Eversor

(Entry)
Type: upgrade
EntryId: 82bb-60ea-cb6b-047f
Hidden: false
Costs: 95 Points

Constraints:

max: 1

Profiles:

Abilities
Bio-Meltdown!:

If the Eversor is killed, place a Blast marker centred over the model. Any model touched by the template takes an automatic Strength 5 hit, with saving throws allowed as normal. The Eversor is then removed from play.

Furious Charge:

In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (note that this has no effect on the Initiative tests for sweeping advances).

Wargear
Combat Drugs:

The Eversor Assassin can charge 12" in the Assault phase (or double the distance of the dice roll if moving through difficult terrain). When the Eversor charges into combat, it gains an extra D6 Attacks rather than just +1 Attack.

Melta Bomb:

When assaulting a vehicle, each model using Melta bombs can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Melta bombs have an armor penetration value of 8+2D6.

Weapons RangeStr.APType
Executioner Pistol

12"

4

2

Pistol, Poisoned (2+)

Has an Armour Penetration of D6 against vehicles.

Melee Weapons
Power Weapon:

Models wounded in close combat by the attacks of a model armed with a power weapon are not allowed armour saves.

Neuro-Gauntlet:

This is a close combat weapon. Roll to hit as normal, but don't roll to wound. Instead each hit causes one wound on a D6 roll of 4+ regardless of the target's Toughness, and with no Armour save allowed (Invulnerables may still be taken). Vehicles hit by a neuro-gauntlet take a glancing hit on a D6 roll of 6, regardless of the vehicle's Armour Value.