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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).

Knight Households
Formation Units Extras Cost
Knight Household Three Knight Paladins
  • Add up to three Knight Paladins for +90 points each
  • Replace any number of Knight Paladins with an equal number of Knight Errants for +10 points each
  • Add one Seneschal character for +25 points or one Baron per army for +200 points
300 points
Support Households
(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
  • Add one Knight Castellan or Knight Crusader for +115 points
  • Add one Seneschal character for +25 points
375 points
Lancer Household Three Knight Lancers
  • Add up to three Knight Lancers for +90 points each
  • Add one Seneschal character for +25 points or one Baron per army for +200 points
300 points
Warden Household Three Wardens
  • Add up to three Wardens for +85 points each
  • Add one Seneschal character for +25 points
275 points
Support Levy
(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
  • Add up to four Infantry Levy for +25 points for two
  • Add up to three of any of the following units for +25 points each: Rapier, Thudd Gun
  • Add up to two Snipers for +25 points each
  • Add one Aspirant character for +25 points
  • Add up to 52cm of Trench and 52cm of Razor Wire for +50 points
175 points
Rough Rider Platoon Six Rough Riders Add one Aspirant character for +25 points 150 points
Imperial Navy Aircraft
(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

Aspirant CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Inspiring
  • Leader
Seneschal CH n/a n/a n/a n/a
-
  • Commander
  • Leader
Infantry Levy INF 15cm - 6+ 5+
Heavy Bolter 30cm
AP5+
Lasguns (15cm)
Small Arms

One unit in every two has a Heavy Bolter.

Levy Command INF 15cm 6+ 5+ 5+
Heavy Bolter 30cm
AP5+
  • Commander
Rapier INF 10cm - 6+ 5+
Laser Destroyer 45cm
AP6+/AT4+
Rough Riders INF 20cm 6+ 4+ 6+
Laspistols (15cm)
Small Arms
Power Lances (bc)
Assault Weapons
  • EA(+1)
  • FS
  • Infiltrator
  • Mounted
  • Scout
Snipers INF 15cm - 6+ 5+
Sniper Rifles 30cm
AP5+
  • Scout
  • Sniper
Thudd Gun INF 10cm - 6+ 5+
Thudd Gun 45cm
AP4+/AT6+
  • Ind
AA Gun LV 0cm - 6+ 6+
AA Gun 60cm
AP6+/AT5+/AA5+
Gun Transporter LV 15cm 6+ 6+ 6+
Heavy Bolter 30cm
AP5+
  • Transport

May transport one of the following units: AA Gun, Howitzer, Rapier, Thudd Gun.

Howitzer LV 0cm - 6+ 6+
Howitzer 90cm
1BP
  • Ind
Baron WE 30cm 4+ 4+ 4+
Rapid Fire Battle Cannon 75cm
2× AP4+/AT4+
  • FwA
0–1× Power Lance (15cm)
Small Arms
  • EA(+1)
  • FS
  • MW
0–1× Power Gauntlet (bc)
Assault Weapons
  • EA(+1)
  • TK
0–1× Shock Lance (15cm)
Small Arms
  • 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.

Knight Castellan WE 20cm 4+ 5+ 4+
Knight Quake Cannon 90cm
MW3+
  • FwA
or 90cm
1BP
  • FwA
Multi-barrelled Autocannon 45cm
3× AP5+/AT6+
  • FwA
  • Damage Capacity 2
  • Knight Shield
  • Reinforced Armour
  • Walker

Critical Hit Effect: Destroyed.

Knight Crusader WE 20cm 4+ 5+ 4+
Knight Quake Cannon 90cm
MW3+
  • FwA
or 90cm
1BP
  • FwA
2× Lascannon 45cm
AT5+
  • FwA
  • Damage Capacity 2
  • Knight Shield
  • Reinforced Armour
  • Walker

Critical Hit Effect: Destroyed.

Knight Errant WE 25cm 5+ 4+ 5+
Thermal Cannon 30cm
MW4+
  • FwA
and (15cm)
Small Arms
  • MW
Power Gauntlet (bc)
Assault Weapons
  • EA(+1)
  • TK
Shock Lance (15cm)
Small Arms
  • EA(+1)
  • FS
  • Damage Capacity 2
  • Knight Shield
  • Reinforced Armour
  • Walker

Critical Hit Effect: Destroyed.

Knight Lancer WE 30cm 5+ 5+ 5+
Battle Cannon 75cm
AP4+/AT4+
  • FwA
Power Lance (15cm)
Small Arms
  • EA(+1)
  • FS
  • MW
  • Damage Capacity 2
  • Knight Shield
  • Reinforced Armour
  • Scout
  • Walker

Critical Hit Effect: Destroyed.

Knight Paladin WE 25cm 5+ 4+ 5+
Battle Cannon 75cm
AP4+/AT4+
  • FwA
Chainsword (bc)
Assault Weapons
  • EA(+1)
  • MW
Shock Lance (15cm)
Small Arms
  • EA(+1)
  • FS
  • Damage Capacity 2
  • Knight Shield
  • Reinforced Armour
  • Walker

Critical Hit Effect: Destroyed.

Warden WE 20cm 4+ 5+ 5+
0–1× Demolisher 30cm
AP3+/AT4+
  • FxF
  • IC
0–1× Heavy Bolters 30cm
2× AP5+
  • FwA
0–1× AA Missile Launcher 45cm
2× AP5+/AT6+/AA5+
0–1× Multilasers 30cm
2× AP5+/AT6+
  • FwA
0–1× Vanquisher 75cm
AP4+/AT2+
  • 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.
Fortified Position Effects Table
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

Imperial Navy Forces

Marauder Bomber AC Bomber 4+ n/a n/a
Twin Lascannon 45cm
AT4+/AA4+
  • FxF
Bomb Racks 15cm
3BP
  • FxF
2× Twin Heavy Bolter 15cm
AA5+
Thunderbolt Fighter AC Fighter-Bomber 6+ n/a n/a
Multilaser 30cm
AP5+/AT6+/AA5+
  • FxF
Underwing Rockets 30cm
AT4+
  • FxF
Storm Bolters 15cm
AP4+/AA5+
  • FxF
Emperor Class Battleship SC n/a n/a n/a n/a
Orbital Bombardment n/a
8BP
  • MW
  • Slow and Steady
Lunar Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
Pin-Point Attack n/a
MW2+
  • TK(D3)
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