Ammitara Occult Intercession Cabal

(Unit)
Type: unit
Category: Fast Attack:
Categories: Infantry:, Legiones Astartes, Skirmish Sub-type:, Light Sub-type:, Fast Attack:, Unit:
LinkId: ef34-0fc0-70a1-9511
Hidden: true
Options (10)
1) Main Weapons::
One in five may exchange their Nemesis bolter for::
2) Bolt Pistols::
Dedicated Transport::
Rules (5)
Scout
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves (see page 309).

Infiltrate and Scout
If a unit has both the Infiltrate and Scout special rules, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
Infiltrate
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first, then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building (see page 224), as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.
If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.
A unit that deploys using these rules cannot Charge in their first turn.
Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves (see page 309).

Infiltrate and Scout
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.

Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.
Move Through Cover
A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
Relentless
Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Shrouded (X)
When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that 'no Saves of any kind are allowed'). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models with the Fearless special rule.
Roll a D6 each time an unsaved Wound, Glancing Hit or Penetrating Hit is suffered by a model with this special rule. On a result that is equal to or greater than the value in brackets, that unsaved Wound, Glancing Hit or Penetrating Hit is ignored. On any other result, the Wound, Glancing Hit or Penetrating Hit is applied as normal. For example, a unit with the special rule Shrouded (6+) would need to score a 6 in order to ignore a Wound, Glancing Hit or Penetrating Hit inflicted upon it.
If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+)
This is a Damage Mitigation roll - any model may make only a single Damage Mitigation roll of any type for any given Wound, Glancing Hit or Penetrating Hit (see page 174).

Profiles:

Psychic Power
Mind Killer:

At the start of their turn, before any models are moved, a Psychic check may be made once for each Ammitara Intercession Cabal by the controlling player, using the Leadership Characteristic of any model with the unit that does not have the Independent Character special rule. If the Check is passed, the Shooting Attacks of all models in the unit with the Psyker Unit Sub-type gain the Rending (4+) and Ignores Cover special rules in addition to any other effects their weapons might have, for the duration of the turn. This does not replace or improve any other versions of the Rending (X) special rule already possessed by the unit and may not be used when attacking with weapons that have either the Template or the Blast (X) special rules. If the Check is failed then no benefit is gained and the unit suffers Perils of the Warp.

Modifiers:

set hidden false
1+ selections of Legacy Units On in roster (recursive)
Used By (2)