Mechanicum Knight Atrapos

(Entry)
Type: unit
Categories: Knight Sub-type
EntryId: 6405-d682-11c9-35b6
Hidden: false
Costs: 500 Pts

Constraints:

max(force): 1
Options (4)
Rules (5)
Night Vision
A unit that contains at least one model with this special rule ignores the effects of Night Fighting (see page 308) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
Flank Speed
A model with this special rule may increase its Movement Distance by 4" in any Movement phase, but if it does so it may not make any Shooting Attacks in the subsequent Shooting phase. Note this model may still Charge in the Assault phase. In addition, when declaring a Charge after making a Shooting Attack, a model with this special rule may Charge a unit that it did not target in that turn’s Shooting phase, provided that the target of the Charge meets all other criteria of a valid Charge target.
Catastrophic Destruction
When destroyed, a model with this special rule resolves Catastrophic Damage at AP 1.
It Will Not Die (X)
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.
Macro-extinction Targeting Protocols
When making Shooting Attacks against targets with the Super-heavy Vehicle, Knight or Titan Unit Types or the Monstrous Sub-type, a model with this special rule counts all of its ranged weapons as twin-linked.

Profiles:

Knights and Titans Unit TypeMoveWSBSSFrontSideRearIAHP
Mechanicum Knight Atrapos

Vehicle (Knight)

14

4

4

9

13

12

12

4

4

8

Used By (1)
Mechanicum(Catalogue)