Cult Chimera

(Unit)
Type: model
Category: Dedicated Transport
Categories: Dedicated Transport, Faction: Genestealer Cults, Faction: Tyranids, Transport, Vehicle, Faction: Brood Brothers
LinkId: 216b-c37e-e69a-e6fe
Hidden: false
Costs: 60 pts5 PL
Options (8)
Pintle Weapon:
Rules (1)
Cult Ambush
During deployment, you can set this unit up in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases - set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush - do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT, even if they have the Cult Ambush ability.

In matched play, units set up in ambush using this rule count as being set up on the battlefield for the purposes of Tactical Reserves.

For ambush markers, see Codex: Genestealer Cults p79.

Profiles:

Unit MWSBSSTWALdSave
Cult Chimera

*

6+

*

6

7

10

*

7

3+

Transport
Cult Chimera:

Up to 12 BROOD BROTHERS INFANTRY models. Each Brood Brothers Weapons Team takes the space of two other models. Each ASTRA MILITARUM Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models. If, during deployment, this unit is set up in ambush using the Cult Ambush ability, only units with the Cult Ambush ability can be inside when it is set up.

Stat Damage - M, BS & A Remaining WMovementBSAttacks
Cult Chimera (1)

6-10+

12"

4+

3

Cult Chimera (3)

1-2

4"

6+

1

Cult Chimera (2)

3-5

8"

5+

D3

Abilities
Explodes (6+/6"/D3):

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers:

Once per game, instead of shooting its weapons in the Shooting phase, this models can use its smoke launchers. If it does so, subtract 1 from hit rolls for attacks made with ranged weapons that target it until your next Shooting phase.

Used By (1)