Codex - Knights of Malice: /tg/'s 9th Edition

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Army Rules[edit | edit source]

Universal[edit | edit source]

  • Death to the Believers: "They beg their idols to save them. Whether they be the offspring of a dying god or the gods who fool themselves into thinking that they control reality, it does not matter who our foes cry out to save them, in the end, they all fall."
Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an Imperium or Chaos unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Detachment Rules[edit | edit source]

  • Dual Melee Weapons: Duality is the womb of discord. From these asymmetrical weapons, these warriors of contradictions harness the strength to slaughter all those who proclaim their faith.
A unit equipped with two of the same melee weapons adds 1 to its attack characteristic. Relic melee weapons count as the weapon they replaced when considering this rule.
  • Knight Lances: Even though they long cast aside their proper alignment, the seas of malice still offer these war machines the strength of countless armies.
If your army is Battle-forged, select one model in each Knights of Malice Super-heavy Detachment in your army. Each model you selected gains the Character keyword. The Command Benefit of each Knights of Malice Super-heavy Detachment is changed to ‘None’ if it does not contain at least one Knights of Malice Titanic unit, and is changed to ‘+6 Command Points’ if it contains at least three Knights of Malice Titanic units.
  • Knight Titans of Malal: These enormous engines of Malal are infused with the very essence of their God. On the field, these titans flicker as they march forward, their very weapons and souls tainted by the unnatural properties of uncertainty.
If your army is battle forged then all Knights of Malice units gain this rule. All Knights of Malice units can re-roll 1's on any number of dice used to determine a random value (eg. advancing, charging, number of shots, damage, etc.). In addition, all Knights of Malice units suffer 1 fewer hit per dice (2 if the weapon automatically hits its target) from any weapons which randomly determine their number of attacks to a minimum of 1 hit per dice (eg. an assault 2D6 weapons would produce 2 fewer hits).
  • Objective Secured (Titanic): The knights of malal are so corrupted that their mere presence denies ground to their enemies. Cogitators become infested with scrap code, corrupting any data on them, those in need of rescue are dragged away by questing mechadendrites, and troops marching up a hill to capture it find themselves walking back down the hill, with no knowledge as to why.
If your army is Battle-forged, units in Knights of Malice Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. Each Knights of Malice model counts as five models for the purpose of this special rule, while Titanic Knights of Malice count as 7 instead.

Stratagems[edit | edit source]

Battle Tactics Stratagems[edit | edit source]

Epic Deed Stratagems[edit | edit source]

Requisition Stratagems[edit | edit source]

Strategic Ploy Stratagems[edit | edit source]

Wargear Stratagems[edit | edit source]

Warlord Traits[edit | edit source]

  • 1: Bearer of an Uncertain Mind: x
This Warlord may not move in your Movement phase. Instead at the start of each Movement phase randomly assign each other unit on the battlefield a number and then randomly choose a unit. Remove this Warlord from the battlefield and redeploy it 2D6”-1” from the randomly chosen unit.
  • 2: Cursed to Roam for Eternity: A knight pilot who was cursed by Malal to know no rest, to forever move from battle to battle, possessing no home, no real companions, the only constant in their life being the inside of the knight's cockpit. But as is with the way with curses, they often come with a silver lining.
Your Warlord uses its highest wound level when determining its Movement distance, and moves 6” when Advancing instead of rolling a dice. In addition, when your Warlord charges, it always moves a minimum of 6”.
  • 3: Impossible to Kill: x
Change your Warlord's Wounds characteristic to 1 and ignore any of its degrading statlines. Whenever this Warlord wound loses a wound, roll a D6; on a 2+ the damage is ignored, while on a 1 your Warlord ignores all other damage for that phase. The next time this model would lose a wound in the same phase, roll a D6; on a 2+ the damage is ignored, while on a 1 your Warlord automatically explodes, dealing 6 mortal wounds to all units within 12”.
  • 4: Randomly Reliable: This warlord's pipes and cables are filled with pure warp energy, instead of oil and electricity. Such a power source can provide its wielder incredible power, but the warp is also a fickle mistress, and can as readily leave its user a feeble mess.
Your Warlord's Attacks characteristic becomes XD3-2, where X is the Warlord's original attack characteristic, to a minimum of 1. Roll to determine the characteristic each time this unit fights.
  • 5: Reality Render: Some individuals were just never meant to be. Beings whose mere passing warps reality from their sheer weirdness, as some minds were just never meant to be.
As this Warlord moves around the battlefield make a note of each start and end position and draw an imaginary point between each position. Whenever a unit moves across one of these imaginary lines that unit suffers D3 mortal wounds. If your Warlord crosses over these lines, consider every starting and ending point of the lines as the vertexes of an area; then make note of every unit which would be inside the area. Each unit inside suffers D3 mortal wounds while your Warlord suffers D6 mortal wounds. Once you have done this, remove all the previously noted points from the battlefield.
  • 6: Spectral Colossus: x
Your Warlord may move through any terrain or unit as if it was not there as long as it ends it’s move at least 1” away from any terrain or enemy unit. In addition, your Warlord counts as having 9 wounds with regards to Obscuring Terrain.

