Venerable Battle-Brother [Crucible]
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Ballistus Missile Launcher - Frag | 48" | 2D6 | 2+ | 5 | 0 | 1 |
| Ballistus Missile Launcher - Krak | 48" | 2 | 2+ | 10 | -2 | D6 |
| Brutalis Bolt Rifles | 24" | 4 | 2+ | 4 | -1 | 1 |
| Onslaught gatling cannon | 24" | 8 | 2+ | 5 | 0 | 1 |
| Heavy Flamer | 12" | D6 | N/A | 5 | -1 | 1 |
| Ballistus Lascannon | 48" | 2 | 2+ | 12 | -3 | D6+1 |
| Heavy Onslaught Gatling Cannon | 24" | 12 | 2+ | 6 | 0 | 1 |
| Macro Plasma Incinerator - Standard | 36" | D6+1 | 2+ | 8 | -3 | 2 |
| Macro Plasma Incinerator - Supercharge | 36" | D6+1 | 2+ | 9 | -4 | 3 |
| Twin Fragstorm Grenade Launcher | 18" | D6 | 2+ | 4 | 0 | 1 |
| Twin storm bolter | 24" | 2 | 2+ | 4 | 0 | 1 |
| Twin heavy bolter | 36" | 3 | 2+ | 5 | -1 | 2 |
| Twin Icarus ironhail heavy stubber | 36" | 3 | 2+ | 4 | 0 | 1 |
| Twin multi-melta | 18" | 2 | 2+ | 9 | -4 | D6 |
| Icarus rocket pod | 24" | D3 | 2+ | 8 | -1 | 2 |
| Vortex bolt | 24" | 1 | 2+ | 4 | 0 | D3+3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Armoured Feet | Melee | 5 | 2+ | 7 | 0 | 1 |
| Brutalis Fists | Melee | 6 | 2+ | 12 | -2 | 3 |
| Brutalis Talons - Strike | Melee | 6 | 2+ | 12 | -2 | 3 |
| Brutalis Talons - Sweep | Melee | 10 | 2+ | 7 | -2 | 1 |
| Redemptor Fist | Melee | 5 | 2+ | 12 | -2 | 3 |
| Paragon Blade | Melee | 6 | 2+ | 6 | -3 | 3 |
| Monster Slayer of Caliban | Melee | 7 | 2+ | 6 | -2 | 2 |
| Encarmine Warblade | Melee | 6 | 2+ | 6 | -3 | 3 |
Abilities
When a friendly Adeptus Astartes Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1
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.
If your Army Faction is Adeptus Astartes, at the start of the first battle round, select one of the following Vows to be active for Adeptus Astartes units from your army. While a Vow is active for your army, that unit has the associated ability below.
Abhor the Witch, Destroy the Witch ■ Each time this unit declares a charge, if one or more targets of that charge have the Psyker keyword, you can re-roll the Charge roll. Melee weapons equipped by models in this unit have the [PRECISION] ability while targeting Psyker units.
Accept Any Challenge, No Matter the Odds ■ Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the wound roll
Suffer Not the Unclean to Live ■ This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or Consolidation move, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the nearest enemy unit.
Uphold the Honour of the Emperor If this unit has the Infantry keyword: ■ At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's level of control over that objective marker is greater than yours at the end of the phase. ■ If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.
This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6"). Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
A Character created using Crucible rules has the Crucible ability. Your army may include up to three units with the Crucible ability and these units cannot be given Enhancements.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead. Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
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.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step. Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
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**.
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+.