Space Knights

Last version updated: 0.0.18

Army characteristics (100pts)

TL Initiative Supply level
2 D10 Normal

Duke of Centauri (Leader, 116 pts)

TQ Morale Weapon Armor Characteristics
D10 D10 Sword Heavy knight Human spirit, Slow, Pain resistant, Hard to Kill D6

Knights (Infantry, 184pts)

TQ Morale Qty Weapons Armor Characteristics
D10 D10 4 Rifle, 1xLMG, 1x SupportMMG Knight Human spirit, Pain resistant

Heavy Knights (Infantry, 176pts)

TQ Morale Qty Weapons Armor Characteristics
D10 D10 3 Melee, 3xLMG Heavy knight Human spirit, Slow, Pain resistant, Hard to Kill D6

Cavalry Knights (Infantry, 162pts)

TQ Morale Qty Weapons Armor Characteristics
D10 D10 4 Swords Knight Human spirit, Pain resistant, Jump Troops

Living Saint (Vehicle, 192pts)

TQ Morale Type Weapons Armor Characteristics
D10 D10 Medium, Walker High Energy Gun, Large claw 3D8, 3D8, 1D8, 1D8 Heavy Hitter, AntiVehicular Melee Weapon

List example (1500pts)

Troop Points
Army base cost 100
Duke of Centauri 116
1x Heavy Knights 176
3x Knights 552
Support Cavalry Knights 162
Support 2x Living Saint 384
1490

Reference

Description
Sword Melee weapon, +1 Firepower in Close Assault.
LMG Light, TL1, no effects
SupportMMG Rare material MMG, TL2, Medium, +1 Firepower to squad, +1 die roll to Vehicle damage when shooting alone, AT2
Knight armor Standard Power armor (TL2). Counts as armor 3, duplicates optimum range.
Assault knight armor Standard Power armor (TL2). Counts as armor 3, duplicates optimum range. The assault part comes from Burst movement.
Heavy knight armor Standard Power armor (TL2). Counts as armor 3, duplicates optimum range. The heavy part comes from Slow+Hard to Kill D6.
Hard to kill D6 When taking casualties, roll a D6. With a 4+, they are unhurt. Weapons with unmodified firepower of 3D make a dieshift in the hard to kill test. If dropped below D6, they can't make the roll.
Human spirit +1 die roll to morale check. Positive die shift when making checks to resist domination. Extra die against domination.
Slow -2" to movement.
High Energy Gun Light Energy Gun + Heavy hitter. Light, Energy, AP5, AT4, 4' Optimum range, -2 cover/armor, Vehicle gains Slow Firing Weapon characteristic
Large claw AntiVehicular Melee Weapon, 4D8 Firepower in Close Assault, counts as Medium against tanks.
Heavy hitter One of the weapons has +1 Firepower.

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