Fabius Bile

(Entry)
Type: unit
EntryId: ec41-9309-8c97-5d45
Hidden: false
Costs: 160 Points

Profiles:

Weapons RangeStr.APType
Xyclos Needler

18"

n/a

6

Assault 3

This weapon always wounds on a D6 roll of 2+

Bolt Pistol

12"

4

5

Pistol

Melee Weapons
Rod of Torment:

This is a close combat weapon. Any opposing model suffering one or more wounds from the Rod of Torment is immediately disabled by the pain and suffers Instant Death, regardless of toughness.

Abilities
Enhanced Warriors:

If Fabius Bile is included in a force, he can enhance some of the warriors in the army through genetic manipulation and drugs. For +3 pts per model, any number of Chaos Space Marine squads can be 'enhanced' by Bile's treatment. At the start of the battle, after both sides have set up but before the first turn takes place, roll a D6 for each enhanced squad and consult the table.

1: Berserk Rage! Make an Armour save for each warrior, removing any who fail. Survivors are Fearless and at +1 Strength for the remainder of the game.

2-5: Stable Mutation. The Enhanced warriors are Fearless and at +1 Strength for the entire game.

6: Created a Monster. The warriors are Fearless and add +2 to their Strength for the entire game. At the end of every owning player's turn, one of the squad's members is removed as a casualty (owner's choice).

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Feel No Pain:

If a model with this ability suffers an unsaved wound, roll a dice. On a 1, 2 or 3, take the wound as normal (removing the model if it loses its final Wound). On a 4, 5 or 6, the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that inflict instant death (by having a high enough Strength or a special rule to that effect; even if the model is an eternal warrior). Neither can it be used against wounds from AP1 and AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, etc).

Unit WSBSSTWIALdSv
Fabius Bile

5

4

5

4

3

4

5

10

3+

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Used By (1)