Description: 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.