Space Knights


Genetically engineered super soldiers, fielding highly sophisticated power armour and state of the art weapons. These soldiers were once human but have undergone such dramatic alterations that they may as well be a separate species! The Space Knights patrol the galaxy ensuring order prevails and enforcing the rules of law with brutal efficiency.

Each infantry unit below gives you points cost and unit structure to field the “Space Knights” faction. To determine the points cost of A squad, add together the costs of individual troopers that will be in your unit (ensuring you follow the structure rules).

Space Knight Hero

Some troops stand out from the rest for their great deeds. These characters often lead their comrades into battle.

To use a hero, first select the type of hero you would like, then choose one personality (listed under the personalities section in the advanced rules).


Weapon Ra DM FE AP Misc Points
Gauss Rifle 5" / 30" 4 0 0 142

Notes

Personality: One "Personality" of your choice.
Hero: This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.
Resilient (2): Gain 2 wounds, each "wound" looses one point, each "kill" looses two
Save: Squads with this trait roll 1d6 for every hit they suffer. On a result of 5+ the hit is negated.

NOTE: Power Armour Troopers can only make one save in close combat.
Supreme Weapon: An ancient artifact from an age of lost technology, a holy (or unholy) relic, maybe even a mastercrafted piece of technology. This trait applies to the unit's weapons which gain a +1 damage bonus.

Total Points: 142

Knight Squad

The standard troops of the Space Knights

Structure: May have one "Support" OR "Heavy" for every 4 knights. Must have either a Leader or a Veteran Leader. May only ever have ONE "Heavy" per squad.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Rifle 4" / 24" 3 0 0 Regular Leader 23
Veteran Leader Gauss Rifle 4" / 24" 3 0 0 Experienced Leader 30
Knight Gauss Rifle 4" / 24" 3 0 0 23
Support Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 26
Support Fusion Gun 4" / 8" 2 0 3 26
Support Plasma Rifle 4" / 20" 2 1 1 28
Heavy General Purpose MG 4" / 28" 3 3 0 30
Heavy Auto Cannon - Light 4" / 40" 5 1 0 40
Heavy Missile Launcher 4" / 32" 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP) 40
Heavy Beam - Light 4" / 60" 2 0 1 40

Notes

Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Shock Troops: Shock Troops add +1 to all Close Assaults.

Close Assault Squad

Unlike standard Space Knights, Close Assault squads favour take the fight to the enemy, up close and personal! Dropping their standard Gauss Rides in favour of closer range pistols and close combat weapons.

Structure: May have one "Support" for every 4 knights. Must have either a Leader or a Veteran Leader.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Pistol 4" / 12" 3 0 0 Regular Leader, +1 to close assaults 26
Veteran Leader Gauss Pistol 4" / 12" 3 0 0 Experienced Leader, +1 to close assaults 34
Knight Gauss Pistol 4" / 12" 3 0 0 +1 to close assaults 26
Support Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 30
Support Fusion Gun 4" / 8" 2 0 3 30
Support Plasma Rifle 4" / 20" 2 1 1 33

Notes

Assault Troops: +2 to all Close Assaults.
Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.

Close Assault Jetpack Squad

Some ranks of Close Assault squads choose to make use of Jetpacks. Though rare, they allow squad members to move across the battlefield at lightning speed.

Structure: May take one Support per 4 Knights, must have a Leader or a Veteran Leader.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Rifle 4" / 24" 3 0 0 Regular Leader 42
Veteran Leader Gauss Rifle 4" / 24" 3 0 0 Experienced Leader 53
Knight Gauss Rifle 4" / 24" 3 0 0 42
Support Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 45
Support Fusion Gun 4" / 8" 2 0 3 45
Support Plasma Rifle 4" / 20" 2 1 1 49

Notes

Assault Troops: +2 to all Close Assaults.
Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Jet Packs: This unit is equipped with some form of device that allows far greater movement than regular infantry. Adding this trait allows the unit to use the “Jet Packs” advanced rule.

Veterans

Long standing veterans who have served in countless wars, these soldiers are the best of the best.