Wargear[edit | edit source]

Melee Weapons[edit | edit source]

  • Atropos Lascutter:
Weapon Range Type S AP D Abilities
Atropos Lascutter (Sweep) Melee Melee 6 -2 3 Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Atropos Lascutter (Focus) Melee Melee 12 -4 6 When resolving an attack made with this weapon against a Vehicle or Monster unit, you can re-roll the wound roll.
  • Cerastus Shock Lance:
Weapon Range Type S AP D Abilities
Cerastus Shock Lance (Standard) Melee Melee +6 -4 6 -
Cerastus Shock Lance (Charged) Melee Melee X2 -4 8 You can only select this profile if the bearer made a charge move this turn.
  • Chainweapons:
Weapon Range Type S AP D Abilities
Reaper Chain-cleaver (Sweep) Melee Melee User -2 1 Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Reaper Chain-cleaver (Strike) Melee Melee x2 -3 3 -
Reaper Chainfist (Sweep) Melee Melee User -2 1 Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Reaper Chainfist (Saw) Melee Melee x2 -4 6 -
Reaper Chainsword Melee Melee +6 -3 6 -
  • Hekaton Siege Claw:
Weapon Range Type S AP D Abilities
Hekaton Siege Claw (Smash) Melee Melee User -2 3 Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
Hekaton Siege Claw (Crush) Melee Melee x2 -4 6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a Vehicle, Building or Titanic unit, add 2 to the Damage characteristic for that attack.
  • Moirax Siege Claw:
Weapon Range Type S AP D Abilities
Moirax Siege Claw (Smash) Melee Melee x2 -1 D3 Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Moirax Siege Claw (Crush) Melee Melee x2 -3 D6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a Vehicle, Building or Titanic unit, add 1 to the Damage characteristic for that attack.
  • Shattering Lance:
Weapon Range Type S AP D Abilities
Shattering Lance Melee Melee +6 -4 6 You can use this weapon only in a turn in which a model equipped with it has charged. Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.
  • Tempest Warblade:
Weapon Range Type S AP D Abilities
Tempest Warblade Melee Melee +6 -3 3 Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
  • Thunderstrike Gauntlet:
Weapon Range Type S AP D Abilities
Thunderstrike Gauntlet Melee Melee x2 -4 6 Subtract 1 from hit rolls for attacks made with this weapon. If you slay a VEHICLE or Monster with a thunderstrike gauntlet, select an enemy unit within 9" and roll a D6: on a 4+ that unit suffers D3 mortal wounds as the dead body or debris is thrown at it.
  • Titanic Feet:
Weapon Range Type S AP D Abilities
Titanic Feet Melee Melee User -2 D3 Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.

