Atalan Jackals
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Grenade launcher - frag | 24" | D3 | 4+ | 4 | 0 | 1 |
| Grenade launcher - krak | 24" | 1 | 4+ | 9 | -2 | D3 |
| Atalan small arms | 12" | 2 | 4+ | 4 | 0 | 1 |
| Mining laser | 24" | 1 | 4+ | 12 | -3 | D6+1 |
| Atalan incinerator | 12" | D6 | N/A | 5 | -1 | 1 |
| Heavy stubber | 36" | 3 | 4+ | 4 | 0 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Close combat weapon | Melee | 2 | 4+ | 3 | 0 | 1 |
| Atalan power weapon | Melee | 2 | 4+ | 4 | -2 | 1 |
Abilities
Each time you use the Cult Ambush ability to set this unit back up on the battlefield, in addition to the normal rules, all of its models must be set up wholly within 9" of a battlefield edge and at least one of its models must be touching one of your Cult Ambush markers (that marker is then removed from the battlefield). If this cannot be done, this unit cannot be set back up.
Once per battle round, in your Movement phase, when this unit ends a Normal, Advance, or Fall Back move, you can select one enemy unit within 6" of and visible to this unit and roll one D6 for each ATALAN JACKALS model in this unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds.)
If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.
- Incursion: 6 Resurgence points
- Strike Force: 10 Resurgence points
- Onslaught: 14 Resurgence points
Each time a unit from your army is destroyed, if every model in that unit has this ability you can spend the relevant number of Resurgence points shown below based on that unit's Starting Strength.
---Aberrants--- 5 models = 4 Resurgence Points 10 models = 8 Resurgence Points
---Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs--- 5 models = 2 Resurgence Points 10 models = 4 Resurgence Points
---Atalan Jackals--- 5 models = 2 Resurgence Points 10 models = 6 Resurgence Points
---Neophyte Hybrids--- 10 models = 3 Resurgence Points 20 models = 6 Resurgence Points
---Purestrain Genestealers--- 5 models = 2 Resurgence Points 10 models = 6 Resurgence Points
If you do: - Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. - Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).
UNITS IN CULT AMBUSH Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. Units in Cult Ambush are not automically destroyed at the end of the third battle round.
CULT AMBUSH MARKERS Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 8" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush to make an ingress move. For that ingress move, set that unit up with at least one model in that unit in base contact with that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). Units in Cult Ambush can make an ingress move in the first battle round using this rule.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step. Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).