Infernus Abomination

(Entry)
Type: unit
Categories: Character, Assassin Sub-Type, Light Sub-type:
EntryId: 3928-63ee-20a9-f84b
Hidden: false
Costs: 130 Pts
Options (3)
Rules (7)
Osmeotic Regeneration
At the end of the controlling player’s turn, if the Infernus Abomination has not been removed as a casualty, the controlling player rolls a D6 for every unsaved Wound inflicted on an enemy model during that turn. For each result of a 5+, the Infernus Abomination regains a lost Wound. Note that Wounds regained in this way may not increase the amount of Wounds to more than the starting amount shown on the Infernus Abomination unit profile.
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.
Traitor
A model with this special rule may only be included in an army that has the Traitor Allegiance.
Adamantium Will (X+)
Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).
Abomination
Models with the Abomination Sub-type ignore all movement penalties when moving or Charging through terrain of any kind and automatically pass all Dangerous Terrain tests they are called upon to make.
Models with the Abomination Sub-type may never join or be joined by a unit made up of models with any type.
Models with the Abomination Sub-type may not Embark on any model with the Transport Sub-type.
Models with the Abomination Sub-type may never be selected as an army’s Warlord.
Fear (X)
All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks. Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2
Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time.This will always be the highest single modifier among those applicable.

A model that causes Fear is not itself immune to Fear and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
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.

Profiles:

Unit MoveWSBSSTWIALdSave
Infernus Abomination

7

5

4

4

4

3

5

4

10

4+

Infantry (Character, Abomination, Light)

Reactions
Advanced Reaction: Empyreal Shift:

This Advanced Reaction may be made either in the Movement phase whenever an enemy unit ends its move within 12" of a unit that is composed entirely of models with the Abomination Unit Sub-type, in the Shooting phase whenever an enemy unit targets a unit that is composed entirely of models with the Abomination Unit Sub-type with a Shooting Attack, or in the Assault phase whenever an enemy unit declares a Charge against a unit that is composed entirely of models with the Abomination Unit Sub-type. The controlling player of the Reacting unit must make a Leadership test using the Leadership Characteristic of the Reacting model. If the Leadership test is passed, the Reacting unit may immediately move up to 12". This move may be made in any direction and ignores all terrain or other effects that would limit or modify the distance moved (including allowing models in the Reacting unit to move across Impassable Terrain), as long as the final position of all models in the Reacting unit are at least 1" away from any enemy model and not within an area of Impassable Terrain. If, after moving, any models in the Reacting unit are positioned out of range or line of sight of the unit that caused the Reaction, that unit may not select another target for the Shooting Attack or Charge that triggered the Reaction and no dice are rolled and no Surge moves are made (weapons with the Gets Hot special rule do not need to roll to see if the weapon Gets Hot and weapons with the One Use special rule are not considered to have been expended). If the Leadership test is failed, both the unit making the Reaction and the unit that triggered the Reaction suffer D6 Wounds with no Armour Saves, Invulnerable Saves or Damage Mitigation rolls allowed.

Used By (1)