C'tan Shard of the Deceiver

(Entry)
Type: model
EntryId: 1d74-8b39-dc73-9679
Hidden: false
Costs: 240 pts

Constraints:

max(roster): 1
Options (1)
Rules (7)
Dread
Models in enemy units that are within 12" this model subtract 2 from their Leadership characteristic.
Grand Illusion
Immediately after all forces have deployed and all Scout redeployments have been made, you may remove this model and/or up to D3 other friendly units within 12" of it from the table. Each unit that is removed in this manner can either be immediately deployed again using the normal Deployment rules, or placed in Reserve.
Fearless
Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Eternal Warrior
If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Immune to Natural Law
When moving, this model can move over all other models and terrain as if they were open ground, and automatically passes Dangerous Terrain tests. However, it cannot end its move on top of other models and can only end its move on top of impassable terrain if it is possible to actually place the model on top of it.
Necrodermis
This model has a 4+ invulnerable save. If it is ever reduced to 0 Wounds, before removing the model as a casualty, each nearby unit (friend or foe) suffers a Strength 4 AP1 hit for each model it has within D6" of this model.
Hit and Run
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.

If the test is failed, nothing happens and the models remain locked in the fight.

If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".

A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.

Profiles:

Unit WSBSSTWIALdSave
C'tan Shard of the Deceiver

5

5

7

7

4

4

4

10

4+/4++

Monstrous Creature (Character)

Modifiers:

set hidden true
Used By (2)