Cypher, Fallen Dark Angel Champion

(Unit)
Type: upgrade
Category: Command
Categories: Chaos, Command
LinkId: 4686-f53e-411c-e150
Hidden: false
Costs: 147 pts
Options (4)
Rules (6)
Break Tests
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.
Animosity
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
Divine Protection
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
Gunfighter
May fire both pistols in the shooting phase. If standing still, can rapid fire the bolt pistol as well.
Blood Feud
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.
Hunted by the Dark Angels
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

Profiles:

Unit Unit TypeMWSBSSTWIALD
Cypher

Cypher

4

7

8

5

3

3

10

Used By (1)