Ranged Weapons[edit | edit source]

  • Auto Weapons:
Weapon Range Type S AP D Abilities
Armiger Autocannon 60" Heavy 2D3 7 -1 3 -
Icarus Autocannon 48" Heavy 2 7 -1 2 Add 1 to all hit rolls made for this weapon against Flyers. Subtract 1 from the hit rolls made for this weapon against all other targets.
  • Avenger Gatling Cannon:
Weapon Range Type S AP D Abilities
Avenger Gatling Cannon 36" Heavy 12 6 -2 2 -
  • Castigator Bolt Cannon:
Weapon Range Type S AP D Abilities
Castigator Bolt Cannon 36" Heavy 16 6 -2 2 -
  • Cerastus Shock Lance:
Weapon Range Type S AP D Abilities
Cerastus Shock Lance 18" Heavy 6 6 -1 D3 -
  • Flamer Weapons:
Weapon Range Type S AP D Abilities
Acheron Flame Cannon 18" Heavy 2D6 7 -2 3 Each time an attack is made with this weapon, that attack automatically hits the target.
Conflagration Cannon 18" Heavy 3D6 7 -2 2 Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
  • Graviton Weapons:
Weapon Range Type S AP D Abilities
Graviton Crusher 18" Heavy D3 * -3 2 This weapon wounds on a roll equal to the target's armor save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 3.
Graviton Pulsar 24" Heavy D6 * -3 2 Blast.This weapon wounds on a roll equal to the target's armor save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4.
Graviton Singularity Cannon (Contained) 36" Heavy 4 * -3 3 This weapon wounds on a roll equal to the target's armor save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4.
Graviton Singularity Cannon (Singularity) 36" Heavy D6+4 * -4 3 This weapon wounds on a roll equal to the target's armor save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4. When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds.
  • Heavy Stubber:
Weapon Range Type S AP D Abilities
Heavy Stubber 36" Heavy 3 4 0 1 A unit that suffer an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.
  • Las Weapons:
Weapon Range Type S AP D Abilities
Atropos Lascutter 9" Heavy 1 12 -4 6 When resolving an attack made with this weapon against a Vehicle or Monster unit, you can re-roll the wound roll.
Laser Destructor 60" Heavy D3 14 -4 D6 When resolving an attack made by this weapon, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
  • Lightning Weapons:
Weapon Range Type S AP D Abilities
Lightning Cannon 48" Heavy 8 7 -2 3 Each time an attack is made with this weapon, an hit roll of 6+ scores 2 additional hits.
Lightning Lock 36" Heavy 6 6 -2 1 Each time an attack is made with this weapon, an hit roll of 6+ scores 2 additional hits.
  • Melta Weapons:
Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Thermal Cannon 36" Heavy D6 9 -4 D6 Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Thermal Spear 30" Assault D3 8 -4 D6 Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
  • Missile Weapons:
Weapon Range Type S AP D Abilities
Ironstorm Missile Pod 72" Heavy D6 5 -1 2 Blast. This weapon can target units that are not visible to the bearer.
Shieldbreaker Missile 48" Heavy 1 10 -4 D6 Each Shieldbreaker Missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by a Shieldbreaker Missile.
Stormspear Rocket Pod 48" Heavy 3 8 -2 D6 -
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.
  • Moirax Conversion Beam Cannon:
Weapon Range Type S AP D Abilities
Moirax Conversion Beam Cannon (Short Range) 0-24" Heavy D3 6 0 2 Blast.
Moirax Conversion Beam Cannon (Mid Range) 25-48" Heavy D3 8 -1 3 Blast.
Moirax Conversion Beam Cannon (Long Range) 49-72" Heavy D3 10 -2 4 Blast.
  • Plasma Weapons:
Weapon Range Type S AP D Abilities
Plasma Decimator (Standard) 48" Heavy 2D6 7 -3 1 Blast.
Plasma Decimator (Supercharged) 48" Heavy 2D6 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Phased Plasma-Fusil 24" Rapid Fire 2 7 -3 2 -
  • Rad-cleanser:
Weapon Range Type S AP D Abilities
Rad-cleanser 12" Assault D6 2 0 3 Each time an attack is made with this weapon, that attack automatically hits the target. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.
  • Rapid-fire Battle Cannon:
Weapon Range Type S AP D Abilities
Rapid-fire Battle Cannon 72" Heavy 2D6 8 -2 D3 Blast.
  • Siegebreaker Cannon:
Weapon Range Type S AP D Abilities
Siegebreaker Cannon 48" Heavy D3 7 -1 D3 Blast.
  • Thundercoil Harpoon:
Weapon Range Type S AP D Abilities
Thundercoil Harpoon 12" Heavy 1 16 -6 10 You can re-roll failed hit rolls when targeting Vehicle or Monster units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.
  • Volcano Lance:
Weapon Range Type S AP D Abilities
Volcano Lance 80" Heavy D6 14 -5 3D3 Blast. You can re-roll failed wound rolls when targeting Titanic units with this weapon.
  • Volkite Weapons:
Weapon Range Type S AP D Abilities
Volkite Chieorovile 48" Heavy 5 8 -3 D6 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts two mortal wounds on the target in addition to the normal damage.
Volkite Veuglaire 36" Heavy 5 6 -1 2 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.

