The Neural Shredder has a Strength of 8, but rather than compare to the targets' Toughness value, compare to their Leadership instead. Against vehicles, roll a D3 on the Glancing hits table instead.
The Callidus Assassin is always placed in reserve, even in missions that do not normally allow the Reserves rule. When she becomes available, she may be placed anywhere on the battlefield, and can move and fight normally in the turn she arrives.
If the Callidus Assassin is in base contact with an enemy model at the end of the Assault phase, after all combats have been resolves, she may make an extra attack with her poisoned blades. This attack always wounds on a 4+, and normal armour saves are allowed.
At the start of any Assault phase, the Callidus Assassin can attempt to disengage from combat. Roll a D6 - on a roll of 1 she fails to disengage. On a 2 or more she moves that many inches away from the enemy. This move cannot be used to move into contact with a different enemy model. If this leaves the enemy unit unengaged, they may make a consolidate move at the end of the Assault phase.
The player controlling the Callidus Assassin can move one enemy unit up to 6" after both sides have deployed, but before the first turn starts. The unit's new position must be within the normal deployment zone and the owening play may choose the facing of the unit after it has been moved.
Individual model. Can join other units in battle
Automatically passes any Morale checks
Squad may deploy using Infiltrators special rule
Always gets a saving throw regardless of AP value or hit normally ignoring armor saves
Melee
User
1
Ignores all armour and invul saves
Template
X
Assault 1
Special
5
4
2
3
10
4+