Primary Detachment - You may take Knights as your primary detachment and if you do, you can include 3-6 Knights. Non Vehicle - D6+6 wounds Vehicle/Building - same as 2-5 except Super Heavies lose D6+6 Hull Pointsīasically the D weapon is going to unload everything it has and take you out. Non Vehicle - D3+1 Wounds Vehicle/Building - Super Heavy Vehicle loses D3+1 Hull Points, Vehicles suffer Explosion and Buildings Suffer Detonation ResultĦ. Non Vehicle - unharmed Vehicle/Building - Penetrating HitĢ-5.
![imperial armour 6 scribd imperial armour 6 scribd](https://i.imgur.com/kuFu0Tr.png)
Feel No Pain and Necron Reanimation Protocols do not work with these hits.)ġ. It is an Invincible Behemoth.ĭestroyer Weapon - (No Saving Throws of any Kind are allowed. Knights have Fear, Hammer of Wrath, Move through Cover, Relentless, Smash, and Strikedown. (Looks like it is just moving through killing everything.) (Looks like everything will die here.) Vehicle - Scatters D6" and then explodes. Vehicle - Penetrating hit (yup, AV14 Doesn't matter).Ħ. Non Vehicle - S6 AP4 hits (Looking for some good Saves). Non Vehicle - No Effect Vehicle No Effect. The only ones not affected by stomps are Buildings, Flyers, Swooping Flying MCs, Gargantuan Creatures, Flying GCs, Super Heavy Vehicles, Super Heavy Walkers, and Super Heavy Flyers.ġ. The 1st attack is a blast marker in contact with the Base of the Knight, with subsequent markers placed within 3" of the last blast marker, meaning you can stomp through a force. D3 Stomps are made at Initiative 1 with no additional Pile In.
![imperial armour 6 scribd imperial armour 6 scribd](https://i.imgur.com/sgmY2YZ.jpeg)
The Stomp attack is made in addition to normal attacks. You are allowed cover saves, but it is based from the center of the blast marker. Explosion - S D/4/2 AP 2/4/6 - Not too bad, but can still do some major damage.Ģ-3 Devastating Explosion - S D/8/4 AP 2/3/5 - Okay, this one is going to really hurt.Ĥ-6 Titanic Explosion - S D/10/5 AP 2/3/4 - Alright, Everything is going to die (50% of the time).Īnd the best part is that against vehicles, it is hitting Side Armor. An Apocalyptic Mega Blast Marker works better. (Strength is based upon distance Under the Blast Marker, 2.5" - 5" from the center of the marker, and third value for 5" to 7.5" from Center. The Marker can be different Strength and AP according to a Table. A large blast is centered where the model was and then scatters. Once all hull points are gone, there is Catastrophic Damage and it explodes. They lose a hull point for each glance and penetrating hit, but they ignore all effects except for explode which removes D3 hull points. They can't overwatch and they can fire an ordnance weapon and still fire all others. They can move 12" in the movement phase unless otherwise stated, and it can fire all of its weapons in the shooting phase at different targets.
![imperial armour 6 scribd imperial armour 6 scribd](https://img.yumpu.com/7715931/1/500x640/11-2007-1-15-june-fachinformationsverbund-quotinternationale-.jpg)
Knights are classified as Super Heavy Walkers and the Follow all of the Rules for Walkers as described in the 40k Rulebook, with some exceptions.