Cursed Knights

(Entry)
Type: unit
EntryId: 06cc-265e-777f-ec22
Hidden: false
Options (7)
Knights:
Special Weapon:
Rules (2)
Genetic Corruption
The Cursed Knights are not impacted by the Chapter Trait. Instead they roll a D6 and consult the below table. Roll on the table at the start of the battle, after both sides have deployed but before the 1st turn.
1: Berserk Rage! The warriors attack each other in an animalistic fury. Make an armour save for each warrior, removing any who fail. Those who are removed will count as casualties for the purposed of calculating Victory points. The survivors are at +1 Strength.
2 - 5: All Knights are at +1 Strength and Initiative.
6: Created a Monster! The abilities of each Cursed Knight are temporarily enhanced to superhuman levels. Each Knight adds +1 to his Strength, Initiative, and Attacks. Unfortunately, all Knights that survive the battle will die, so all Knights will count as casualties for the purposes of calculating Victory points.
And They Shall Know No Fear
Space Marines automatically regroup as they fall back, even if the squad is reduced to less than 50% by casualties, but not if the squad is out of coherency or there are enemy models within 6". If the enemy advance into them the Space Marines are not destroyed and the new assault is treated in the same way as a sweeping advance (enemy gaining +1 A next turn).
Used By (1)