Knight Gallant

Model NameMTSvWLdOC
Knight Gallant
170 x 109mm
12"113+
5++
266+10
Ranged WeaponsRangeABSSAPD
Ironstorm missile pod
blast, indirect fire
48"D6+13+501
Meltagun
melta 2
12"13+9-4D6
Questoris heavy stubber
rapid fire 3
36"33+4-11
Stormspear rocket pod
48"33+8-2D6
Twin Icarus autocannon
anti-fly 2+, twin-linked
48"33+7-12
Melee WeaponsRangeAWSSAPD
Reaper chainsword – strike
devastating wounds
Melee62+14-46
Reaper chainsword – sweep
lethal hits
Melee182+9-32
Thunderstrike gauntlet – strike
devastating wounds
Melee62+20-38
Thunderstrike gauntlet – sweep
lethal hits
Melee122+10-23
Keywords:
Imperial Knights, Titanic, Walker, Vehicle, Imperium, Knight Gallant, Character, Towering, Questoris

Abilities

Gallant’s Duty (Bondsman):While a model is affected by this ability, you can re-roll Charge rolls made for that model and each time that model makes a melee attack, you can re-roll the Hit roll.
Martial Pride:Each time this unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
Core:
Deadly Demise D6
Faction:
Code Chivalric
Super-heavy Walker

Wargear Options

This model’s meltagun can be replaced with 1 Questoris heavy stubber.
This model can be equipped with one of the following:
  • 1 ironstorm missile pod
  • 1 stormspear rocket pod
  • 1 twin Icarus autocannon

Wargear Abilities

Unit Composition

1 Knight Gallant
This model is equipped with: meltagun; thunderstrike gauntlet; reaper chainsword.

Costs

1 model - 365pts

Leader

Led By

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).