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Astra MilitarumGotfret de Montbard
2

Gotfret de Montbard

NAME M WS BS S T W A Ld Sv
Gotfret de Montbard 6" 3+ 4+ 3 3 4 4 7 4+
Gotfret de Montbard is a single model armed with a power sword and storm shield. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Power sword
Melee
Melee
User
-3
1
-
ABILITIES
Acts of Faith

Hacking Advance: Each unmodified hit roll of 6 made for Gotfret de Montbard’s attacks in the Fight phase scores 2 hits instead of 1.

Shield of Faith: Gotfret de Montbard can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. However, if he does so, instead of rolling 2D6, only roll a single D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power.

Zealot: You can re-roll failed hit rolls for Gotfret de Montbard in a turn in which he charged, made a Heroic Intervention, or was charged by an enemy unit.

Storm Shield: Gotfret de Montbard has a 3+ invulnerable save.

Ecclesiarchy Battle Conclave: If your army is Battle-forged, this unit does not take up slots in a Detachment that includes any MINISTORUM PRIESTS.

Servant of the Imperium: Gotfret de Montbard can be included in an ASTRA MILITARUM Detachment without preventing other units in that Detachment from gaining a Regimental Doctrine. Note, however, that Gotfret de Montbard can never benefit from a Regimental Doctrine.
FACTION KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, ASTRA MILITARUM
KEYWORDS
CHARACTER, INFANTRY, ECCLESIARCHY BATTLE CONCLAVE, CRUSADER, GOTFRET DE MONTBARD
Includes wargear
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Acts of Faith
If your army includes any models with this ability, you will start the battle with 3 Faith Points, plus 1 additional Faith Point for every 10 models with this ability in your army (rounding down). These can be spent to attempt the Acts of Faith listed below. Each can only be attempted once per battle round, and you must spend one Faith Point each time you do so (if you have no Faith Points remaining, you cannot attempt an Act of Faith). To attempt an Act of Faith, select a unit in your army that has the Acts of Faith ability and then choose the Act of Faith you wish to attempt. Then make a Test of Faith for the unit by rolling a D6; if the result is less than that Act of Faith’s devotion value, or is an unmodified roll of 1, the test fails and nothing happens. Otherwise the test is successful and the Act of Faith takes effect.

Hand of the Emperor
Devotion value 4
Use this Act of Faith at the start of your Movement phase. If successful, add 3" to the selected unit’s Move characteristic until the end of that phase.

Spirit of the Martyr
Devotion value 3
Use this Act of Faith at the start of your Movement phase. If successful, one model in the selected unit regains D3 lost wounds, or, if there are no wounded models and any models in the unit have been slain, you can return one slain model to the unit with 1 wound remaining (this model is set up in unit coherency and cannot be set up within 1" of any enemy models – if it is not possible to place this model, it is not returned to the unit).

Aegis of the Emperor
Devotion value 3
Use this Act of Faith at the start of your opponent’s Psychic phase. If successful, then until the end of that phase, roll a D6 each time the selected unit suffers a mortal wound. On a 4+ that mortal wound is ignored.

Divine Guidance
Devotion value 4
Use this Act of Faith at the start of your Shooting phase. If successful, add 1 to hit rolls for attacks made with this unit’s ranged weapons until the end of the phase.

The Passion
Devotion value 5
Use this Act of Faith at the start of your Fight phase. If successful, the selected unit can be chosen to Fight with twice in that phase, instead of only once.

Light of the Emperor
Devotion value 3
Use this Act of Faith at the start of the Morale phase. If successful, the selected unit automatically passes Morale tests that phase.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The profiles using MINISTORUM PRIEST keyword can be found in following Factions:

Imperium: Adepta Sororitas, Astra Militarum, Rogue Traders.

The MINISTORUM PRIEST keyword is used in following datasheets:

HQ
Elites

The ADEPTUS MINISTORUM keyword is used in following Astra Militarum datasheets:

Elites

The CRUSADER keyword is used in following Astra Militarum datasheets:

Elites
Army List
Heavy Support
• Hydras
• Wyverns
© Vyacheslav Maltsev 2013-2019