
If you want pure destruction then the B.C is the man for the job. Now we know what the B.C actually can do, lets look on how to use him. Heroic sacrifice, the B.C takes a psychic test, if the test is passed the B.C makes a single attack at a enemy model he was in base contact with when he died, if the attack hits then the enemy model dies too with no saves of any kind. Psychic power wise the Brotherhood Champion has hammerhand and also heroic sacrifice. * Rapier Strike - When fighting against a I.C or monstrous creature, the B.C will have D3 attacks (plus charging) and strike at I10. * Blade Shield - The B.C may re-roll any failed saves, though cannot strike this turn. * Sword Storm - The B.C gets a attack for every enemy model in base contact with him, though doesn't receive any bonus attack for charging. Instead you pick a combat stance before combat starts, which can affect the number of attacks you get.

The perfect warrior rule is a little more interesting, see the B.C doesn't have any attack value. Titan's herald allows the B.C to re-roll to hit when charging plus any unit he's attached with. Special rule wise the B.C has all the normal G.K special rules, though also has titan's herald and the perfect warrior. The blade is the interesting part, as it allows the B.C to re-roll to wound and is also counted as a nemesis force sword, in case you haven't clocked on, this will give the B.C a 3+ invulnerable save in combat. He's also got artificer armour and a iron halo and a funky sword called a anointed blade.

We already know/presume the G.K has psyk-out grenades, storm bolter, frag grenades and krak grenades.

Most of the other stats are standard Space Marine, except the wound count, which is a lowly 1, which is a bit poor for a HQ choice. The Brotherhood Champion has a impressive WS7, I5 and 2+ armour save.