Heraldries of the House of Malal[edit | edit source]

  • Mutant Hull Mechadendrites: x
This Relic replaces the model's Titanic Feet and has the following profile:
Weapon Range Type S AP D Abilities
Mutant Hull Mechadendrites Melee Melee User -3 D3 When using this weapon you may make 2D3 additional attacks with this weapon.
  • Greater Demon Machine Spirit: x
A model with this relic gains the Fly keyword and adds 2” to its movement characteristic.
  • Reactor of Bound Souls: x
A model with this relic starts the battle with 6 fewer wounds (reduce each upper damage level by 3 wounds), but this model may cast and deny two psychic powers each psychic phase and knows Smite.
  • The Whispering Hull: x
All units (friend or foe) within 24” of this model subtract 2 from their leadership characteristic. In addition, all units within 24” may not reroll failed morale tests and may not not roll morale tests due to another special rule.

Knights of Malice Wargear List[edit | edit source]

Knight Arm Weapons[edit | edit source]

-Avenger Gatling Cannon and Heavy Flamer - 89 pts.
-Laser Destructor - 100 pts.
-Hekaton Siege Cannon and Twin Rad-cleanser - 55 pts.
-Lightning Cannon - 70 pts.
-Rapid-fire Battle Cannon and Heavy Stubber - 102 pts.
-Reaper Chainsword - 30 pts.
-Shattering Lance - 40 pts.
-Thermal Cannon - 76 pts.
-Thunderstrike Gauntlet - 35 pts.
-Volkite Chieorovile - 80 pts.

Knight Carapace Weapons[edit | edit source]

-Ironstorm Missile Pod - 16 pts.
-Stormspear Rocket Pod - 45 pts.
-Twin Icarus Autocannon - 20 pts.

Cerastus Arm Weapons[edit | edit source]

-Acheron Flame Cannon - 80 pts.
-Atropos Lascutter - 80 pts.
-Castigator Bolt Cannon - 50 pts.
-Cerastus Shock Lance - 60 pts.
-Graviton Singularity Cannon - 70 pts.
-Reaper Chainfist and Twin Heavy Bolter - 57 pts.
-Tempest Warblade - 30 pts.

Duplex Arm Weapons[edit | edit source]

-Conflagration Cannon - 30 pts.
-Plasma Decimator - 40 pts.
-Thundercoil Harpoon - 30 pts.
-Volcano Lance - 60 pts.

Units[edit | edit source]

Lords of War[edit | edit source]

Armiger Dirus[edit | edit source]

x

This unit contains 1 Armiger Dirus (Power Rating: 7). It can contain 1 additional Armiger Dirus (Power Rating: +7), 2 additional Armiger Diri (Power Rating: +14), 3 additional Armiger Diri (Power Rating: +21), or 4 additional Armiger Diri (Power Rating +28).

Name M WS BS S T W A Ld Sv Pts/model
Armiger Dirus 14" 3+ 3+ 6 7 7-12 4 8 3+ 140
Armiger Dirus 10" 4+ 4+ 6 7 4-6 4 8 3+ 140
Armiger Dirus 7" 5+ 5+ 6 7 1-3 4 8 3+ 140

Wargear:

-Heavy Stubber

Weapon Range Type S AP D Abilities
Heavy Stubber 36" Heavy 3 4 0 1 A unit that suffer an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.

-Reaper Chain-cleaver

Weapon Range Type S AP D Abilities
Reaper Chain-cleaver (Sweep) Melee Melee User -2 1 Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Reaper Chain-cleaver (Strike) Melee Melee x2 -3 3 -

-Thermal Spear

Weapon Range Type S AP D Abilities
Thermal Spear 30" Assault D3 8 -4 D6 Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

Special Rules: <tabs> <tab name="Armiger Squadron"> When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. </tab> <tab name="Ion Shield"> This model has a 5+ invulnerable save against attacks made with ranged weapons. </tab> </tabs>

Options:

Any model may replace its Reaper Chain-cleaver for one item from the Armiger Arm Weapons list.

