| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Sslyth | 4 | 4 | 5 | 5 | 2 | 4 | 3 | 3 | 5+ |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Shardcarbine | 18" | X | 5 | Assault 3, Poisoned (4+) | |
| Splinter Pistol | 12" | X | 5 | Pistol, Poisoned (4+) |
| Melee Weapons |
|---|
| Close-Combat Weapon:
Weapons like chainswords, rifle butts, combat blades, bayonets, etc., do not confer any particular bonus to the model using them. Remember that, in close combat, pistols count as normal close combat weapons and so the Strength and AP of the pistol are ignored. |
| Abilities |
|---|
| Fleet:
A unit with this rule may assault in the same turn in which it has run. |
| 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). |