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Gonza

The document details the Knight Prime Brothers army composition, including various units, their point costs, and specific attributes such as quality, defense, and special rules. It outlines the capabilities of different models, including weapons and their effects, as well as spells available to the army. Key features include fearlessness, toughness, and various offensive and defensive abilities.

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0% found this document useful (0 votes)
7 views2 pages

Gonza

The document details the Knight Prime Brothers army composition, including various units, their point costs, and specific attributes such as quality, defense, and special rules. It outlines the capabilities of different models, including weapons and their effects, as well as spells available to the army. Key features include fearlessness, toughness, and various offensive and defensive abilities.

Uploaded by

brunoxcv99
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Knight Prime Brothers • 2495pts Knight Prime Brothers 3.4.

Knight Elite Raider [1] - 135pts Veteran Knight Prime Brothers [6] - 470pts Knight Attack Walker [1] - 575pts
Joined to Veteran Knight Prime Brothers
Quality 3+ Defense 2+ Quality 3+ Defense 2+ Tough 15
Quality 4+ Defense 3+ Tough 3
Fearless, War Veteran, Aegis, 1x Medical Training Fear(3), Fearless, Tough(15), Aegis
Fearless, Furious, Hero, Strider, Tough(3), Aegis, Caster(3)
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
Weapon RNG ATK AP SPE 6x CCWs - A1 - - Chest-GL 18" A1 - Blast(3)
CCW - A2 - -
6x Fusion Rifles 12" A1 4 Deadly(3) Stomp - A5 2 -
Master Gravity Pistol 9" A4 - Rending
2x Walker Claws - A6 1 Rending
Upgrade SPE Knight Heavy Anti-Grav Transport Tank
Master Archivist Caster(3) [1] - 845pts

Quality 3+ Defense 2+ Tough 18


Veteran Knight Prime Brothers [6] - 470pts
Fast, Fearless, Impact(9), Strider, Tough(18), Transport(11),
Quality 3+ Defense 2+ Aegis

Fearless, War Veteran, Aegis, 1x Medical Training Weapon RNG ATK AP SPE

Weapon RNG ATK AP SPE Twin Heavy Machinegun 30" A6 1 -

6x CCWs - A1 - - Heavy Gatling Gun 18" A8 - -

6x Fusion Rifles 12" A1 4 Deadly(3) Proximity Defense Array 18" A3 1 Lock-On


Gatling Gun 18" A6 - -

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Hero: Heroes with up to Tough(6) may deploy as part of one multi-model unit
Aegis: When taking a wound, roll one die, and on a 6+ it is ignored. If the wound without another Hero. The hero may take morale tests on behalf of the unit, but
was from a spell, then it is ignored on a 2+ instead. must use the unit’s Defense until all other models have been killed.
Blast: Ignores cover, and after resolving other special rules, each hit is multiplied Ignores Regeneration: This weapon ignores Regeneration.
by X, where X is up to as many hits as models in the target unit. Impact: Roll X dice when attacking after charging, unless fatigued. For each 2+ the
Caster: Gets X spell tokens at the start of each round, but can’t hold more than 6 target takes one hit.
tokens at once. At any point before attacking, spend as many tokens as the spell’s Lock-On: Ignores cover and all negative modifiers to hit rolls and range.
value to try casting one or more spells (only one try per spell). Roll one die, on 4+ Medical Training: This model and its unit get Regeneration.
resolve the effect on a target in line of sight. Models within 18” in line of sight of
the caster’s unit may spend any number of spell tokens at the same time before Regeneration: When taking a wound, roll one die. On a 5+ it is ignored.
rolling, to give the caster +1/-1 to the roll per token. Rending: Ignores Regeneration, and unmodified rolls of 6 to hit get AP(4).
Dead: Remove the hero from your army sheet. Strider: May ignore the effects of difficult terrain when moving.
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly Tough: This model must take X wounds before being killed. If a model with tough
must be resolved first, and these wounds don’t carry over to other models if the joins a unit without it, then it is removed last when the unit takes wounds. Note
original target is killed. that you must continue to put wounds on the tough model with most wounds in
Defense: Gets +X to Defense rolls. the unit until it is killed, before starting to put them on the next tough model
(heroes must be assigned wounds last).
Fast: Moves +2" when using Advance, and +4” when using Rush/Charge.
Transport: May transport up to X models or Heroes with up to Tough(6), and non-
Fear: This model counts as having dealt +X wounds when checking who won Heroes with up to Tough(3) which occupy 3 spaces each. Transports may deploy
melee. with units inside, and units may enter/exit by using any move action, but must
Fearless: Whenever a unit where most models have this rule fails a morale test, stay fully within 6" of it when exiting. When a transport is destroyed, units inside
roll one die. On a 4+ it counts as passed instead. must take a dangerous terrain test, are Shaken, and must be placed fully within 6”
Furious: When charging, unmodified rolls of 6 to hit in melee deal one extra hit of the transport before removing it.
(only the original hit counts as a 6 for special rules). War Veteran: Gets +1 to hit in melee and shooting.
Knight Prime Brothers Army Spells
Ward (1): Target enemy unit within 18" gets -1 to hit rolls next time it fights in melee.
Cleanse (1): Target enemy unit within 12" takes 2 hits with AP(2).
Warp (2): Target 2 enemy units within 18" get -1 to defense rolls next time they take hits.
Doom (2): Target enemy model within 12" takes 2 hits with AP(4).
Strike (3): Target 2 friendly units within 12" get +18" range next time they shoot.
Purge (3): Target 2 enemy units within 12" take 6 hits each.

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