Cult Leman Russ

(Unit)
Type: model
Category: Heavy Support
Categories: Faction: Genestealer Cults, Faction: Tyranids, Heavy Support, Vehicle, Faction: Brood Brothers
LinkId: ad3a-7afb-d2d0-9d2d
Hidden: false
Costs: 107 pts9 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 Leman Russ

*

6+

*

7

8

12

*

7

3+

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

7-12+

10"

4+

3

Cult Leman Russ (2)

4-6

7"

5+

D3

Cult Leman Russ (3)

1-3

4"

6+

1

Abilities
Grinding Advance:

If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model's turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon and vanquisher battle cannon.

Emergency Plasma Vents:

If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.

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)