Aberrants

(Entry)
Type: unit
EntryId: 2e92-ee4b-b70a-f9bd
Hidden: false
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
Feel No Pain:

If a model with this ability suffers an unsaved wound, roll a dice. On a 1, 2 or 3, take the wound as normal (removing the model if it loses its final Wound). On a 4, 5 or 6, the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that inflict instant death (by having a high enough Strength or a special rule to that effect; even if the model is an eternal warrior). Neither can it be used against wounds from AP1 and AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, etc).

Stubborn:

When taking Morale tests, stubborn units always ignore any negative Leadership modifiers. Independent characters that are stubborn confer the ability onto any unit that they join.

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.

Used By (1)
Genestealer Cult(Catalogue)