Konrad Curze

(Unit)
Type: unit
Category: Primarch:
Categories: Psyker:, Legiones Astartes, LoW & Primarchs (25% Limit), Unit:, Primarch:
LinkId: 77a5-7cca-d050-de27
Hidden: false
Costs: 450 Pts

Constraints:

max(roster): 1
Options (8)
Rules (8)
A Death Long Foreseen
Konrad Curze gains access to the Glimpse of Death Psychic Power only and gains no other Disciplines.
The King of Terrors
When Konrad Curze and any unit he has joined ends a combar by removing all enemy models as casualties or destroying an enemy unit due to a Sweeping Advance, all enemy units that are not locked in combat and can draw a line of sight to Konrad Curze must immedately take a Pinning test.
Legiones Astartes (Night Lords)
A Talent for Murder: When a unit made up entirely of models with this special rule attacks during the Fight sub-phase or makes a Shooting Attack against an enemy unit that is Pinned, Falling back or outnumbered by the attacking unit it gets a bonus of +1 to all To Wound or Armour Penetration rolls made during the Shooting Attack or Assult. 

When determining if a unit is outnumbered, models with the Bulky (X) special rules count as a number of models equal to the value included as part of that special rule. Models with the Vehicle Unit Type count as ten models for the purposes of determining if the model is outnumbered by another unit.
Hit & Run
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.
If the Test is failed, nothing happens and the models remain locked in the fight.
If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative.
A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Fear (X)
All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks. Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2
Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time.This will always be the highest single modifier among those applicable.

A model that causes Fear is not itself immune to Fear and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
Night Vision
A unit that contains at least one model with this special rule ignores the effects of Night Fighting (see page 308) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
Traitor
A model with this special rule may only be included in an army that has the Traitor Allegiance.
Bloody Murder
When a unit composed entirely of models with the special rule declares a Charge targeting a unit that is Pinned or Falling Back, the Charge roll gains an additional +1 modifier, and if the Charge is succesful then all models in the Charging unit gain +1 Attack for the duration of the turn in which that Charge is made.

Modifiers:

set hidden true
or
0 selections of Traitor in force (recursive)
1 selections of The Swift Blade (NL) in force (recursive)
Used By (1)