Back to Front Page.

Back to WarHammer 40.000


                                 KNIGHT ROLAND

POINTS COST: 185

VEHICLE DATA

RAM VALUE:
STRENGTH 8
D12 DAMAGE
-5 SAVE

MOVEMENT: 
SLOW SPEED: 5"
COMBAT SPEED: 20"
FAST SPEED: 25"

TYPE: WALKER

CREW:
1 KNIGHT (Human)

WEAPONS:
One battlecannon, and a thudd gun or a rapier laser
destroyer (+10 poimts). May have auto-launchers at
an additional cost of +5 points.

WEAPON DATA

                   Range            To Hit                         Save     Armor

Weapon        Short     Long    Short     Long  Strength  Damage  Modifier   Pene.    Special
Thudd Gun     0-12     12-72      -        -1      6        1       -2       D6+6    4x1" blast
Battlecannon  0-20     20-72      -        -       8       2D6      -3      3D6 +8    2"blast
Rapier        0-18     18-72     +1        -       9       2D10     -6     D6+2D10+9

DAMAGE TABLES

                                                 Armor
D6            Location                    Front          Side/Rear
1-2           Body/Head                    24                20
3-5             Legs                       17                16
 6            Weapon*                      16                15
                                *one nearest attacker

 

D6                       Body/Head Damage Table
1     The controls go crazy. The Knight may only move or attack if
      you first roll a 4+ on a D6.
2     The pilot is badly wounded. The pilot's BS is halved.
3-4   The Knights engine bursts into flames. The pilot may fire one
      weapon per turn. Roll a D6 at the beggining of each turn. On a
      roll of 1 or 2 the machine explodes as under result 6.
5     The pilot is slain. The Knight staggers D3" in a random direction
      colliding with anything it moves into. Then it collapses.
6     The Knight explodes. All models within 3" suffer D6 S10 hits.


D6                          Leg Damage Table

1      The Knight may not move next turn.
2      The Knight is knocked in a random direction D3".
3-4    The Knight's leg is severly damaged. The Knight may only limp
       D3" per turn. 
5-6    The leg is blown off an the Knight crashes to the ground. The
       Knight is effectively destroyed.
D6                         Weapon Damage Table

1     The weapon is damaged, and may only be fired if you first roll
      a 4,5, or 6 on a D6.
2     The arm is jammed and may only be fired straight ahead.
3-5   The arm is blown off.
6     The weapon  is destroyed and also backfires. Roll on the body
      damage table.

Back to Front Page.

Back to WarHammer 40.000

1