Structure: May take 1 Support or Heavy for every 4 Knights, must have a Leader or Supreme Leader. May only ever have 1 Heavy.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Rifle 5" / 30" 3 0 0 Regular Leader 28
Supreme Leader Gauss Rifle 5" / 30" 3 0 0 Regular Leader, One Personality 30
Knight Gauss Rifle 5" / 30" 3 0 0 28
Support Flamethrower 5" / 5" 2 0 2 +1D6 to fire effect, +1 to close assaults 30
Support Fusion Gun 5" / 10" 2 0 3 30
Support Plasma Rifle 5" / 25" 2 1 1 33
Heavy General Purpose MG 5" / 35" 3 3 0 35
Heavy Missile Launcher 5" / 40" 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP) 48
Heavy Beam - Light 5" / 75" 2 0 1 48
Heavy Auto Cannon - Light 5" / 50" 5 1 0 48

Notes

Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Shock Troops: Shock Troops add +1 to all Close Assaults.

First Division

Armoured with the heaviest armour available and the most powerful weapons, only veterans who have proven their worth will be considered for the First Division.

Structure: Must have Regular Leader or Supreme Leader, for every 4 troopers can take one “Support”.

Squad Size: 3 - 6 troops


Member Weapon Ra DM FE AP Notes Points
Leader Gauss Rifle (linked) 5" / 30" 3 0 0 Regular Leader, Act as double troops for fire effect (Vehicle/Power Armour only) 60
Supreme Leader Gauss Rifle (linked) 5" / 30" 3 0 0 Regular Leader, One Personality, Act as double troops for fire effect (Vehicle/Power Armour only) 64
Knight Gauss Rifle (linked) 5" / 30" 3 0 0 Act as double troops for fire effect (Vehicle/Power Armour only) 60
Support Mounted Flamethrower 5" / 15" 2 0 2 +1D6 to fire effect, +1 to close assaults 73
Support Missile Launcher (Power Armour) 5" / 25" 3 0 1 +1D6 FE, Power Armour only. 73
Support Auto Cannon - Light 5" / 50" 5 1 0 90

Notes

Assault Troops: +2 to all Close Assaults.
Drop Troop: This unit has special training and equipment that allow it to be deployed after a battle has started. Adding this trait to a unit allows it to use the Drop Troops advanced rule.
Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Shock Troops: Shock Troops add +1 to all Close Assaults.

Lore Keeper


Weapon Ra DM FE AP Misc Points
Gauss Pistol 4" / 12" 3 0 0 +1 to close assaults 67

Notes

Fearless: Ignores any Morale Tests caused by Terrifying units or psionic Terror.
Hardened: These troops ignore being Under Fire until they suffer their first casualty, and may always leave wounded behind.
Shock Troops: Shock Troops add +1 to all Close Assaults.

Total Points: 67

APC

The standard troop carrier of the Space Knights, can protect ten troops, but has limited weaponry.

Type: APC
Crew: 1
Capacity: 10


Weapon Ra DM FE AP Misc Points
General Purpose MG 4" 3 3 0

Notes

Slow: The vehicle suffers a -2" penalty to Cautious and Standard movement rates.
Smoke: Any vehicle equipped with smoke may lay down one smoke screen per game. Follow the rules for Smoke Grenades, except that the two points which mark the ends of the smoke screen can be placed anywhere the vehicle can see to shoot. As with infantry squads, the vehicle can Shoot (lay down the smoke) before they Move.

Total Points: 166

IFV (Heavy Machine Guns)

Slightly newer in design (so slightly less trusted) than the traditional APC, the Space Knight IFV sacrifices troop space for improved weaponry.

Type: IFV
Crew: 2
Capacity: 6


Weapon Ra DM FE AP Misc Points
General Purpose MG 4" 3 3 0
Heavy MG 4" 4 2 0

Notes

Linked Weapons: Sometimes two are better than one! This could be two machine guns welded together or dual chain guns linked with sophisticated targeting equipment.

When picking this trait, choose one of the weapons on this vehicle, when firing this weapon roll 2D6 and pick the highest result (as you would for infantry).

This trait can be taken multiple times, each time it applies to a different weapon.
Slow: The vehicle suffers a -2" penalty to Cautious and Standard movement rates.
Smoke: Any vehicle equipped with smoke may lay down one smoke screen per game. Follow the rules for Smoke Grenades, except that the two points which mark the ends of the smoke screen can be placed anywhere the vehicle can see to shoot. As with infantry squads, the vehicle can Shoot (lay down the smoke) before they Move.

Total Points: 218

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