4/5 stars. Rounded down. A deadly primarch with occasional psychic powers.
Background.
Cursed with psychic premonitions. Alone as a child on a gang controlled criminal world. And with a keen sense of bringing judgement to those the Emperor would see sanctioned, Konrad was almost a breed set apart from his kin. With a bit more humanity in him, he could have been very similar to Corax, but as it turned out, darkness, fear and terror were his boots, gloves and coat.
Strengths.
With 7's in WS, BS, and I, Curze is a quick and potentially deadly opponent. His melee weapons (artificer lightning claws named Mercy and Forgiveness) give A+2 with AP=2 and 1 damage, but with a valuable critical hit at 5+ and shred at 4+ (the latter helping alleviate the singular damage).
His ranged weapons - widowmakers - causes breaching at 4+, but is otherwise not very remarkable.
He comes with a personal gambit - A Death Long Foreseen - which grants him a choice psychic advantage (Check against willpower at WP=8). This can be feel no pain (okay I guess), A+1 (useful), or I+2 in melee (much, much more useful and likely the top most pick).
As sire of the Night Lords, the prime slots are grants if you have 4 terror squads or assault squads which is fluffy. And all terror squads gain infiltrate of 12 which is useful, and demands that you actually have terror squads build around him.
Weaknesses.
I did want a higher fear factor, but fear (2) is still useful. He is not the most deadly of his brothers, not the best fighter, not the most endurable, nor causes the most damage, but he holds his own when he needs to and the weight of attacks he has combined with some psychic powers from his gambit makes him a primarch to think twice about tangling with.
Overall.
I was going to give 3.5/5 stars, but gave 4/5 in the end as I was struggling to make my mind up. He packs an amazing punch still.






