Brother Captain Tycho

(Unit)
Type: unit
Category: HQ
Categories: HQ, Independent Character, Blood Angel
EntryId: 5b52-fa19-64e5-2a60
Hidden: false
Costs: 109 pts

Constraints:

max(force): 1
Options (1)
Rules (7)
Digi-lasers
One model in base contact with Tycho, suffers a wound on a D6 roll of 4+ at the start of the round before any close combat attacks are made. Normal saving throws are allowed. In addition, the digi-lasers provides an extra close combat weapon (to 4 A).
Embittered
Any squad led by Tycho always moves towards the enemy D6"
Hates Orks
When fighting against Orks, Tycho and any squad he leads automatically pass any Morale checks they are required to make. In close combat against Orks, Tycho always hits on a 3+.
Artificer Armor
Upgrades Power Armour to a 2+
Bionics
If a model with bionics is killed, instead of removing it, place it on its side. Roll a D6 at the start of the next turn; on a roll of a 6 the model stands back up with 1 wound.
Purity Seals
When a unit including a model wearing Purity Seals falls back, roll one extra D6 for the fall back distance, and then pick the D6 results you want.
Independent Character
Individual model. Can join other units in battle

Profiles:

Unit WSBSSTWIALdSv
Tycho

5

5

4

4

2

5

3

9

2+

Weapon RangeSAPType
Boltgun

24"

4

5

Rapid Fire

Bolt Pistol

12"

4

5

Pistol

Meltagun

12"

8

1

Assault 1

Meltaguns are devastating short ranged "heat rays." Melta weapons roll an extra D6 to penetrate vehicles at half range.

Krak Grenades

Gives Strength 6 in Assault vs. vehicles, making their AP scores 6+D6. Cannot make bonus attacks for charging. Can also be used as a Death or Glory attack

Abilities
Frag Grenades:

Fights simultaneously vs enemies in cover. Both sides roll to hit and wound before making saves and removing casualties

Modifiers:

set hidden true
1 selections of Brother Captain Tycho (Death Company) in force (recursive)
Used By (1)