So, I?ve been thinking about how knights ought to be presented in the game, and about the pros and cons for WE vs AV and DC1 vs DC2.
What if, instead of being heavily armored 1DC WEs, they were moderately armored 2 DC WEs. This would make them less stout that the versions listed in the initial post of this thread, but would make them at least as survivable as a land raider or a stompa. At the same time they could be unique and flavorful, while not needing any fiddly new rules (except for the knight shield bit). Here?s what I have in mind, as a counter offer to BlackLegion's stats:
Knight Shield: A Knight Shield provides a unit with special 5+ saving throw, which acts in the same way as the saving throw given by the Invulnerable Save ability, except that it may only be taken for hits suffered from ranged or firefight attacks. In addition, a unit with a Knight Shield gains a special -1 to-hit modifier that applies for all shooting attacks targeting the unit. This modifier can be combined with other to-hit modifiers as normal. The abilities conferred by the knight shield cannot be used for attacks that count as crossfiring, even though other effects of crossfire may still be ignored if a unit has thick rear armour. Firing Arcs: All knights are agile enough that they can fire their weapons in any direction, regardless of facing or firing arc.
Lancer Type: WE Speed: 30cm Armour: 5+ CC: 4+ FF: 4+ Weapons: Twin Autocannon: 45cm AP4+/AT5+ Shock Lance: (15cm) small arms, EA(+1), first strike, single shot Power Lance: (15cm) small arms, EA(+1), first strike, MW AND (base contact) assault weapon, EA(+1), first strike, MW Notes: DC 2; Critical Hit: destroyed; Walker, Infiltrator, Knight Shield; titan stepping rules.
Errant Type: WE Speed: 25 cm Armour: 4+ CC: 4+ FF: 4+ Weapons: Shock Lance: (15cm) small arms, EA(+1), first strike, single shot Power Gauntlet: (base contact) assault weapon, EA(+1), MW TK(1) Thermal Lash: 30cm MW4+ TK(1) AND (15cm) small arms, EA(+1), MW TK(1) Notes: DC 2; Critical Hit: destroyed; Walker, Infiltrator, Knight Shield; titan stepping rules.
Paladin Type: WE Speed: 25 cm Armour: 4+ CC: 4+ FF: 4+ Weapons: Knight Cannon: 45cm AP5+/AT4+ Twin Autocannon: 45cm AP4+/AT5+ Shock Lance: (15cm) small arms, EA(+1), first strike, single shot Heavy Chain Sword: (base contact) assault weapon, EA(+1) Notes: DC 2; Critical Hit: destroyed; Walker, Infiltrator, Knight Shield; titan stepping rules.
Crusader Type: WE Speed: 20 cm Armour: 5+ CC: 5+ FF: 4+ Weapons: Crusader Cannon: 45cm 2 x AP4+/AT3+ Seige Gonne: 75cm 2 x MW4+ Notes: DC 2; Critical Hit: destroyed; Walker, Reinforced Armour, Thick Rear Armour, Knight Shield; titan stepping rules.
Castellan Type: WE Speed: 20 cm Armour: 5+ CC: 5+ FF: 4+ Weapons: Volley Gonne: 60cm BP2 disrupt Seige Gonne: 75cm 2 x MW4+ Notes: DC 2; Critical Hit: destroyed; Walker, Reinforced Armour, Thick Rear Armour, Knight Shield; titan stepping rules.
Baron Type: WE Speed: 25 cm Armour: 3+ CC: 3+ FF: 3+ Weapons: Baron Cannon: 45cm AP4+/AT3+ Twin Autocannon: 45cm AP4+/AT5+ Shock Lance: (15cm) small arms, EA(+1), first strike, single shot Power Lance: (15cm) small arms, EA(+1), first strike, MW AND (base contact) assault weapon, EA(+1), first strike, MW Notes: DC 2. Critical Hit: destroyed; Infiltrator, Inspiring, Leader, Commander, Fearless, Walker, Thick Rear Armour, Knight Shield; titan stepping rules.
Warden Type: WE Speed: 25 cm Armour: 4+ CC: 5+ FF: 4+ Weapons: Aerial Cannon: 45cm 3 x AP5+/AT6+/AA5+ Shock Lance: (15cm) small arms, EA(+1), first strike, single shot Notes: DC 2; Critical Hit: destroyed; Walker, Infiltrator, Knight Shield; titan stepping rules.
Some thoughts:
Knights are WEs, so they can?t be barged aside be enemy WEs. That is equivalent to previous editions.
The frontline knights (paladins, lancers, errants) act in the same manner as cavalry (infiltrator special rule), and trade ranged firepower for assault ability.
The Knight Shield save acts exactly like the invulnerable save, so any rules clarifications need should be already in place.
I'm thinking the lancer and paladins should be 90-100 pts apiece, taken in formations of 6. Errants and Wardens would be formation upgrades. The Crusaders and Castellans would be 125-175 pts apiece in formations of 3.
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