Cultist Mob with Firearms
Legends
50/100pts
| Unit | M | T | SV | W | LD | OC |
|---|---|---|---|---|---|---|
| Cultist Mob | 6" | 3 | 6+ | 1 | 7+ | 1 |
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Bolt pistol Pistol | 12" | 1 | 4+ | 4 | 0 | 1 |
| Autopistol Pistol | 12" | 1 | 4+ | 3 | 0 | 1 |
| Flamer Ignores CoverTorrent | 12" | D6 | N/A | 4 | 0 | 1 |
| ➤ Cultist grenade launcher - frag Blast | 24" | D3 | 4+ | 4 | 0 | 1 |
| ➤ Cultist grenade launcher - krak - | 24" | 1 | 4+ | 9 | -2 | D3 |
| Heavy stubber HeavyRapid Fire 3 | 36" | 4 | 5+ | 4 | 0 | 1 |
Abilities
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]
For the Dark Gods
At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Unit Composition
- 1 Cultist Champion
- 1-19 Cultist w/ autopistol and brutal assault weapon
- 1-19 Cultist w/ autogun and close combat weapon
- 1-2 Cultist w/ flamer
- 1-2 Cultist w/ cultist grenade launcher
- 1-2 Cultist w/ heavy stubber
- Cultist w/ autopistol and brutal assault weapon is equipped with: autopistol.
- Cultist w/ flamer is equipped with: flamer.
- Cultist w/ cultist grenade launcher is equipped with: cultist grenade launcher.
- Cultist w/ heavy stubber is equipped with: heavy stubber.
Faction Keywords
Heretic Astartes
Keywords
InfantryBattlelineGrenadesChaosDamnedCultist Mob with Firearms