Space Marines – Captain Tycho
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5

Captain Tycho

NoNAME  M WS BS S T W A Ld Sv Base
95
Captain Tycho (base: 25mm)
1
95
Captain Tycho
6" 2+ 2+ 4 4 5 4 9 2+ 25mm
Captain Tycho is equipped with: Blood Song; bolt pistol; Dead Man’s Hand; frag grenades; krak grenades. Your army can only include one TYCHO model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Blood Song
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Blood Song
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Dead Man’s Hand
Dead Man’s Hand
Melee
Melee
User
-3
1
-
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
ABILITIES
Angels of Death
Rites of Battle (Aura): While a friendly BLOOD ANGELS CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
Abhor the Beast: Each time this model makes a melee attack against an ORK unit, add 1 to the Strength and Damage characteristics of that attack.
Iron Halo: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Selfless Valour: This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally of an enemy unit, and when performing a Heroic Intervention with this WARLORD, you can move them up to 6" instead of 3". All other rules for Heroic Interventions still apply.
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS
KEYWORDS: INFANTRY, CHARACTER, CAPTAIN, TYCHO, CAPTAIN TYCHO

Datasheet-related Stratagems

MASTERFUL DUELLISTS1CP/2CP
Strike Force Rhalion – Boarding Actions – Battle Tactic Stratagem

Those warriors schooled in combat by Lieutenant Leodas demonstrate a particular duellists skill at close quarters. Their flair and fury swiftly see their enemies’ defences laid bare.

Use this Stratagem in the Fight phase, when a STRIKE FORCE RHALION unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit has the TERMINATOR keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
FURIOUS MOMENTUM1CP
Strike Force Rhalion – Boarding Actions – Battle Tactic Stratagem

All too aware that they are battling their way through an Ark seething with foes, Rhalions warriors know they must strike hard and fast to cut through the enemy and be gone before overwhelming numbers can converge upon them.

Use this Stratagem in the Fight phase, when a STRIKE FORCE RHALION unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, on an unmodified hit roll of 6, that attack scores one additional hit.
ROUTEFINDERS1CP
Strike Force Rhalion – Boarding Actions – Battle Tactic Stratagem

Guided by cunning Scouts, aided by the lore and far-reaching perceptions of Codicier Bhakir bal Mahru and his Tome Keepers, these warriors exploit every route through the Herald of Misery to outmanoeuvre and outflank their foes.

Use this Stratagem in the Fight phase, when a STRIKE FORCE RHALION unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3".
THE STRENGTH OF THE EMPEROR1CP
Space Marines – Boarding Actions – Battle Tactic Stratagem

Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack and an unmodified hit roll of 6 automatically wounds the target.
ANGEL’S SACRIFICE1CP
Blood Angels – Epic Deed Stratagem

The Blood Angels would gladly put themselves in harm’s way to protect others, exemplifying the sacrifice of Sanguinius.

Use this Stratagem in the Fight phase. Select one BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) from your army. Until the end of the phase, each time an enemy unit is selected to fight, if a model in that unit is within Engagement Range of that CHARACTER unit when your opponent is selecting targets for its attacks, those attacks can only target that CHARACTER unit.
ONLY IN DEATH DOES DUTY END1CP
Space Marines – Boarding Actions – Epic Deed Stratagem

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed models attacks, it is then removed.
ONLY IN DEATH DOES DUTY END2CP
Adeptus Astartes – Epic Deed Stratagem

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.
SELF-RELIANT1CP
Strike Force Rhalion – Boarding Actions – Strategic Ploy Stratagem

Knowing that they would be fighting alone and against trying odds aboard the Herald of Misery, Rhalions warriors brought with them all the equipment and supplies they needed to operate in isolation for many days.

Use this Stratagem in your Movement phase. Select one STRIKE FORCE RHALION unit from your army. Until the end of your next Command phase, that unit can attempt the Secure Site action as if it had the Objective Secured ability.
HEROES ALL1CP
Strike Force Rhalion – Boarding Actions – Strategic Ploy Stratagem

There can be no hangers-on when battling such odds. Every warrior must step forward and be counted as a champion of the Emperor and Sanguinius.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one STRIKE FORCE RHALION unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
STEADY ADVANCE1CP
Space Marines – Boarding Actions – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.

Use this Stratagem when an ADEPTUS ASTARTES unit from your army completes the Set Overwatch action. While that unit Sets Overwatch, it also Holds Steady.
RED RAMPAGE1CP
Space Marines – Blood Angels – Boarding Actions – Strategic Ploy Stratagem

In times of great desperation, fury and ferocity can be a warriors strongest allies.

Use this Stratagem in the Fight phase, when a BLOOD ANGELS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, on an unmodified hit roll of 6, that attack scores one additional hit.
UNCOMPROMISING FIRE2CP
Adeptus Astartes – Strategic Ploy Stratagem

Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing.
STEADY ADVANCE2CP
Adeptus Astartes – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of fire.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.
AUSPEX SCAN2CP
Adeptus Astartes – Wargear Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.

This datasheet has HQ Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Frag grenades used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Krak grenades used in the following datasheets:

And They Shall Know No Fear

Space Marines stand unafraid before the terrors of the galaxy.

Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

The CENTURION keyword is used in the following Space Marines datasheets:

Bolter Discipline

To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is INFANTRY (excluding CENTURION models) and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a TERMINATOR or BIKER.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Shock Assault

The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
Combat Doctrines

When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:
  • If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active for your army during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine

The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine

As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.
Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Set Overwatch
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. The action is completed at the end of your turn. If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. Each time an enemy unit is set up on the battlefield or ends a Normal Move, an Advance move, a Fall Back move, a charge move, or opens a Hatchway, units from your army that have Set Overwatch can fire Overwatch at that enemy unit.

Overwatch is resolved like a normal shooting attack except that models can only target the enemy unit that has just finished moving, and an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers. A unit cannot fire Overwatch while enemy units are within Engagement Range of it unless it is firing Overwatch at an enemy unit that has just finished making a charge move within Engagement Range of it. In this case it can do so even if other friendly units are within Engagement Range of the same enemy unit, and it can do so with any ranged weapon it is equipped with (excluding weapons with the Blast ability).

After a unit has fired Overwatch, it must complete the Set Overwatch action again before it can fire Overwatch again.
Hold Steady
Some rules will allow a unit to Hold Steady. If a model makes an Overwatch attack while its unit is under the effects of such a rule, an unmodified hit roll of 5+ for that attack will score a hit.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Army List
Datasheets collated
Faction Rules

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Bolt pistol used in the following datasheets:

HQ

– may take Bolt pistol as an option.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Secure Site
One or more units from your army with the Objective Secured ability can start to perform this action at the end of the Move Units step of your Movement phase, if they are within range of an objective marker that has no enemy models within range of it. Each unit performing this action must be within range of a different objective marker. The action is completed at the start of your next Command phase, provided the unit performing it is still within range of that objective marker. If completed, that objective marker remains under your control until the end of the battle, unless your opponent controls it at the end of any subsequent phase, even if there are no models from your army within range of it.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The TYCHO keyword is used in the following Space Marines datasheets:

Blood Song used in the following datasheets:

Dead Man’s Hand used in the following datasheets:

The TYCHO keyword is used in the following Space Marines datasheets:

© Vyacheslav Maltsev 2013-2023