Brother Captain Tycho (Death Company)

(Unit)
Type: unit
Category: HQ
Categories: HQ, Blood Angel
EntryId: f974-9355-4ddd-ccb5
Hidden: false
Costs: 120 pts

Constraints:

max(force): 1
Rules (10)
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+.
The Red Thirst
If a Death Company unit contains Tycho then it must move directly toward the nearest enemy as fast as possible and must make an assault if it can do so. This applies even if a Chaplain or a Sanguinary High Priest leads the Death Company.
Ignore Injury
If a Death Company Space Marine loses a wound, roll a dice. On a 4+ the injury is ignored and the model continues fighting. This cannot be used against weapons which inflict instant death or against close combat weapons that allow no save.
Transport
A Death Company including Tycho may not use jump packs and must be mounted in a Rhino, unless there are more than 10 models in the unit, in which case they must march into battle on foot.
Brother Captain Tycho (Death Company)
Tycho must join the Death Company unit, which must contain a Chaplain. He fights as one of the Death Company and does not follow any of the independent character rules. Opponents may designate him as a target for melee attacks subject to the normal rules.
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.

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 in force (recursive)
set hidden true
0 selections of Blood Angels Chaplain in force (recursive)
Used By (2)