Cultist Mob

(Unit)
Type: unit
Category: Battleline
Categories: Faction: Heretic Astartes, Infantry, Battleline, Grenades, Chaos, Cultist Mob, Damned, Shadow Legion, Undivided
LinkId: 87bf-6c85-abde-c4c1
Hidden: false
Costs: 50 pts

Constraints:

max(force): 6
Options (3)
Rules (1)
Dark Pacts
If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
■ [LETHAL HITS]
■ [SUSTAINED HITS 1]

Profiles:

Unit MTSVWLDOC
Cultist Mob

6"

3

6+

1

7+

1

Abilities
For the Dark Gods:

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Disciples of Be'lakor:
  • This unit has the Dark Pacts army rule, and can use it as described in Codex: Chaos Space Marines, even though your Army Faction is not Heretic Astartes. If this unit is Be’lakor, it automatically passes the Leadership test required for Dark Pacts. 
  • Shadow Legion Heretic Astartes models in this unit have the Deep Strike ability.

Modifiers:

set pts 100
11+ selections of model in Cultist Mob (recursive)
set hidden true
0 selections of Shadow Legion in roster (recursive)
set-primary category Allied Units
Used By (2)