Callidus

(Entry)
Type: upgrade
EntryId: 30ae-cca9-7549-b058
Hidden: false
Costs: 120 Points

Constraints:

max: 1

Profiles:

Abilities
A Word in Your Ear:

The player with the Callidus Assassin can move one enemy unit up to 6" after both sides have deployed, but before the first turn starts. The unit's new position must be within the normal deployment zone, and the owning player may choose the facing of the unit after it has been moved.

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.

Stealth:

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

Melee Weapons
C'tan Phase Sword:

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

Poison Blades:

If the Callidus Assassin is still in base contact with an enemy model at the end of the Assault phase, after all combats have been resolved, she may make an extra attack with her poisoned blades. This attack always wounds on a 4+, and normal Armour saves are allowed.

Wargear
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.

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.