Accursed Cultists
90 - 195 pts
Characteristics
M6"
T4
Sv6+
W3
LD7+
OC1
Melee Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Blasphemous appendagesRange MeleeA 2Skill 4+S/AP/D 4 / 0 / 1
- Hideous mutationsRange MeleeA D6+2Skill 4+S/AP/D 5 / -1 / 2
Abilities
- Howling Horde
- In your opponent's Shooting phase, when an enemy unit has shot, if a model from this unit was **destroyed** as a result of those attacks, this unit can make a **surge move** of up to D6".
- Khorne
- Add 2 to the Strength characteristic of this model's hellforged weapons.
- Nurgle
- Add 1 to this model's Toughness characteristic.
- Slaanesh
- Add 2" to this model's Move characteristic.
- Tzeentch
- Add 3 to the Attacks characteristic of this model's infernal cannon.
- Warp Stalker
- You can re-roll Advance and Charge rolls made for this model's unit.
- Unholy Speed
- Add 1 to Advance and Charge rolls made for this model's unit.
- Mutant Form
- Add 1 to this model's Wounds characteristic.
- Massive Fangs
- Melee weapons equipped by this model have the **[LANCE]** ability.
- Eightfold Eyes
- Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll or one saving throw made for this model.
- Daemonic Flesh
- Add 1 to this model's Toughness characteristic.
- Scorpion Tail
- Add 1 to the Attacks characteristic of melee weapons equipped by this model.
- Iron-hard Talons
- Improve the Armour Penetration characteristic of melee weapons equipped by this model by 1.
- Dark Blessing
- Once per battle, at the start of your opponent's Shooting phase, this model can use this ability. If it does, until the end of the phase, this model's unit has the Stealth ability.
- Dark Pacts
- If your Army Faction is ^^**Heretic Astartes**^^, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: ■ [LETHAL HITS] ■ [SUSTAINED HITS 1]
- Feel No Pain 6+
- 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.
- Scouts 6"
- 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**. - 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** c
Points
- 8 models90 pts
- 16 models195 pts
Keywords
Heretic AstartesInfantryChaosDamnedChaos Space Marines