| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| 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 | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Stalker Pattern Boltgun | 36" | 4 | 5 | Heavy 2, Rending, Pinning |