Eversor

(Entry)
Type: model
EntryId: e49d-233f-fba2-259a
Hidden: false
Costs: 95 pts
Rules (8)
Neuro-Gauntlet
Roll to hit as normal in close combat, but don't roll ot wound. Instead each hit causes one wound on a D6 roll of 4+ with no Armour saves allowed. Vehicles hit by a neuro-gauntlet taking a glancing hit on a D6 roll of 6.
Combat Drugs
The Eversor Assassin can charge 12" in the Assault phase (or double the distance of the dice rilled if moving through difficult terrain). When the Eversor charges into combat, it gainst an extra D6 attacks rather than just +1 Attack.
Fast Shot
The Eversor never counts as moving when firing its executioner pistol.
Bio-Meltdown!
If the Eversor is killed, place a Blast Marker center over the model. Any model touched by the templat takes an automatic Strength 5 hit.
Independent Character
Individual model. Can join other units in battle
Infiltrators
Squad may deploy using Infiltrators special rule
Invulnerable Saving Throw
Always gets a saving throw regardless of AP value or hit normally ignoring armor saves
Fearless
Automatically passes any Morale checks

Profiles:

Weapon RangeSAPType
Needle Pistol

12"

4+

6

Pistol

Always wounds on 4+

Bolt Pistol

12"

4

5

Pistol

Power Weapon

Melee

As User

2

Melee

Ignores all Armor Saves

Melta Bombs

Treats any Assault hits vs. vehicles as Penetration S8 + 2D6. Cannot make bonus attacks for charging. Can also be used as a Death or Glory attack

Unit WSBSSTWIALdSv
Assassin

5

5

4

4

2

5

3

10

4+