-Armiger Autocannon - free

Weapon Range Type S AP D Abilities
Armiger Autocannon 60" Heavy 2D3 7 -1 3 -

-Graviton Pulsar - free

Weapon Range Type S AP D Abilities
Graviton Pulsar 24" Heavy D6 * -3 2 Blast.This weapon wounds on a roll equal to the target's armor save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4.

-Lightning Lock - free

Weapon Range Type S AP D Abilities
Lightning Lock 36" Heavy 6 6 -2 1 Each time an attack is made with this weapon, an hit roll of 6+ scores 2 additional hits.

-Moirax Conversion Beam Cannon - +10 pts.

Weapon Range Type S AP D Abilities
Moirax Conversion Beam Cannon (Short Range) 0-24" Heavy D3 6 0 2 Blast.
Moirax Conversion Beam Cannon (Mid Range) 25-48" Heavy D3 8 -1 3 Blast.
Moirax Conversion Beam Cannon (Long Range) 49-72" Heavy D3 10 -2 4 Blast.

-Moirax Siege Claw and Rad-cleanser - +10 pts.

Weapon Range Type S AP D Abilities
Moirax Siege Claw (Smash) Melee Melee x2 -1 D3 Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Moirax Siege Claw (Crush) Melee Melee x2 -3 D6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a Vehicle, Building or Titanic unit, add 1 to the Damage characteristic for that attack.
Rad-cleanser 12" Assault D6 2 0 3 Each time an attack is made with this weapon, that attack automatically hits the target. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.

-Thermal Spear - +5 pts.

Weapon Range Type S AP D Abilities
Thermal Spear 30" Assault D3 8 -4 D6 Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Volkite Veuglaire - +5 pts.

Weapon Range Type S AP D Abilities
Volkite Veuglaire 36" Heavy 5 6 -1 2 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.

Any model may replace its Thermal Spear for one item from the Armiger Arm Weapons list.

-Armiger Autocannon - free

Weapon Range Type S AP D Abilities
Armiger Autocannon 60" Heavy 2D3 7 -1 3 -

-Graviton Pulsar - free

Weapon Range Type S AP D Abilities
Graviton Pulsar 24" Heavy D6 * -3 2 Blast.This weapon wounds on a roll equal to the target's armor save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 4.

-Lightning Lock - free

Weapon Range Type S AP D Abilities
Lightning Lock 36" Heavy 6 6 -2 1 Each time an attack is made with this weapon, an hit roll of 6+ scores 2 additional hits.

-Moirax Conversion Beam Cannon - +10 pts.

Weapon Range Type S AP D Abilities
Moirax Conversion Beam Cannon (Short Range) 0-24" Heavy D3 6 0 2 Blast.
Moirax Conversion Beam Cannon (Mid Range) 25-48" Heavy D3 8 -1 3 Blast.
Moirax Conversion Beam Cannon (Long Range) 49-72" Heavy D3 10 -2 4 Blast.

-Moirax Siege Claw and Rad-cleanser - +10 pts.

Weapon Range Type S AP D Abilities
Moirax Siege Claw (Smash) Melee Melee x2 -1 D3 Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Moirax Siege Claw (Crush) Melee Melee x2 -3 D6 When resolving an attack made with this weapon, subtract 1 from the hit roll. In addition, when resolving an attack made with this weapon against a Vehicle, Building or Titanic unit, add 1 to the Damage characteristic for that attack.
Rad-cleanser 12" Assault D6 2 0 3 Each time an attack is made with this weapon, that attack automatically hits the target. Attacks made with this weapon wound on a 2+ unless the target is a Vehicle or Titanic unit.

-Reaper Chain-cleaver - free

Weapon Range Type S AP D Abilities
Reaper Chain-cleaver (Sweep) Melee Melee User -2 1 Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Reaper Chain-cleaver (Strike) Melee Melee x2 -3 3 -

-Volkite Veuglaire - +5 pts.

