To reflect their strong morale and determination Space Marines are not subject to the normal rules for broken troops. Instead the following rules apply: Space Marine units take Break tests as normal. However, if they fail their test they are not broken and forced to flee, like other troops, but are shaken instead. Shaken troops may never move towards the enemy but may shoot, fight hand-to-hand combat and use psychic powers normally. Shaken troops may move away from the enemy if you wish, but do not have to do so, and individual models may pivot on the spot to face an enemy. If surrounded and therefore unable to move without approaching an enemy, they cannot move at all except to pivot on the spot. lf shaken Space Marines are fighting in hand-to-hand combat then they may not use follow-up moves to engage other enemy models. The exception is that they may use a follow-up move to fight an enemy model which is already engaged against another Space Marine (the loyalty of a Space Marine for his brothers outweighs his trepidation). Shaken Space Marines may use a follow-up move to get behind cover even if this means moving closer to an enemy. Once it has become shaken a Space Marine squad may recover by taking and passing a Rally test at the end of its turn. The usual conditions apply: ie, the squad may not attempt to rally if it is not behind cover or if the closest friendly models are broken. If a Space Marine squad is shaken and fails a further Break test then it is broken and forced to flee exactly like any other troops. The advantage of the Space Marines is that they can effectively fail two Break tests before they are broken, representing their steadfastness and courage in the face of death. Once broken, a Space Marine squad may rally like any other unit, and if successful is restored to normal fighting condition in the same way.
Must roll 1 D6 for each squad that is within 12" of Cypher at the start of each turn. On a 1, the squad may not do anything that turn. Does not effect characters, vehicles, support weapons, or any squads of Fallen Angels. Daemons are automatically assumed to have rolled a 1 or 2 for any Daemon Animosty tests they have to take
4+ unmodified save on 3D6 against any attack or cause of damage that would reduce Cypher to 0 wounds. If he passes the saving throw he is removed from the battlefield but does not award any victory points to the opposing player
May fire both pistols in the shooting phase. If standing still, can rapid fire the bolt pistol as well.
If a battle involves Dark Angels and Cypher, the side with Cypher gains +5 VP at the end of the game if he is still on the battlefield (but not if he is removed via Divine Protection), and +1 VP for each Fallen Angel that is still alive. The Dark Angel side gains +2 VP is Cypher is removed but not slain, +10VP if slain, and +1VP for each Fallen Angel they kill.
All members of the Deathwing (including Characters) and Ravenwing gain Hated (Cypher) and Hated (Fallen Angels). Members of the Deathwing must charge him if he is within charge range, or move so that they end up at least 4" closer to him than they were at the start of the their move
Cypher
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