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House Hyperion Knightworld V1.02

 Post subject: House Hyperion Knightworld V1.02
PostPosted: Fri Nov 20, 2009 10:06 pm 
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I can't download the Knight list because the link doest work... can yo please help me to find it?
Thanks


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Sat Nov 21, 2009 7:32 pm 
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I'll see what I can do, no guarantees in the short term however.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Mon Dec 14, 2009 9:40 pm 
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Hrm... anyone have a copy of this saved on the intarweb somewhere?


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Dec 15, 2009 1:05 pm 
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Quote: (eypyeash @ Dec. 14 2009, 21:40 )

Hrm... anyone have a copy of this saved on the intarweb somewhere?

Look HERE, 'source-2'.




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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Jan 05, 2010 6:16 am 
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do you havet o be registered with the site to go directly to posts?  I can't find it there either.


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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Tue Jan 05, 2010 11:46 am 
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Quote: (lordgoober @ Jan. 05 2010, 06:16 )

do you havet o be registered with the site to go directly to posts?  I can't find it there either.

I've edited the link.
So, it is on THAT page.

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 Post subject: House Hyperion Knightworld V1.02
PostPosted: Thu Feb 25, 2010 7:59 pm 
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Gentlemen.

I have a 300pt Knightworld army assembled and painted ready for the next round of revisions for this list.

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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 02, 2010 5:11 pm 
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KNIGHT WORLD UPDATE

Imperial Powerfields
Knights are protected by banks of power fields. The number each war engine has is noted on its datasheet. Powerfields work in exactly the same manner as Imperial Void Shields, with the sole exception that they may not be repaired once they have been knocked down by a hit, and will instead remain down for the remainder of the battle. Powerfields are assumed to cover the whole unit any eligible hits destroy powerfields until there are no more and hits can be allocated to knights.



Knightworld Army List - Experimental
Knightworld Armies have a Strategy rating of 3. All formations have an initiative rating of 2+, except Titans which have an Initiative rating of 1+.

Knightworld Core Formations
Knight Paladin Demi Household. 4 Knights Paladin @ 250pts
Upgrades: One Senechal character @ 50pts, 3 Knights Errant @ 200pts

Knight Paladin Household. 7 Knights Paladin with a Senechal upgrade @ 450pts
Upgrades: The Senechal may be replaced with a Baron @ 200pts

Knight Lancer Household. 3 Knights Lancer @ 250pts
Upgrades: One Senechal character @ 50pts

Knightworld Support Formations
One may be taken for each Core Formation in the army.
10 Serf Levy Infantry @ 150pts
6 Aspirants @ 150pts
3 Serf Ballista AA Guns @ 100pts
3 Trebuchet Howitzer @ 125pts
3 Knights Warden @ 250 pts
3 Knights Castellan @ 500pts
3 Knights Crusader @ 500pts

Allies
Up to 1/3 of the army may be selected from the Allies section.
2 Thunderbolt Fighters @ 150 pts
2 Marauder Bombers @ 250 pts
Skitarii Demi-Century (5 Skitarii units, may take 3 Chimeras for @ 75 pts) @ 125pts
1 Warhound Titan (see War Gryphons list)
2 Warhound Titans (see War Gryphons list)
1 Reaver Titan (see War Gryphons list)
1 Warlord Titan (see War Gryphons list)

Core Units:
Knight Baron, WE, DC2
Speed: 20cms
Armour 4+
Close Combat 3+
Firefight 3+
Baron Cannon 45cms 2x AP4+/AT4+
2 x Heavy Bolters 30cms AP5+
Shock Lance, Assault Weapon +1 First Strike
Heavy Power Lance, Assault Weapon +1 First Strike, MW
Special: 1 Powerfield, Walker, Reinforced Armour, Critical = Dead, Inspiring, Supreme Commander, Leader.

