Cypher (White Dwarf 281)

(Unit)
Type: unit
Category: Elites
Categories: Elites, Independent Character
LinkId: dc40-2036-ffe1-827d
Hidden: false
Costs: 151 pts

Constraints:

max(roster): 1
Rules (6)
Animosity
If Cypher joins a squad (with the exception of the Fallen Angels), roll a D6 at the start of each turn for as long as he remains with it. On a roll of a 1, the members of the squad begin to argue and fight, suffering a -1 penalty to their Leadership for the rest of the turn. Note that this rule does not apply to other independent characters or vehicles.
Divine Protection
If Cypher is ever killed or otherwise reduced to zero wounds, he vanishes from the battlefield. Remove the model from play. Cypher's "death" does not confer victory points to the opposing player.


If mission-specific rules required the opposing play to capture Cypher, then roll a D6 when Cypher is "killed." On a 6, Cypher has been captured in respect to mission objectives, but of course he no doubt escapes shortly after the conclusion of the game.
Gunfighter
Cypher can shoot with two weapons in the Shooting phase; once with his master-crafted bolt pistol and once with his master-crafted plasma pistol. If Cypher remains stationary, he may "rapid fire" both pistols, giving him a total of 2 shots with each (4 total shots).


Such is his skill with his pistols that he continues to fight with them in close combat, counting as being armed with a power weapon and gaining the +1 Attack bonus for being equipped with two close-combat weapons.
Hunted by the Dark Angels
All members of Deathwing and Ravenwing, and all Dark Angel characters, must change Cypher or Fallen Angels if they are able to do so in the Assault Phase.
Master-Crafted Weapon
A master-crafted weapon can re-roll one miss in Close Combat or the Shooting Phase.
And They Shall Know No Fear
Automatically regroup when falling back even when at less than 50%. Enemy advances are treated as a new Assault (enemy striking +1A the following turn). If the enemy does not advance, the Space Marines can move, shoot, and assault as normal in their following turn.

Profiles:

Unit WSBSSTWIALdSv
Cypher

5

5

4

4

3

6

3

10

3+

Weapon RangeSAPType
Bolt Pistol

12"

4

5

Pistol

Plasma Pistol

12"

7

2

Pistol

If you roll a 1 to hit with a plasma weapon it has overheated and injured the model firing it. Make an armor save for the model, otherwise it will suffer a wound. Plasma weapons on vehicles are not affected by overheating.

Modifiers:

set hidden true
0 selections of Chapter Approved in force (recursive)
Used By (17)
Catachan (2000)(Catalogue)