Astorath The Grim

(Unit)
Type: unit
Category: HQ
Categories: HQ
EntryId: 6a95-bc66-e99b-657d
Hidden: false
Costs: 220 Points

Constraints:

max(force): 1
Rules (1)
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.

Profiles:

Unit WSBSSTWIALdSv
Astorath The Grim

6

5

4

4

3

5

3

10

2+

Melee Weapons
The Executioner's Axe:

The Executioner's Axe is a two-handed power weapon that strikes at Strength 6. Successful Invulnerable saves taken against wounds caused by the Executioner's Axe must be re-rolled.

Abilities
Honour of the Chapter:

Astorath and his unit are Fearless

Liturgies of Blood:

On a player turn in which he assaults, Astorath and all members of any squad he has joined can re-roll failed rolls to hit. Death Company models can also re-roll failed rolls to Wound.

Shadow of the Primarch:

If Astorath is included in the army, all Blood Angels units (friend or foe!) that have the Red Thirst special rule will succumb to its effects on a roll of 3 or less, rather than 1.

Descent of Angels:

A Blood Angels unit with this rule can re-roll failed reserve rolls if arriving from Deep Strike. It also scatters D6" less (normally D6" rather than 2D6")

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Weapons RangeStr.APTypeNotes
Bolt Pistol

12"

4

5

Pistol

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Rosarius:

A Rosarius confers a 4+ Invulnerable save.