Cypher


Cypher, in my opinion is one of the best characters in the entire WarHammer 40,000 Universe. He is also the most enigmatic. He carries at his side the broken sword of the Dark Angels Primarch, the Lion Blade though he never uses it.He roams the galaxies with his fallen ones at his side seeking revenge upon the Dark Angels.He ocasionally will join a Chaos army and for this he has been granted a Divine Protection from some Chaos god. He can almost never dies in battle, therefore opponents never gain victory points from him even if they reduce his wounds to 0. Cypher is a fearsome figher. Armed with a C'Tan Phase Knife (power weapon) , a master crafted plasma pistol, and a master crafted bolt pistol he can destroy almost any being in close combat and is able to fire up to twice each turn with his plasma pistol and bolt pistol using the gun fighter ability he has.He will almost never miss with a shot. He has a BS of 6 and is able to re-roll misses because his pistols are master crafted. Here is a complete profile for Cypher..........


Cypher

  Points WS BS S T W I A Ld Sv
Cypher 151 5 6 4 4 3 8 3 10 3+

Special Character: A Chaos Space Marine army may include Cypher as a special character. If you take him then he counts as an Elites choice. He must be used exactly as described and may not be given extra eqipment from the Chaos armoury. Cypher is an independant character.

Wargear: Master Crafted bolt pistol, master crafted plasma pistol, C'Tan Phase Knife (counts as power weapon).

Special Rules

Space Marine: The 'And They Shall Know no Fear' rule applies to Cypher.

Animosity: The presence of Cypher ferments discord and animosity. If Cypher is an army you must roll 1 d6 for any squad he joins at the start of the turn . On a roll of one members of the squad argue amognst themselves, and may not do anything at all for the rest of the turn, though Cypher may carry as normal. Note that the animosity rule only affects squads or their equivalent , it has no effect on individual characters or vehicles. In addition , this rule does not affect any squads of Fallen Angels.

Divine Protection: Cypher is protected by an unknown Chaos power who spirits him away at the last moment if danger threatens. This is represented by allowing Cypher a 4+ invulnerable save on 3D6 against any attack or other damage that reduces his wounds to 0. This is a special save that is made when Cypher is killed and may be taken after his regualr armour save. If Cypher takes the saving throw then he suddenly dissapears from the battlefield. Remove the model as if it had been killed, but do not award any victory points to the opposing player.

Gun Fighter: Cypher is able to aim and fire a pistol with each hand. This enables him to fire with two weapons in the shooting phase: once with his master crafted bolt pistol and once with his master crafted plasma pistol. If he remains stationary he may rapid fire the two pistols at the same time, letting him take four shots.

Fallen Angels: If Cypher is included in an army you may take one squad of Fallen Angels. Fallen Angels are choosen from the Chaos Space Marine army list and are treated as Veteran Chaos Space Marines and have the same points value and options. However, the alen Angles use the 'And The Shall Know no Fear' rules which apply to all space marines. They are immune to Animosity as described but detest Space Marines of The Dark Angels chapter and must charge them if they are able to.

Hunted by Dark Angels: Cypher and the Fallen Angels are being hunted by members of the Deathwing and Ravenwing Companies of the Dark Angels Chapter. All members of the Deathwing (including al Dark Angels characters) and the Ravenwing despise Cypher and any pther Fallen Angels and must therefore charge them if they can. therefore as long as Cypher is involvolved in the battle, members of Deathwing (only) must move each turn so they end up at least 6" closer to him in the movement phase.