Knights Errant are the mailed fist of the knightly houses. When a house marches to war, it is the Knights Errant who will lead the charge. These aggressive Knights prefer to fight at the forefront of battle, hunting enemy tanks and war engines or charging into the fray to carve through the foe with consummate skill. Where a Knight Paladin is equipped for a flexible battlefield role, a Knight Errant specialises in close range actions in which it can use its formidable thermal cannon to devastating effect. Countless times have heretics, believing themselves safe within their fortified strongholds, watched in horror as the walls around them have melted and sloughed away to reveal a Knight Errant ready to butcher them in their own sanctuary. In the heat of battle, where a normal warrior tires as the exertions of combat take their inevitable toll, a Knight is as relentless as the tide - an unstoppable engine of death. When deployed as a household detachment, however, the Knights Errant are capable of overcoming the mightiest of foes, no matter how large or heavily armoured they may be. Indeed, so effective are the Knights in this capacity that Imperial officers will do everything in their power to requisition the services of such a valuable military asset - never more so than when they are expecting to face a super-heavy or Titan-class threat.
TYPE: Walker TACTICAL SPEED: 15m
CRUISING SPEED: 60 kph MANOEUVRABILITY: +5
STRUCTURAL INTEGRITY: 65 SIZE: Enormous
ARMOUR: Front: 41, Side 37, Rear 35 [38/35/34**]
CARRYING CAPACITY: None
CREW: One Pilot (assume a Crew Rating of 40)
Thermal Lance (120m; S/–/–; 3d10+20 E; Pen 13; Clip 40; Reload 2 Full; Melta, Blast (10))
Reaper Chainsword (melee; 4d10+18 R; Pen 20; Tearing)
Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 75; Reload 2 Full)
Super-heavy Walker: Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty. This walker is particularly large and powerful. It is 10 metres tall and can walk over obstacles 3.5 metres high, or simply bulldoze through most walls, forests, or small-sized buildings without suffering negative affects.
Titanic Critical Hits: Titans, Knight Titans and other extremely large vehicles use their own Critical Hit Chart
Enclosed: The greater majority of vehicles are completely enclosed, keeping their crew and passengers safe from the outside elements with thick slabs of armour, bulky hatchways and heavy ramps. Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless they have some way of getting outside of the vehicle, be it through a hatch, doorway, or firing slit. Within an Enclosed vehicle, crew and passengers cannot be specifically targeted by those outside the vehicle (unless there is a particularly good reason, such as a mind-based Psychic Attack).
Enhanced Auspex Arrays: Knights have powerful auspex arrays to aid in combat. The pilot of this vehicle suffers no penalties for darkness, foul weather, or other effects that would normally obscure vision. In addition, he gains a +20 to all Awareness Tests, and may make Awareness Tests at ranges of up to 3.5 kilometres (at the GM’s discretion, the Auspex may function far further than that in certain circumstances, such as if the target is another Knight or a full-sized Titan).
Environmentally Sealed: The vehicle is sealed off from the outside world completely, allowing it to function in almost any environment. It will also have its own life support system. Vehicles that become exposed due to Critical Damage results lose this ability until their armour is repaired. Passengers and crew cannot fire their own personal weaponry from a vehicle with the Environmentally Sealed Vehicle Trait without first breaching those seals.
Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the results, rounding up. This does not affect rolls on the Critical Hit chart generated by Righteous Fury.
Ion Shield: The protective shields utilised by Knight Titans are different from the Void Shields employed by true Titans. Instead, the Knights carry a small but potent directional power field generator that covers a 90 degree arc and can be shifted at a moment's notice. During his turn, the Knight's pilot can reset the facing of the Ion Shield as a Free Action. Any attack within the covered cone and originating more than 5 meters away will have to go through the Ion Shield first, which awards the protection of a Force Field with a rating of 45 and no chance for overload.
Mind Impulse Unit: Knight Titans utilise a Mind Impulse Unit similar to that used by Titans for neural interfacing between the pilot and the machine, and these devices are similar if not identical to those used by true Titans. Knight Titans do possess a feral, instinctive consciousness or Machine Spirit that defines these God Machines, although it is weaker in strength and ferocity than those of the larger Titans.
Fearsome: A Knight Titan is a truly fearsome opponent. On the battlefield, it count as having the Fear (3) trait.
**AP stats to use under my house rules for improved vehicle combat.