Unit | M | WS | BS | S | T | W | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|
Knight Paladin [1] (13+ Wounds Remaining) | 10" | 3+ | 3+ | 8 | 8 | 24 | 4 | 9 | 3+ |
Knight Paladin [2] (7-12 Wounds Remaining) | 8" | 4+ | 4+ | 8 | 8 | N/A | 4 | 9 | 3+ |
Knight Paladin [3] (1-6 Wounds Remaining) | 6" | 5+ | 5+ | 8 | 8 | N/A | 4 | 9 | 3+ |
Abilities |
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Paladin's Duty (Bondsman):
In your Command phase, you can select one friendly |
Ion Shields:
Models in this unit have a 5+ invulnerable save against ranged attacks. |
Super-Heavy Walker:
This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there. |
Explosion | Dice Roll | Distance | Mortal Wounds |
---|---|---|---|
Explodes (Questoris/Cerastus) | 6+ | 2D6" | D6 |