Justicar Thawn

(Entry)
Type: upgrade
EntryId: d71d-8ab6-4615-55da
Hidden: false
Costs: 75 Points

Profiles:

Abilities
I Shall Not Yield:

Every time Thawn is removed as a casualty, leave a suitable counter in place to mark the spot where he 'died'. Roll a D6 at the start of each of your subsequent turns. If the result is a 4 or more, place him back on the battlefield with his wound restored, within 1" of the counter - he is treated as a separate unit from this point.

If Thawn would be placed within 1" of an enemy model, move him by the minimum possible distance so that he is no longer within 1" of the enemy.

Thawn can act normally in a turn in which he 'resurrects' Thawn does not award kill points to the enemy if he is alive on the battlefield at the end of the game, regardless of how many times he was 'killed'.

Terminator Justicar:

This model replaces a Grey Knight Terminator Justicar.

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.

Psyker (Mastery Level 2):

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

Unit WSBSSTWIALdSv
Justicar Thawn

5

4

4

4

1

4

2

9

2+

Wargear
Terminator Armour:

Models in Terminator Armour have a 2+ armour save and a 5+ invulnerable save.

Terminator armoured models have the Relentless special rule, may not perform a Sweeping advance and can be teleported onto the battlefield.

They may start the game in reserve and arrive using deep strike rules, even if its not part of the mission being played.

Terminators count as two models for the purposes of transport capacity and cannot embark in Rhinos or Razorbacks.

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.

Weapons RangeStr.APTypeNotes
Storm Bolter

24"

4

5

Assault 2

Melee Weapons
Nemesis Force Halberd:

This is a two-handed Nemesis Force Weapon. In addition, the weilder strikes at +2 Initiative.

Psychic Power
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.

Used By (1)
Grey Knights(Catalogue)