Weapon Range Type S AP D Abilities
Volkite Veuglaire 36" Heavy 5 6 -1 2 Each time an unmodified wound roll of 6 is made for an attack with this weapon, that attack inflicts one mortal wound on the target in addition to the normal damage.

Any model may replace its Heavy Stubber with a Meltagun - +5 pts.

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

Keywords:

  • Faction:Malal, Heretic Astartes, Knights of Malice
  • Lord of War, Vehicle, Armiger Dirus


Knight Divalent[edit | edit source]

x

This unit contains 1 Knight Divalent (Power Rating: 21). It can contain 1 additional Knight Divalent (Power Rating: +21) or 2 additional Knight Divalents (Power Rating: +42).

Name M WS BS S T W A Ld Sv Pts/model
Knight Divalent 12" 3+ 3+ 8 8 13-24 4 9 3+ 420
Knight Divalent 9" 4+ 4+ 8 8 7-12 4 9 3+ 420
Knight Divalent 6" 5+ 5+ 8 8 1-6 4 9 3+ 420

Wargear:

  • Avenger Gatling Cannon
  • Heavy Flamer
  • Heavy Stubber
  • Thunderstrike Gauntlet
  • Titanic Feet

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Divalent Squadron"> When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. </tab> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. </tab> <tab name="Ion Shield"> This model has a 5+ invulnerable save against attacks made with ranged weapons. </tab> <tab name="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, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them. </tab> </tabs>

Options:

  • This model may replace its Avenger Gatling Cannon and Heavy Flamer for one item from the Knight Arm Weapons list.
  • This model may replace its Thunderstrike Gauntlet for one item from the Knight Arm Weapons list.
  • This model may take one item from the Knight Carapace Weapons list.
  • This model may replace its Heavy Stubber with one of the followings:
-Graviton Crusher - 25 pts.
-Meltagun - 14 pts.
-Phased Plasma-Fusil - 20 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Knights of Malice
  • Lord of War, Vehicle, Knight Divalent, Titanic


Cerastus Latens[edit | edit source]

x

This unit contains 1 Cerastus Latens (Power Rating: 24). It can contain 1 additional Cerastus Latens (Power Rating: +24) or 2 additional Cerastus Latensis (Power Rating: +48).

Name M WS BS S T W A Ld Sv Pts/model
Cerastus Latens 12" 3+ 3+ 8 8 14-26 4 9 3+ 480
Cerastus Latens 10" 4+ 4+ 8 8 7-13 4 9 3+ 480
Cerastus Latens 8" 5+ 5+ 8 8 1-6 4 9 3+ 480

Wargear:

  • Castigator Bolt Cannon
  • Tempest Warblade
  • Titanic Feet

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds. </tab> <tab name="Ion Shield"> This model has a 5+ invulnerable save against attacks made with ranged weapons. </tab> <tab name="Latens Squadron"> When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. </tab> <tab name="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, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them. </tab> </tabs>

Upgrades:

  • Ion Gauntlet Shield: This model has a 5+ invulnerable save. This increases to a 4+ invulnerable save against attacks made with melee weapons. In addition, subtract 1 from hit rolls for attacks made with melee weapons by Titanic units that target this model.

Options:

  • This model may replace its Castigator Bolt Cannon for one item from the Cerastus Arm Weapons list.
  • This model may replace its Tempest Warblade for one item from the Cerastus Arm Weapons list.
  • This model may replace its Castigator Bolt Cannon or Tempest Warblade for the Ion Gauntlet Shield Upgrade - 20 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Knights of Malice
  • Lord of War, Vehicle, Cerastus Latens, Titanic


Knight Duplex[edit | edit source]

x

This unit contains 1 Knight Duplex (Power Rating: 31). It can contain 1 additional Knight Duplex (Power Rating: +31) or 2 additional Knight Duplexs (Power Rating: +62).

Name M WS BS S T W A Ld Sv Pts/model
Knight Duplex 10" 4+ 3+ 8 8 28 4 9 3+ 620
Knight Duplex 8" 5+ 4+ 8 8 28 4 9 3+ 620
Knight Duplex 4" 6+ 5+ 8 8 28 4 9 3+ 620

Wargear:

-Four Shieldbreaker Missiles

Weapon Range Type S AP D Abilities
Shieldbreaker Missile 48" Heavy 1 10 -4 D6 Each Shieldbreaker Missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by a Shieldbreaker Missile.

