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CodexFactionsBlood AngelsCaptain Tycho [Legends]

Captain Tycho [Legends]

M6"
T4
SV2+
W4
LD6+
OC1

Composition & Wargear

Captain Tycho [Legends]
Equipped Blood Song, Dead Man's Hand

Ranged Weapons

WeaponRangeABSSAPD
Blood Song 24"22+ 4-12
Bolt pistol 12"12+ 401

Melee Weapons

WeaponRangeAWSSAPD
Dead Man's Hand Melee62+ 4-12

Abilities

Gifted Commander Datasheet

While this model is leading a unit, each time that unit is selected to shoot, select one of the following abilities to apply to ranged weapons equipped by models in that unit until the end of the phase:

■ [ASSAULT] ■ [HEAVY] ■ [RAPID FIRE 1]

Embittered Datasheet

The first time an attack is allocated to this model, after the attacking unit has finished making its attacks, until the end of the battle, change the Attacks characteristic of this model’s Dead Man’s Hand to 12

Leader Datasheet

This model can be attached to the following units:

■ Assault Squad ■ Command Squad ■ Assault Intercessor Squad ■ Sternguard Veteran Squad ■ Company Heroes ■ Tactical Squad ■ Vanguard Veteran Squad

Tycho Datasheet

Your army cannot contain both Captain Tycho and Tycho the Lost.

Invulnerable Save Ability

4+

Oath of Moment Core

If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: ■ You can reroll the Hit roll ■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.

Anti Core

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

Melta Core

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.  Example:* A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2**.