Cypher, Lord of the Fallen

(Unit)
Type: model
Category: HQ
Categories: HQ
LinkId: 83f4-5a7d-a396-db62
Hidden: false
Costs: 190 pts

Constraints:

max(roster): 1
Options (2)
Rules (13)
At Any Cost
In missions that include both Dark Angels Models and either Cypher or units of Fallen, the following additional objectives must be used:

If Cypher is captured (see Divine Protection) by a Dark Angel model, the player whose army includes the Dark Angels scores 3 Victory Points.
If the Cypher is forced to escape or is captured by a model that is not a Dark Angel, neither side receives any additional Victory Points.
If Cypher is neither captured nor forced to escape before the end of the battle, the player whose army includes Cypher scores D3 Victory Points.

If several models are in a position to capture Cypher, some of which are Dark Angels and some of which are not, randomly decide which of the models is the one that captures him.
Blazing Weapons
Cypher can shoot both of his pistols twice each in his Shooting phase, or can fire them once each either before or after making a Run move.  When making Overwatch shots, Cypher uses his full Ballistic Skill.  In the Assault phase, half of Cypher's close combat attakcs (rounding up) are Strength 4 and AP5, and all remaining attacks are Strength 7 and AP2.
As Ye Sow, So Shall Ye Reap
Cypher cannot be selected as the Warlord of an army. In addition, the Leadership characteristic of the Warlord of an army that includes Cypher suffers a -1 penalty.
Never Forgive
In missions that include both Dark Angels Models and either Cypher or units of Fallen, all Dark Angels models with the Deathwing special rule also receive the Zealot special rule.
Divine Protection
If there is an enemy model within D6" of Cypher when he loses his last Wound or is otherwise removed as a casualty, then Cypher is assumed to have been captured alive. If there are no enemy models within this range when Cypher is removed as a casualty, then he has made a miraculous escape. If Cypher escapes, then he is not considered to be a casualty for the purposes of awarding Victory Points. If he is captured, then Victory Points are awarded normally.
Cypher (Details)
Cypher cannot be taken in any army that contains models from Codex: Dark Angels.
And They Shall Know No Fear
A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
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.
Fleet
A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
Independent Character
Independent characters can join other units.  They cannot, however, join units that contain vehicles or Monstrous Creatures.  They can join other Independent Characters, though, to form a powerful multi-character unit!  Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.

Full details in BRB. Rule too long to copy verbatim.
Shrouded
A unit that contains at least one model with this special rule counts its cover save as being 2 points better than normal. Note that this means a model with the Shrouded special rule always has a cover save of at least 5+, even if it's in the open.

Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save).
Infiltrate
Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units.

Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their Transport. 

A unit that deploys using these rules cannot charge in their first turn. Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.

If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
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.

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Cypher

Infantry (Character)

7

10

4

4

3

8

3

10

3+

Modifiers:

set hidden true
Used By (18)