Castellan Crowe

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 313d-9a6e-e7cf-1c46
Hidden: false
Costs: 150 Points

Constraints:

max: 1

Profiles:

Melee Weapons
Blade of Antwyr:

The Blade of Antwyr is a Close combat weapon. However, during a turn in which an enemy unit assaults Crowe, all models in that unit gain the Furious Charge special rule and re-roll failed To Hit rolls for that Assault phase.

Abilities
Master Swordsman:

Crowe's close combat attacks have the Rending special rule, and will rend on a To Wound roll of 4 or more.

Psyker (Mastery Level 1):

This model is a Psyker who follows the rules for Psyker Mastery Level.

Titan's Herald:

On a player turn in which he assaults, a Brotherhood Champion and all members of a squad he joined can re-roll failed rolls to hit.

The Perfect Warrior:

In the Assault phase, after assault moves have been made, but before any blows are struck, you must choose one of the following battle stances for the Brotherhood Champion to adopt:

Sword Storm: The model makes a single attack on every enemy model in base contact with him (note that he does not receive bonus attacks for charging).

Blade Shield: The model cannot attack this turn, but re-rolls failed saving throws until the end of the phase.

Rapier Strike: The model makes D3 attacks this turn (D3+1 if he charged). These attacks are resolved at Initiative 10 and must be directed against a single independent character or monstrous creature in base contact.

The Aegis:

If an enemy Psyker attempts to target a model with the Aegis special rule (or a unit that contains a model with the Aegis special rule) he suffers a -1 Penalty to his Leadership for the purposes of his Psychic test. A psychic power that does not specifically target a unit with the Aegis special rule does not suffer this penalty, even if the unit with the Aegis special rule is affected by the psychic power.

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.

Preffered Enemy (Daemons):

Units with this ability can always re-roll their rolls to hit in close combat against Daemons. This ability does not work when attacking vehicles without a Weapon Skill characteristic.

Unit WSBSSTWIALdSv
Castellan Crowe

8

4

4

4

2

6

*

10

2+

Psychic Power
Cleaning Flame:

This power can be used during the Assault phase in either player's turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, all enemy models that are part of the same assault suffer one Wound on a roll of 4+. Armour saves can be taken as normal.

Once the effects of Cleansing Flame have been resolved (and any casualties removed), blows are struck as normal. Unsaved wounds caused by Cleansing Flame are counted as having been caused in close combat for all purposes.

Heroic Sacrifice:

This power can be used when the Brotherhood Champion is removed as a casualty during either player's Assault phase.

If the Psychic test is successful, the Brotherhood Champion immediately makes a single attack against one enemy model that was in base contact when he died. If this attack hits, both models are removed as casualties with no saves of any kind allowed. If the attack misses, only the Brotherhood Champion is removed as a casualty.

Hammerhand:

This power is used during the Assault phase in either player's turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, all models in the unit (including independent characters) have +1 Strength until the end of the Assault phase. Note that this Strength bonus is applied before any other modifiers, such as for Nemesis Daemon hammers and so forth.

Weapons RangeStr.APTypeNotes
Storm Bolter

24"

4

5

Assault 2

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.

Psyk-out Grenade:

When a unit equipped with Psyk-out Grenades launches an assault, any Daemons or Psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase.

Iron Halo:

An Iron Halo confers a 4+ invulnerable save.

Used By (1)
Grey Knights(Catalogue)