fire another spotting round.
If you use Warden with missile launcher, you must use the same barrage apocalypse
emplacement but you can re roll the dice for any other warden shoot.

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