| Abilities |
|---|
| Cult Demagogue:
Friendly units within 12" of this model have the Preferred Enemy special rule. |
| Preferred Enemy:
Units with this ability can always re-roll their rolls to hit in close combat against their preferred enemy. This ability does not work when attacking vehicles without a Weapon Skill characteristic |
| Independent Character:
Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in. Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit! |
| Infiltrate:
Units with this special rule are deployed last, after all other units (friends and foe) have been deployed. If both sides have infiltrators, the players roll-off and the winner decides who goes first, and then alternate deploying these units. Infiltrators may be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw a line of sight to them. This includes inside a building (see page 83), as long as the building is more than 12" from any enemy unit. Alternatively, they may be set up anywhere on the table that is more than 18" from any enemy unit, even in plain sight. If a unit with this ability is deployed inside a transport vehicle, it cannot infiltrate. Infiltrate also confers a special outflank move to units of infiltrators that are kept in reserve. |
| Return to the Shadows:
Instead of moving in your Movement phase, any unit with this special rule that is not within 6" of any enemy model, can be removed from the battlefield and placed into Reserve. A unit cannot Return to the Shadows in the same turn it arrives from Reserves and cannot do so whilst embarked in a vehicle. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Primus | 5 | 4 | 4 | 3 | 3 | 4 | 3 | 10 | 5+ |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Needle Pistol | 12" | X | 6 | Pistol, Poisoned (2+) |
| Melee Weapons |
|---|
| Bonesword:
No armour save may be taken against wounds inflicted in close combat by a model with a bonesword. In addition, if a model suffers one or more unsaved wounds in close combat from a model with a bonesword, it must immediately pass a Leadership test or suffer instant death. If the model that inflicted the wound is armed with a pair of boneswords then the Leadership test must instead be passed on 3D6. |
| Rending Claws:
Close combat attacks made by models with rending claws gain the Rending ability. |
| Wargear |
|---|
| Blasting Charges:
Blasting Charges are assault grenades. |
| Toxin Injector:
If a model with a toxin injector fights using his rending claws, those attacks have the Poisoned (4+) special rule |