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==On the Tabletop== ===In 7th Edition=== {{40k-Nonvehicle-Model-Profile|name=Cato Sicarius|points=195|ws=6|bs=5|s=4|t=4|w=3|i=5|a=3|ld=10|sv=2|inv=4|type=Infantry(Independent Character)|clear=yes)}} Cato Sicarius is pretty much the vanilla space marine captain in the setting. While not an unholy god of rape in combat, he's hardly weak and stands a fair chance against most nameless IC's. He's just kinda... Meh. Rules wise he has the typical ultramarine's ATSKNF and Chapter tactics, plus he has FNP, Furious Charge, Independent Character, and Surprise Attack (grants +1 to reserve rolls while Cato is alive). He also has a unique rule called Battleforged Heroes that allows him to grant one tactical squad of your choosing one of the following rules: counter attack, tank hunter, infiltrate, or scout. His wargear includes an Iron Halo, artificer armor, frag and krak grenades, a plasma pistol, and the (surprisingly not master-crafted) relic blade Talassarian Tempest Blade which is Strength user AP3 with the Coup-de-grace special rule which allows him to trade all his melee attacks for a single mighty blow with +2 strength and instant death. Which is cool I guess. Be cooler if it was AP2. Like I said, in game Cato Sicarius is pretty vanilla. He's a bit harder than most with a 4++ and FNP and he's pretty mean on the charge, but he's also a bit pricey. He has some nice tactical bonuses with his two special rules and his warlord trait, Rites of War, which allows friendly units in his army to use his Ld for any morale-based checks. He's a pretty good all-rounder whose abilities are focused on improving his men, despite his fluff making him out to be a glory hound and a legendary single-combatant. ===In 8th Edition=== Now at 100 points, he is much cheaper than before. He now has 5 wounds, 4 attacks and a 4+ invulnerable save. He gives friendly Ultramarines within 6" re-roll 1s to hit (much like any Captain) and also Ultramarine Tactical Squads within 6" always fight first in melee. Not a very useful ability since it does not affect himself and Tactical Squads do not really want to be in close combat. A Power Fist always striking first can be pretty dangerous though. His Tempest Blade now has AP -3 and D3 damage. On any wound roll of 6+ it deal D3 mortal wounds. This ability is going to be used a lot, since he still strikes at strength 4. However, with only 4 attacks, you will not be rolling 6s every time. All in all, he is a nice complementary piece. He is not very expensive and also a cheap 2+ save model (almost equal to a vanilla Terminator Captain and with much better stats). Never make the mistake of overcharging his Plasma Pistol though. he has 1/36 chance to die instantly (will you risk it?).
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