Tarnus Vale

(Entry)
Type: model
EntryId: 8a37-dff7-52e2-f5d0
Hidden: false

Constraints:

min: 1
max: 1
Rules (6)
Master Gunner
Any vehicle that is transporting Captain Vale counts as BS5 while he is onboard.
Unstoppable Advance
If any tank within 12" of Captain Vale (or the vehicle he is being transported in) receives an immobilized result on the vehicle damage table, they may force the opponent to re-roll it. The second result must be taken, even if it is worse.
Armoured Support
If any Techmarines are in Captain Vale's command squad they receive the Armoured Support rule.


The Techmarine may attempt to repair a Space Marine Vehicle with his servo-arm, even if he is being transported within it. It will repair an immobilized vehicle on a 5 or 6.
Iron Halo
The iron halo grants a 4+ invulnerable save.
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
Tarnus Vale

5

5

4

4

2

5

3

9

3+

Weapon RangeSAPType
Close Combat Weapon

Melee

As User

-

Melee

+1 A if model is equiped with a second CCW or Pistol

Plasma Pistol

12"

7

2

Pistol

If you roll a 1 to hit with a plasma weapon it has overheated and injured the model firing it. Make an armor save for the model, otherwise it will suffer a wound. Plasma weapons on vehicles are not affected by overheating.

Melta Bombs

Treats any Assault hits vs. vehicles as Penetration S8 + 2D6. Cannot make bonus attacks for charging. Can also be used as a Death or Glory attack

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