Forces of the Omnissiah – Questoris Knight Magaera
 ]

This datasheet does not meet the selection criteria (see Filter combo-box or Settings tab).
LORDS OF WAR

The Knight Magaera is a technological marvel rarely seen outside the vassal Houses of the Mechanicum who jealously guard the secrets of its creation from all outsiders. Some Questoris Households are known to be in possession of just a few of these precious suits of armour, earned through a great service rendered to a Forge World or acquired in days long lost to history. Armed with a lightning cannon that blasts apart heavy infantry and vehicles alike and a siege claw of terrifying power that can breach even the strongest enemy fortifications, the Knight Magaera is often placed at the forefront of Household assaults. Only the worthiest scions are granted the honour of piloting these precious relic suits of armour, their right earned in battle or honour duels. Such honour does not come without peril as the pilot of a Knight Magaera is ever in danger, even ensconced within its armoured shell. Excessive levels of radiation seeping from the Knight’s reactor core poison their bodies while the risk of catastrophic internal explosions in the event of heavy damage mean that the day a scion is selected to bond with a Knight Magaera is cause for equal celebration and lament.

  • Questoris Knight Magaera 385 pts
Armour
M WS BS S Front Side Rear I A HP Base
Knight Magaera (base: 170 x 109mm)
Knight Magaera 10 4 4 8 13 12 12 2 3 7 170 x 109mm
Unit Composition
  • 1 Knight Magaera
Wargear
  • Arm Mounted Reaper chainsword
  • Arm Mounted lightning cannon
  • Hull (Front) Mounted phased plasma-fusil
  • Ion shield
Unit Type
Special Rules
  • Night Vision
  • Overtaxed Reactor
Options
  • The Knight Magaera may exchange its Arm Mounted Reaper chainsword for an:
  • - Arm Mounted siege claw with in-built irad-cleanser
    +25 points
Melee Type
Weapons with the Melee type can only be used in close combat.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Sunder

Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.

Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Rad-phage

One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck.

A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Irad-cleanser

Range
Str
AP
Irad-cleanser
Template
2
5
Assault 1, Fleshbane, Rad-phage

Phased plasma-fusil

Range
Str
AP
Phased plasma-fusil
24"
6
3
Heavy 3, Breaching (4+), Gets Hot

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Wrecker

Some attacks cause severe damage to their targets, frying circuitry and ravaging infrastructure as they strike. Few engines of war or armoured bastions can survive the onslaught of such attacks.

Penetrating Hits caused by attacks made with weapons or models with this special rule add +1 to the result of any rolls on the Vehicle or Building Damage tables.
Night Vision

Some warriors can see almost as clearly in the darkness as they can in daylight.

A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
Exoshock (X)

Each blast from this weapon that pierces its target’s armour sets off a chain reaction of secondary explosions.

If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.

If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.
Weapon Mounts
Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs.

For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc.

Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction.

Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc.

Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profile will note if this is not the case) and fire into the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be fired at another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target.

Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics.
Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.
Lightning cannon

Range
Str
AP
Lightning cannon
36"
7
3
Heavy 1, Large Blast (5"), Rending (4+), Shred, Exoshock (4+)

Siege claw

Range
Str
AP
Siege claw
-
x2
2
Melee, Brutal (2), Sunder, Wrecker

Shooting with Knights and Titans
A Knight or Titan that moved can still fire all of its weapons in the subsequent Shooting phase, and always counts as having remained Stationary for the purposes of which weapons can fire, regardless of any distance actually moved. In addition, a Knight or Titan may fire each of its weapons at different targets if the controlling player chooses.

To reflect the unique capabilities of these towering machines, Knights and Titans use two additional types of weapon mount:

Arm Mounted – Arm Mounted weapons may fire at targets in any Firing Arc, except the Hull (Rear) arc. All Arm Mounted weapons count as Defensive weapons (but note the additional restrictions on Knight and Titan Reactions).

Carapace Mounted - Carapace Mounted weapons may fire at targets in any Firing Arc without restriction. However, they may not target any unit within 12" of the firing model.
Reaper chainsword

Range
Str
AP
Reaper chainsword
-
10
2
Melee, Shred

Ion Shield

These sophisticated energy screens rely on ion fields to deflect the path of solid projectiles. The main limitation of these devices is their immense energy requirement, sustainable by only the largest war engines.

A model with an ion shield gains a 4+ Invulnerable Save against Shooting Attacks which target its Front Armour Value, and a 5+ Invulnerable Save against Shooting Attacks which target its Side Armour Value.
Overtaxed Reactor

The ancient technologies at play within the carapace of this mechanical relic pushes its reactor far beyond what it can safely handle.

When destroyed, a model with this special rule resolves Catastrophic Damage at AP 3.
© Vyacheslav Maltsev 2013-2024