Senechal – Character – Inspiring, Leader, Commander

Knight Paladin, WE, DC1
Speed: 20cms
Armour 5+
Close Combat 4+
Firefight 4+
Knight Cannon 45cms AP4+/AT4+
2 x Heavy Bolters 30cms AP5+
Heavy Chainsword, Assault Weapon +1MW
Shock Lance, Assault Weapon +1 First Strike
Special: 1 Powerfield, Walker, Reinforced Armour

Knight Errant, WE, DC1
Speed: 20cms
Armour 5+
Close Combat 4+
Firefight 4+
Thermal Cannon, 30cm MW4+ and Small Arms +1 MW
Heavy Power Fist, Assault Weapon +1 MW
Heavy Bolter 30cms AP5+
Special: 1 Powerfield, Walker, Reinforced Armour

Knight Lancer, WE, DC1
Speed: 20cms
Armour 5+
Close Combat 3+
Firefight 4+
Knight Cannon 45cms AP4+/AT4+
Heavy Bolter 30cms AP5+
Heavy Power Lance, Assault Weapon +1 First Strike, MW
Shock Lance, Assault Weapon +1 First Strike
Special: 1 Powerfield, Walker, Reinforced Armour, Infiltrate

Support Units:
Serf Levy, INF
Speed: 15cms
Armour -
Close Combat 6+
Firefight 6+
Heavy Stubber 30cm AP6+

Aspirants, INF
Speed: 20cms
Armour 6+
Close Combat 4+
Firefight 6+
Power Lance, Assault weapon +1 First Strike
Special: Mounted, Scouts, Infiltrate

Serf Ballista, LV
Speed: -
Armour -
Close Combat -
Firefight 6+
Ballista Cannon 60cms AP6+/AT5+/AA5+

Trebuchet Howitzer, LV
Speed: -
Armour -
Close Combat -
Firefight 6+
Howitzer 90cm 1BP Indirect Fire

Knight Warden, WE, DC2
Speed: 15cms
Armour 4+
Close Combat 6+
Firefight 4+
2x Multilaser 30cm AP5+/AT6+
0-1 Battlecannon 75cm AP4+/AT6+
0-1 Frag Launcher 45cms 1BP
Special: Walker, Reinforced Armour, Critical = Dead. May either have Battle Cannon or Frag Launcher.

Knight Castellan, WE, DC2
Speed: 15cms
Armour 4+
Close Combat 5+
Firefight 4+
Light Quake Cannon 90cms 2BP MW
Gatling Autocannon 45cm 2x AP4+/AT6+
Special: 1 Powerfield, Walker, Reinforced Armour, Critical = Dead

Knight Crusader, WE, DC2
Speed: 15cms
Armour 4+
Close Combat 5+
Firefight 4+
Light Quake Cannon 90cms 2BP MW
Crusader Lascannon 45cm 2x AP6+/AT4+
Special: 1 Powerfield, Walker, Reinforced Armour, Critical = Dead


Notes:

Some of the allies depend on the outcome of the Titan Legion army list, i.e Skitarii and the points costs of the Titans, they might have to make do with the basic loadouts for titans and leave the custom builds to the legions list.

Senechals are known as Lord Commanders in Mechanicum, I am not sure to change it or not.

Paladins might be too cheep, errants might be too expensive and Senechals might be too good for the points cost, these things need testing.


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 02, 2010 7:07 pm 
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Quote:
Imperial Powerfields
Knights are protected by banks of power fields. The number each war engine has is noted on its datasheet. Powerfields work in exactly the same manner as Imperial Void Shields, with the sole exception that they may not be repaired once they have been knocked down by a hit, and will instead remain down for the remainder of the battle. Powerfields are assumed to cover the whole unit any eligible hits destroy powerfields until there are no more and hits can be allocated to knights.

I'm afraid that tracking this across an entire army of Knights would be far too much bookkeeping, and not enough fun.

I am working on the update to this list right now.

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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 02, 2010 7:18 pm 
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It would be as much bookkeeping as an all titan list surely?


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 02, 2010 7:27 pm 
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There's a difference between tracking how many Void Shields your 6 Titans have remaining, and how many of your 30+ Knights still have Power Fields... it is a much greater ammount of bookkeeping, even if the total number of shields/fields in play are actually the same.

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Last edited by Evil and Chaos on Fri Apr 02, 2010 7:30 pm, edited 1 time in total.

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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 02, 2010 7:29 pm 
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The ones in this list cover the whole unit, so your unit of 4 knights has 4 powerfields, when they all go down from shooting or fire fight hits they need to take armour saves.


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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 02, 2010 7:31 pm 
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I hadn't noticed that, and that caveat makes it a very interesting proposal.

Thoughts gents?

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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 02, 2010 7:48 pm 
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Also, all the stat changes you've suggested, are they based on the original Knight stats?
The current stats are simple copy-pastes from AMTL v.2.

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 Post subject: Re: House Hyperion Knightworld V1.02
PostPosted: Fri Apr 02, 2010 7:59 pm 
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They are based on the v1.02 list, most is copied and pasted for completeness.


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