Primus

(Entry)
Type: upgrade
EntryId: 2b7e-dbc3-1ca8-a2f7
Hidden: false
Costs: 75 Points
Options (1)
Rules (1)
Cult Ambush
Units with this special rule that Infiltrate, or that arrive from Reserve, can choose to roll on the Cult Ambush table instead of deploying or arriving from Reserve normally. Unless otherwise specified, ambushing units move onto the table as described for other Reserves and cannot move any further during the Movement phase of the turn they deploy or arrive on the battlefield. Units cannot use the Cult Ambush special rule whilst they are embarked inside a vehicle.


1 - Cult Reinforcements: The ambushing unit moves onto the board from your own table edge.


2 - Encircling the Foe: Roll a D6, on a 1-2, the ambushing unit comes in from the table edge to the left of your own table edge; on a 3-4, they come on from the table edge to the right of your own table edge; on a 5-6, you can choose left or right.


3 - Lying in Wait: Set up the ambushing unit anywhere on the table that is more than 9" from any enemy unit. You can alternatively set up the ambushing unit anywhere on the table that is more than 6" from any enemy model so long as no enemy model can draw line of sight to them.


4 - A Perfect Ambush: Set up the ambushing unit anywhere on the table that is more than 6" from any enemy model.


5 - A Deadly Trap: Set up the ambushing unit anywhere on the table that is more than 6" from any enemy model. After placing the ambushing unit, you can immediately make a bonus shooting attack with it as if it were the Shooting phase (this does not prevent the unit from shooting again in the ensuing Shooting phase). These bonus attacks cannot cause Morale checks, but they do have the Pinning special rule. If the ambushing unit does not have any ranged weapons, it can instead choose to Run in the Movement phase.


6 - They came from Below: Set up the ambushing unit anywhere on the table that is more than 3" from any enemy unit. Unlike other units that infiltrate or arrive from Reserves, the ambushing unit can charge in the turn they arrive from Reserves.

Profiles:

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 WSBSSTWIALdSv
Primus

5

4

4

3

3

4

3

10

5+

Weapons RangeStr.APTypeNotes
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

Used By (1)
Genestealer Cult(Catalogue)