RED ELF
CALLIDUS TEMPLE

CALLIDUS ASSASSINS

To assume the shape of the accursed and deliver death from the purity within you.
Dictatus Callidus
WARGEAR

C'tan Phase Sword: The C'tan phase sword can only be used in close combat. No armour saves are allowed against hits from a phase sword, not even invulnerable saves!

Neural Shredder. The neural shredder uses the flame template and is tired just like a flame weapon. Roll to wound as follows. The neural shredder has Strength 8, but rather than using the targets' Toughness values, their Leadership is used. Other than this, the To Wound chart is used as normal. For example, a Ld 9 model is wounded on a 5+. A roll of a 1 always fails to inflict a wound. Against vehicles, roll a D3 on the Glancing Hits table, as the crew's brains are partially protected by the vehicle's armour. The neural shredder has the following profile:

Range
Strength
AP
Type
Template
X
1
Assault 1

Polymorphine: The Catlidus Assassin is always 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.

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 (roll to hit after any consolidation moves). She gets 1 Attack which always wounds on a 4+. Normal armour saves are allowed.

SPECIAL RULES

Jump Back: At the start of any assault phase, the Callidus Assassin can attempt to disengage from combat. Roll a D6 - on a roll of a 1 she fails to disengage and must fight on in the combat normally, on a roll of 2 or more she moves that many inches away from the enemy. This move cannot be used to move into contact with a different enemy model. If this leaves the enemy unit unengaged, they may make a consolidate move at the end of the assault phase.

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.