| Points | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Tycho | 109 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 9 | 2+ |
A Blood Angels army may be joined by Captain Tycho. If you decide to take him then he counts as one of the HQ choices for the army. He must be used exactly as described below, and may not be given extra equipment. In addition he may only be used in a battle where both players have agreed to the use of special characters.
Wargear: Bolter/melta gun combi-weapon, bolt pistol, frag and krak grenades, digi-lasers, artificer armour, bionics and purity seals.
Special Rules
Digi-laser: The left gauntlet of Tycho's artificer armour contains a set of powerful short ranged lasers. These are used at the start of a round of close combat before any attacks are worked out. One model in base contact with Tycho, chosen by the Blood Angels player, suffers a wound on a D6 roll of 4+. Normal saving throws are allowed. In addition, the digi-lasers count as an extra close combat weapon (giving Tycho a total of 4 Attacks).
Embittered: Tycho is battle-hungry even for a Blood Angel. Any squad led by Tycho always moves towards the enemy D6", just as if you had rolled a 1 for them when testing for the Black Rage at the start of the turn.
Hates Orks: Tycho abhors all Orks, seeking vengeance for the horrible scars he suffered during the Battle for Armageddon. When fighting against Orks, Tycho and any squad he leads automatically pass any Morale checks they are required to make. In close combat against Orks, Tycho always hits on a 3+, regardless of Weapon Skill, etc.
Independent Character: Unless accompanied by an Honour Guard, Tycho is an independent character and follows all the Independent Character special rules as given in the Warhammer 40,000 rulebook.
Honour Guard: As befits his esteemed rank, Tycho may be accompanied by an Honour Guard. Note that Tycho and his Honour Guard count as a single HQ choice.