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This section details the special rules you will need to use Imperial Knights in your games, and
also includes the information required to fight battles with them using the missions included in
the Warhammer 40,000 rulebook.
SUPER-HEAVY WALKER
An Imperial Knight is a type of vehicle known as a Super-heavy Walker. Super-heavy Walkers follow all of the
rules for Walkers as defined in the
Warhammer 40,000
rulebook, with the additional rules and exceptions given
below.
MOVEMENT
Super-heavy Walkers can move 12” in the Movement phase unless specified otherwise. Apart from this, they
obey the movement rules for Walkers.
SHOOTING
When a Super-heavy Walker makes a shooting attack, it may fire each of its weapons at different targets if
desired. In addition, firing Ordnance weapons has no effect on a Super-heavy Walker’s ability to fire other
weapons. Note, however, that Super-heavy Walkers may not fire Overwatch.
VEHICLE DAMAGE
A Super-heavy Walker is so large, and has such formidable damage-control systems, that the effects of Crew
Shaken, Crew Stunned, Immobilised or Weapon Destroyed results are ignored. In addition, each time a Super-
heavy Walker suffers an Explodes! result on the Vehicle Damage table, it loses D3 additional Hull Points instead
of suffering the effects listed. Note that Super-heavy Walkers still lose a Hull Point for each glancing or
penetrating hit; it is just the results on the Vehicle Damage Table that are modified (see the Super-heavy Walker
Vehicle Damage table below).
CATASTROPHIC DAMAGE
Immediately after a Super-heavy Walker loses its last Hull Point, it suffers Catastrophic Damage and explodes.
Instead of the usual procedure for exploding vehicles, remove the model and place a large blast marker over the
location the destroyed model occupied; then roll for scatter (this represents the walker’s last stumbling steps
before it collapses and explodes). Units suffer one hit for each model fully or partially under the blast marker.
Roll once on the Catastrophic Damage table to see what Strength and AP values apply to all hits caused by the
explosion:
STOMP
Super-heavy Walkers engaged in combat may make a special type of attack called a Stomp attack. The Stomp
attack is made in addition to the Super-heavy Walker’s normal attacks. Stomp attacks are resolved during the
Fight sub-phase at the Initiative 1 step. This does not grant the model an additional Pile In move at the Initiative
1 step.
A Stomp attack consists of D3 Stomps. To make the first Stomp, place a blast marker so that it is touching, but
not over, the Super-heavy Walker model (or the Super-heavy Walker model’s base, if it has one). Each unit that
has at least one model even partially under the marker is stomped. For each unit that is stomped, roll on the
Stomp table (see below) to determine what happens to it.
Each subsequent Stomp is made in the same manner as the first, except that the blast marker does not have to
be placed touching the Super-heavy Walker. Instead, it must be placed so that it is at least partially within 3” of
where the last blast marker was placed, and not over the Super-heavy Walker. This allows you to ‘Stomp
forward’ into the enemy! Note that the Super-heavy Walker is not moved – we assume it stomps about but ends
up more or less where it started.
Buildings, Flyers, Swooping Flying Monstrous Creatures, Gargantuan Creatures, Flying Gargantuan Creatures,
Super-heavy vehicles, Super-heavy Walkers, and Super-heavy Flyers cannot be stomped; do not roll on the
Stomp table for them if they fall under the blast marker. Any other units with models under the blast marker
are stomped as normal.
An Imperial Knight rampages through the Orks with its Stomp attack.
SPECIAL RULES
All Super-heavy Walkers have the following special rules:
Fear, Hammer of Wrath, Move Through Cover, Relentless, Smash, Strikedown.
Invincible Behemoth:
A Super-heavy Walker is so large and strongly built that weapons which degrade the
armour of smaller vehicles will not affect it. Because of this, any attack that says that the target model is
destroyed, wrecked, Explodes! or is otherwise removed from play inflicts D3 Hull Points of damage on a Super-
heavy Walker instead. In addition, any attacks or special abilities that permanently lower the Armour Values of a
target vehicle do not affect a Super-heavy Walker. Note that attacks or abilities that count the Armour Value as
being lower, but do not actually change it, work normally.
DESTROYER
Imperial Knights are armed with large and extremely destructive weapons, which means the new weapon rule
below is required to represent the havoc they can wreak.
DESTROYER WEAPONS
Also known as Titan-killers, Destroyer weapons are capable of delivering an immense amount of damage to
any target that they hit. Only a Destroyer weapon is capable of devastating a Knight, a Super-heavy Tank or
even a Titan with a single blow.
If a weapon has a D instead of a Strength value in its profile, it means it is a Destroyer weapon. To resolve a
Destroyer weapon’s attack, roll To Hit as you would for a standard attack. If the attack hits, roll on the table
below instead of rolling To Wound or for armour penetration. No saving throws of any kind are allowed against
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