Apothecary

(Unit)
Type: model
Category: Elites
Categories: Adeptus Astartes, Character, Grey Knights, Infantry, Psyker, Elites, Terminator, Faction: Imperium
EntryId: 6ad2-bcea-a5bd-6da8
Hidden: false
Costs: 5 PL75 pts
Options (9)
Rules (8)
Narthecium
At the end of your Movement phase, the Apothecary can attempt to heal or revive a single model. Select a friendly Grey Knight Infantry unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If an Apothecary fails to revive a model in this manner he can do nothing else for the remainder of the turn (shoot, charge, fight, etc) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
And They Shall Know No Fear
You can re-roll failed Morale tests for this unit.
Daemon Hunters
If this unit attacks any Daemon in the Fight phase, you can re-roll failed wound rolls for those attacks.
Teleport Strike
During deployment, you can set up this unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Rites of Banishment
When this unit manifests the Smite psychic power, it has a range of 12" rather than 18". Additionally, the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) - unless the target is a Daemon in which case it suffers 3 mortal wounds instead of D3.
Crux Terminatus
All models in this unit have a 5+ invulnerable save.
Shock Assault
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Masters of the Warp
PSYKER units with this ability gain a bonus depending on which of the Tides of the Warp is dominant (see below). If you have a Battle-forged army, units only benefit from this bonus is every unit from your army has this ability (excluding Servitor units). At the start of the first battle rounds, choose which of the Tides if currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power.

Profiles:

Unit MWSBSSTWALdSave
Apothecary

5"

2+

3+

4

4

5

4

8

2+/5++

Psyker CastDenyPowers KnownOther
Psyker

1

1

1

Psychic Power Warp ChargeRange
Smite (Rites of Banishment)

5

12"

If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds.

Used By (1)