Callidus Assassin

(Entry)
Type: unit
EntryId: c613-1305-8702-7598
Hidden: false
Costs: 145 Points

Profiles:

Wargear
Synskin:

This confers the Feel No Pain special rule, however, wounds are only ignored on the roll of a 6 rather than the usual 4+.

Frag Grenades:

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

Polymorphine:

The Callidus Assassin is always placed in reserve, even in missions which do not normally use the Reserves rule. When she becomes available, she may be placed anywhere on the battlefield, and can move and fight normally in the turn she arrives.

Unit WSBSSTWIALdSv
Assassin

8

8

4

4

2

7

4

10

4+ Invulnerable

Weapons RangeStr.APType
Neural Shredder

Template

X

1

Assault 1

The neural shredder has Strength 8 but, rather than using the targets' Toughness value, their Leadership is used. Other than this, the To Wound chart is used as normal. A Neural Shredder cannot harm vehicles.

Melee Weapons
C'tan Phase Sword:

No saves are allowed against hits from a phase sword, not even Invulnerable saves.

Abilities
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.

Fleet:

A unit with this rule may assault in the same turn in which it has run.

Hit and Run:

Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability 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, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, 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.

Move Through Cover:

Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score.

Stealth:

All of the unit’s cover saves are improved by +1.

Used By (1)
Grey Knights(Catalogue)