-Plasma Decimator

Weapon Range Type S AP D Abilities
Plasma Decimator (Standard) 48" Heavy 2D6 7 -3 1 Blast.
Plasma Decimator (Supercharged) 48" Heavy 2D6 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.

-Thundercoil Harpoon

Weapon Range Type S AP D Abilities
Thundercoil Harpoon 12" Heavy 1 16 -6 10 You can re-roll failed hit rolls when targeting Vehicle or Monster units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.

-Titanic Feet

Weapon Range Type S AP D Abilities
Titanic Feet Melee Melee User -2 D3 Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.

-Twin Siegebreaker Cannons

Weapon Range Type S AP D Abilities
Siegebreaker Cannon 48" Heavy D3 7 -1 D3 Blast.

-Two Twin Meltagun

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Dual Plasma Core Explosion"> If this model is reduced to 0 wounds, roll 2D6 before removing it from the battlefield. If you roll a 6 on either dice, it explodes, and each unit within 2D6" suffers D6 mortal wounds; if you roll a 6 on both dice, each unit within 3D6" suffers D6 mortal wounds instead. </tab> <tab name="Duplex Squadron"> When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. </tab> <tab name="Ion Shield"> This model has a 5+ invulnerable save against attacks made with ranged weapons. </tab> <tab name="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, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them. </tab> </tabs>

Options:

Any model may replace its Plasma Decimator for one item from the Duplex Arm Weapons list.

-Conflagration Cannon - +10 pts.

Weapon Range Type S AP D Abilities
Conflagration Cannon 18" Heavy 3D6 7 -2 2 Each time an attack is made with this weapon, that attack automatically hits the target.

-Thundercoil Harpoon - free

Weapon Range Type S AP D Abilities
Thundercoil Harpoon 12" Heavy 1 16 -6 10 You can re-roll failed hit rolls when targeting Vehicle or Monster units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.

-Volcano Lance - +10 pts.

Weapon Range Type S AP D Abilities
Volcano Lance 80" Heavy D6 14 -5 3D3 Blast. You can re-roll failed wound rolls when targeting Titanic units with this weapon.

Any model may replace its Thundercoil Harpoon for one item from the Duplex Arm Weapons list.

-Conflagration Cannon - +10 pts.

Weapon Range Type S AP D Abilities
Conflagration Cannon 18" Heavy 3D6 7 -2 2 Each time an attack is made with this weapon, that attack automatically hits the target.

-Plasma Decimator - free

Weapon Range Type S AP D Abilities
Plasma Decimator (Standard) 48" Heavy 2D6 7 -3 1 Blast.
Plasma Decimator (Supercharged) 48" Heavy 2D6 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.

-Volcano Lance - +10 pts.

Weapon Range Type S AP D Abilities
Volcano Lance 80" Heavy D6 14 -5 3D3 Blast. You can re-roll failed wound rolls when targeting Titanic units with this weapon.

Any model may replace two of its Shieldbreaker Missiles with Twin Siegebreaker Cannons - +10 pts.

Keywords:

  • Faction:Malal, Heretic Astartes, Knights of Malice
  • Lord of War, Vehicle, Knight Duplex, Titanic

Crusade Rules[edit | edit source]

Agendas[edit | edit source]

  • X: x
X

Requisitions[edit | edit source]

  • X: x
X

Battle Traits[edit | edit source]

Knights of Malice Units[edit | edit source]

  • 1) X: x
X

Knights of Malice Titanic Units[edit | edit source]

  • 1) X: x
X

Weapon Enhancements[edit | edit source]

x Weapons[edit | edit source]

-1) X: x

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Battle Scars[edit | edit source]

Knights of Malice Units Only[edit | edit source]

  • X: x
  • X

Crusade Relics[edit | edit source]

Artificer Relics[edit | edit source]

  • X: x
X

Antiquity Relics[edit | edit source]

  • X: x
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Legendary Relics[edit | edit source]

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X