Black Knights

(Unit)
Type: unit
Category: Special
Categories: Special, Grave Guard or Black Knight
LinkId: 9fad3859-866a2aaf
Hidden: false
Options (4)
Equipment:

Profiles:

Unit Troop TypeUnit Size
Black Knights

Heavy cavalry

5+

Special Rule
Cleaving Blow

If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘regular cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).

Note that if an attack wounds automatically, this special rule cannot be used.

Close Order

A unit consisting of models with this special rule may adopt a Close Order formation, as described on page 100.

First Charge

If this unit’s first charge of the game is successful (i.e., if the unit makes contact with the charge target), the charge target becomes Disrupted until the end of the Combat phase of that turn.

Necromantic Undead

Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa.

Regeneration

A model with this special rule can make a 'Regeneration' save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (X+). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating combat result.

Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.

Swiftstride

A unit with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.

Used By (1)
Vampire Counts(Catalogue)