Sergeant Telion

(Entry)
Type: model
EntryId: 4af8-8ae3-f7c9-4550
Hidden: false
Costs: 50 Points
Rules (3)
Unique Sergeant
One Scout Squad in the army may replace its Scout Sergeant with Sergeant Telion
And They Shall Know No Fear
Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criteria apply. Usually troops that regroup cannot move normally and always count as moving whether they do or not, but these restrictions do not apply to models subject to this special rule. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat! rule in this round of close combat and might therefore suffer additional casualties.


Units which include Servitors are still subject to this rule, providing that the unit contains at least one Space Marine.
Combat Tactics
A non-fearless Space Marine unit with this special rule can choose to automatically fail any Morale check it is called upon to take

Profiles:

Unit WSBSSTWIALdSv
Sergeant Telion

5

6

4

4

1

4

2

9

4+

Abilities
Eye of Vengeance:

Wounds caused by Telion's shooting attacks are allocated by his controlling player, rather than the opposing player.

Voice of Experience:

Telion can forgo making a Shooting attack of his own to guide a Battle-Brother's shot. If Telion does not make a shooting attack, one friendly model in his squad can use his Ballistic Skill of 6. You must declare you are using this ability before either Telion or the beneficiary fire any shots.

Infiltrate:

Units with this special rule are deployed last, after all other units (friends and foe) have been deployed. If both sides have infiltrators, the players roll-off and the winner decides who goes first, and then alternate deploying these units. Infiltrators may 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 a line of sight to them. This includes inside a building (see page 83), as long as the building is more than 12" from any enemy unit. Alternatively, they may be set up anywhere on the table that is more than 18" from any enemy unit, even in plain sight. 

If a unit with this ability is deployed inside a transport vehicle, it cannot infiltrate. Infiltrate also confers a special outflank move to units of infiltrators that are kept in reserve.

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.

Scouts:

After both sides have deployed (including infiltrators), but before the first player begins his first turn, any scouts may make a normal move. This is done exactly as in their Movement phase, except that during this move, scouts must remain more than 12" away from any enemy.

If both sides have scouts, the players roll-off and the winner decides who goes first, and then alternate moving these units. 

If a unit with this ability is deployed inside a dedicated transport vehicle, it confers the scout ability to the transport too.

This rule also confers a special outflank move to units of scouts that are kept in reserve.

Stealth:

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

Weapons RangeStr.APTypeNotes
Stalker Pattern Boltgun

36"

4

5

Heavy 2, Rending, Pinning

Used By (1)
Space Marines(Catalogue)