Thulia Ghuld
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Jericho-class conversion resonator - shockwave | 24" | D6+2 | 2+ | 6 | -2 | 1 |
| Jericho-class conversion resonator - titanic impact | 24" | 2 | 2+ | 12 | -3 | D6+2 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Rod of the War Forge - strike | Melee | 6 | 2+ | 10 | -2 | 3 |
| Rod of the War Forge - sweep | Melee | 12 | 2+ | 6 | -1 | 1 |
Abilities
Fanatical Devotion: You can select one friendly Skitarii or Thulia Ghuld unit within 6" of this model; until the start of your next Command phase, that unit is eligible to shoot and declare a charge in a turn in which it Advanced.
Adaptive Tactics: You can select one friendly Skitarii or Thulia Ghuld unit within 6" of this model; until the start of your next Command phase, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
The Fires of Mars: You can select one friendly Skitarii or Thulia Ghuld unit within 6" of this model; until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for that unit.
While this model is within 3" of one or more other friendly Adeptus Mechanicus units, this model has the Lone Operative ability.
At the start of your Shooting phase, select one enemy Vehicle unit within 12" of this model and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds.
If this model is in your army, it must be your Warlord.
In your Command phase, select one of the abilities in the Icon of War section. Until the start of your next Command phase, this model has that ability.
This model can move through terrain features, but cannot end a move within a wall, a floor, etc. This model can be set up or end a move on any floor level of Ruins, but if that level is not the ground floor, it can only do so if its base does not overhang the floor at that level.
At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.
PROTECTOR IMPERATIVE ■ Ranged weapons equipped by models in this unit have the [HEAVY] ability. ■ Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. ■ Each time a melee attack targets this unit, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, subtract 1 from the Hit roll.
CONQUEROR IMPERATIVE ■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability. ■ Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. ■ Each time a model in this unit makes an attack, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, improve the Armour Penetration characteristic of that attack by 1.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
In your Shooting phase, when this unit is selected to shoot, if this unit is not battle-shocked, you can use this ability. If you do, roll one D6: - On a 2+, select one enemy VEHICLE unit within 12" of this unit. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll. A unit cannot be selected for this ability more than once per turn. - Or: On 2+, those ranged attacks do not prevent this unit from being hidden.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead. Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks. Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost. Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.