The Captain [1]

(Unit)
Type: unit
Category: HERO: You MUST Manually Validate Unlocks
Categories: @Hero/Mon/Ttn/War Eng, @Hero, %[H] Artefacts, %Individual, %Limited/Unique, HERO: You MUST Manually Validate Unlocks
EntryId: 2520-2dea-8595-d06c
Hidden: false
Costs: 120 pts

Constraints:

max(roster): 1
Options (1)
Rules (6)
Master Tactician
The Captain [1]: You can redeploy D3 of your own units after deployment is finished, but before Scout moves are made.
Individual
Never block LoS and does not provide Cover. Free 360 degree pivots before Movement orders and picking Ranged targets. Nimble, and may protect this unit's facings in Friendly base contact. Yielding (KoW3 p34), unless also Mighty. Enemies making Ranged attacks against this unit suffer an additional -1 to hit modifier. Steady Aim. Aligns to the first Charger to contact (except during Overrun), but the Chargers shuffle. Enemies, and this unit, do not double/triple attacks against each other for flank/rear Charges, except this unit against War Engines. Overrun (KoW3 p34).
Crushing Strength
All Melee hits landed by this unit have a +(n) modifier when rolling to damage.
Mighty
Individuals with this rule are no longer Yielding.
Rallying
Friendly Core units while within 6" of this unit have +(n) to their Wavering and Rout Nerve values, or just Rout if the affected unit is Fearless. This is cumulative to a maximum total of +2.
Very Inspiring
If this unit, or any Friendly Core unit within 9" is Routed, the opponent must re-roll that Nerve test, according to name or keyword qualifiers. The second result stands. Any rule that affects Inspiring also affects Very Inspiring.

Profiles:

Misc
Master Tactician

The Captain [1]: You can redeploy D3 of your own units after deployment is finished, but before Scout moves are made.

Profile TypeKeySpMeRaDeAttNeUSHt
L: The Captain [1]

Hero (Inf)

Human

5

3+

-

5+

5

13/15

0

2

Crushing Strength (1), Individual, Master Tactician, Mighty, Rallying (1), Very Inspiring