Huron Blackheart

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: b779-421e-334d-14ae
Hidden: false
Costs: 170 Points

Constraints:

max: 1

Profiles:

Melee Weapons
The Tyrant's Claw:

The Claw is a Power Fist that incorporates a built-in Heavy Flamer

Power Weapon:

Models wounded in close combat by the attacks of a model armed with a power weapon are not allowed armour saves.

Unit WSBSSTWIALdSv
Huron

6

5

4

4

3

5

3

10

3+ (5+ invulnerable save)

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.

Personal Icon:

Chaos Icon

Abilities
Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

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!

Psychic Power
Warptime:

The power is used at the start of any player's turn. If successful, the psyker may re-roll all rolls to hit and rolls to wound for the entirety of that player's turn.

Used By (1)