Atalan Jackals
| Unit | M | T | SV | W | LD | OC |
|---|---|---|---|---|---|---|
| Atalan Jackal | 12" | 4 | 5+ | 2 | 7+ | 1 |
| Atalan Wolfquad | 12" | 4 | 5+ | 4 | 7+ | 1 |
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| ➤ Grenade launcher - frag Blast | 24" | D3 | 4+ | 4 | 0 | 1 |
| ➤ Grenade launcher - krak - | 24" | 1 | 4+ | 9 | -2 | D3 |
| Atalan small arms Pistol | 12" | 2 | 4+ | 4 | 0 | 1 |
| Mining laser - | 24" | 1 | 4+ | 12 | -3 | D6+1 |
| Atalan incinerator Ignores CoverTorrent | 12" | D6 | N/A | 5 | -1 | 1 |
| Heavy stubber Rapid Fire 3 | 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
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, not 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. **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 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step 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 and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching 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).
Outrider Gangs
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.
Demolition Run
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.)
Unit Composition
- 1 Atalan Wolfquad
- 1-2 Atalan Jackal w/ Grenade launcher
- 1-8 Atalan Jackal
- 1-4 Atalan Jackal w/ Atalan power weapon
- 1-2 Atalan Jackal w/ Grenade launcher & power weapon
- Atalan Wolfquad is equipped with: close combat weapon, atalan small arms, heavy stubber.
- Atalan Jackal w/ Grenade launcher is equipped with: grenade launcher, close combat weapon.
- Atalan Jackal is equipped with: close combat weapon, atalan small arms.
- Atalan Jackal w/ Atalan power weapon is equipped with: atalan small arms, atalan power weapon.
- Atalan Jackal w/ Grenade launcher & power weapon is equipped with: grenade launcher, atalan power weapon.
Wargear Options
- The Atalan Wolfquad's heavy stubber can be replaced with one of the following: 1 mining laser, 1 atalan incinerator.