Twilight Assassin

(Unit)
Type: unit
Category: HERO: You MUST Manually Validate Unlocks
Categories: HERO: You MUST Manually Validate Unlocks, @Hero/Mon/Ttn/War Eng, @Hero, %[H] Artefacts, %Individual
EntryId: 3fcc-5b02-17d6-d9b1
Hidden: false
Costs: 100 pts
Options (2)
Rules (7)
Crushing Strength
All Melee hits landed by this unit have a +(n) modifier when rolling to damage.
Elite
Whenever this unit rolls to hit, it must re-roll all dice that score a natural, unmodified 1.
Duelist
While attacking Enemy Individuals in Melee, this unit doubles its number of Attacks.
Individual
Never block LoS and does not provide Cover. Free 360 degree pivots before Movement orders and picking Ranged targets. Nimble, and may protect this unit's facings in Friendly base contact. Yielding (KoW3 p34), unless also Mighty. Enemies making Ranged attacks against this unit suffer an additional -1 to hit modifier. Steady Aim. Aligns to the first Charger to contact (except during Overrun), but the Chargers shuffle. Enemies, and this unit, do not double/triple attacks against each other for flank/rear Charges, except this unit against War Engines. Overrun (KoW3 p34).
Scout
This unit can make a single At the Double or Advance order after Set-Up is finished but before the first Turn of the first Round begins. If moving At the Double from this, it treats Obstacles and Difficult Terrain as Open Terrain. If both armies have Scout units, each player rolls a D6. Higher scorer decides who moves their first Scout, and then players alternate.
Piercing
All hits caused by Ranged attacks from this unit have a +(n) modifier when rolling to damage.
Stealthy
Enemies making Ranged attacks against this unit suffer an additional -1 to hit modifier.

Profiles:

Profile Type Key Sp Me Ra De Att Ne US Ht
L: Twilight Assassin Hero (Inf) Elf, Twilight 7 3+ 3+ 4+ 4 11/13 0 2
Crushing Strength (1), Duelist, Elite, Individual, Scout, Stealthy, <Throwing Weapons: 12", Piercing (1)>

Modifiers:

repeat for every 1000 pts of any in roster