House Lakar Knight World Defense Force Army List
Forces
The House Lakar Knight World Defense Force Army List uses the datasheets from the Knight World Forces section and the Imperial Navy Forces section.
Using The Army List
House Lakar Knight World Defense Force formations come in three types: Knight Households, Support Households and Support Levy. Each Knight Household you include in the army allows you to field one Support Household and one Support Levy.
House Lakar Knight World Defense Force armies may be supported by Imperial Navy aircraft. A maximum of up to a fourth of the points available to the army may be spent on these formations.
The army list includes the following information:
- Formation
- The name of the formation.
- Units
- The core units that make up the formation.
- Extras
- A formation may include any of the extra units listed in the
Extras
column. You may include any number of extra units in a formation unless it is specifically noted otherwise. All of the core and extra units in a formation count as being part of one formation. The different units may not move off on their own. - Cost
- The points value of the formation.
Special Rules
The Fortified Positions rule applies to House Lakar Knight World Defense Force armies (see Fortified Positions).
Bravery
Knight Household and Support Household formations receive a +1 modifier to their action test when carrying out an engage action, and a +1 modifier to their rally test.
Fortified Positions
Fortified positions must be set up after objectives have been placed but before spacecraft and garrisons are set up. The only exception to this are fortified positions that are listed as part of a formation’s units
. While they are not actually units, they are set up with the formation they are part of.
Fortified positions may be set up anywhere a vehicle may deploy on the player’s half of the table. They may not be transported. Each group of fortified positions (whether part of a formation or not) must be set up so every piece is within 5cm of another piece from the same group, and so all pieces from the same group form a chain
without any gaps of more than 5cm. Additionally, if a group of fortified positions is part of a formation then at least one piece must be within 5cm of a unit from the formation when they are set up.
Once set up, fortified positions may be used by any unit (including enemy units).
House Lakar Knight World Defense Force Army List
House Lakar Knight World Defense Force armies have a strategy rating of 2. All formations have an initiative rating of 2+ but Knight Household and Support Household formations receive modifiers (see Bravery).
Formation | Units | Extras | Cost |
---|---|---|---|
Knight Household | Three Knight Paladins |
|
300 points |
(Up to one support household may be fielded per knight household.) | |||
Formation | Units | Extras | Cost |
---|---|---|---|
Custodian Household | Any three of the following units: Knight Castellan, Knight Crusader |
|
375 points |
Lancer Household | Three Knight Lancers |
|
300 points |
Warden Household | Three Wardens |
|
275 points |
(Up to one support levy may be fielded per knight household.) | |||
Formation | Units | Extras | Cost |
---|---|---|---|
AA Gun Battery | Three AA Guns and three Gun Transporters | Replace three Gun Transporters with three Gun Emplacements for free | 125 points |
Howitzer Battery | Three Howitzers and three Gun Transporters | Replace three Gun Transporters with three Gun Emplacements for free | 175 points |
Infantry Platoon | One Levy Command and eight Infantry Levy |
|
175 points |
Rough Rider Platoon | Six Rough Riders | Add one Aspirant character for +25 points | 150 points |
(Up to a fourth of the points available may be spent on these formations.) | ||
Formation | Units | Cost |
---|---|---|
Marauder Squadron | Two Marauder Bombers | 250 points |
Thunderbolt Squadron | Two Thunderbolt Fighters | 150 points |
Knight World Forces
- EA(+1)
- MW
- Fearless
- Inspiring
- Leader
- Commander
- Leader
One unit in every two has a Heavy Bolter.
- Commander
- EA(+1)
- FS
- Infiltrator
- Mounted
- Scout
- Scout
- Sniper
- Ind
- Transport
May transport one of the following units: AA Gun, Howitzer, Rapier, Thudd Gun.
- Ind
- FwA
- EA(+1)
- FS
- MW
- EA(+1)
- TK
- EA(+1)
- FS
- Damage Capacity 2
- Fearless
- Inspiring
- Knight Shield
- Reinforced Armour
- Supreme Commander
- Walker
Critical Hit Effect: Destroyed. Armed with either a Power Gauntlet and Shock Lance, or a Power Lance.
- FwA
- FwA
- FwA
- Damage Capacity 2
- Knight Shield
- Reinforced Armour
- Walker
Critical Hit Effect: Destroyed.
- FwA
- FwA
- FwA
- Damage Capacity 2
- Knight Shield
- Reinforced Armour
- Walker
Critical Hit Effect: Destroyed.
- FwA
- MW
- EA(+1)
- TK
- EA(+1)
- FS
- Damage Capacity 2
- Knight Shield
- Reinforced Armour
- Walker
Critical Hit Effect: Destroyed.
- FwA
- EA(+1)
- FS
- MW
- Damage Capacity 2
- Knight Shield
- Reinforced Armour
- Scout
- Walker
Critical Hit Effect: Destroyed.
- FwA
- EA(+1)
- MW
- EA(+1)
- FS
- Damage Capacity 2
- Knight Shield
- Reinforced Armour
- Walker
Critical Hit Effect: Destroyed.
- FxF
- IC
- FwA
- FwA
- FxF
- Damage Capacity 2
- Knight Shield
- Reinforced Armour
- Walker
Critical Hit Effect: Destroyed. Armed with either a Demolisher and Heavy Bolters; an AA Missile Launcher and Multilasers; or a Vanquisher.
Knight Technology
- Knight Shield
- Units with a Knight Shield may make a saving throw on a 4+ when they are hit instead of using their armour value. No modifiers ever apply to this saving throw and it is unaffected by macro-weapon, lance and titan killer hits. However, each point of damage from a titan killer hit must be saved separately. If the unit has reinforced armour as well then it is allowed to re-roll a failed save using its armour value unless the hit was a macro-weapon, lance or titan killer. Finally, none of these benefits apply to units in a crossfire or to hits from supporting fire.
- Power Lance and Shock Lance
- The Power Lance and Shock Lance may only be used if the unit’s formation carried out an engage action.
Knight World Fortified Positions
- Gun Emplacement
- Provides vehicles with a Cover Save that works in the same manner as an infantry cover save (see Infantry Cover Saves). Can hold one unit. Units in a gun emplacement may not be barged by a war engine.
- Trench
- Can hold one infantry unit per 4cm of length. Units in a trench may not be barged by a war engine.
Terrain | Infantry | Vehicle | War Engine |
---|---|---|---|
Gun Emplacement | 4+ Cover Save | 5+ Cover Save | No Effect |
Razor Wire | Dangerous | No Effect | No Effect |
Trench | 4+ Cover Save | Dangerous | No Effect |