IMPERIAL GUARD KNIGHT CRUSADER - 450 pts


VEHICLE DATA


M	WS	BS	S	I	A	LD
7	5	3	10	4	3	10


CREW:
1 IMPERIAL GUARD DRIVER
4 IMPERIAL GUARD GUNNERS


RAM VALUE:
STRENGTH 10
D20 DAMAGE
-6 SAVE


WEAPONS:
QUAKE CANNON with TARGETER with a 180 degree frontal firing arc in the left
arm.
TWIN LINKED LASCANNON with TARGETER with 180 degree frontal firing arc in the
right arm.
TWO TWIN LINKED BOLTERS with TARGETERS and 90 degree frontal firing arcs.
AUTO-LAUNCHER with blind or frag grenades.


SPECIAL:
The Knight Crusader 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
Quake Cannon	0-40   40-160  -     -    10   2d10 -8  2d10+d6+10
Lascannon	0-20   20-60   -     -    9    2d6  -6	3d6+9	
Bolter		0-12   12-24   +1    -    4    1    -1	d6+4


			Front	Side/Rear
1	Legs		22	22
2	Right Arm	20	20
3	Left Arm	20	20
4-6	Body		22	20


Legs Damage Table
1	The inch thick armor plates on the Knight Crusader's leg hold, but the
        force of the blow slows it down. The Knight Crusader may not move in its next
        turn.

2	The Knight Crusader is knocked sprawling. It staggers d3" in a random
        direction, colliding with anything moved into.

3-4	The leg is seriously damaged. The Knight Crusader may now only limp
        d3" per turn.

5-6	The leg is blown off and the Knight Crusader 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 Lascannons may still be
        used, but the arm cannot be used to fight in hand-to-hand combat. Reduce the
        Knight Crusader's Attacks characteristic by 1 point.

2	The Lascannons 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 Crusader's body. The Lascannons are
        destroyed, and the Knight Crusader's Attack characteristic is reduced by 1
        point.

6	The arm is destroyed and the Lascannons explode! The explosion flashes
        back to the Knight Crusader'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 Quake Cannon may still be
        used, but the arm cannot be used to fight in hand-to-hand combat. Reduce the
        Knight Crusader's Attacks characteristic by 1 point.

2	The Quake Cannon 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 Crusader's body. The Quake Cannon is
        destroyed, and the Knight Crusader's Attack characteristic is reduced by 1
        point.

6	The arm is destroyed and the Quake Cannon explodes! The explosion
        flashes back to the Knight Crusader'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 Crusader may only move or attack if
        you first roll a 4+ on a d6.

2	The driver is badly wounded. All the Knight Crusader's characteristics
        are halved for the rest of the game.

3-4	The Knight Crusader'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 Crusader staggers d3" in a random
        direction, colliding with anything moved into, and then collapses.

6	The Knight Crusader's ammunition explodes. The Knight Crusader is
        destroyed and any models within 3" suffer d6 Strength 10 hits with a -3 saving
        throw modifier.

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