Atalan Jackals

Model NameMTSvWLdOC
ATALAN JACKAL
60 x 35.5mm
12"45+ 27+1
ATALAN WOLFQUAD
60mm
12"45+ 47+1
Keywords:
Genestealer Cults, Grenades, Great Devourer, Atalan Jackals, Mounted
Ranged WeaponsRangeABSSAPD
Atalan incinerator
ignores cover, torrent
12"D6N/A5-11
Atalan small arms
pistol
12"24401
Grenade launcher – frag
blast
24"D34401
Grenade launcher – krak
24"149-2D3
Heavy stubber
assault, rapid fire 3
36"34401
Mining laser
24"1412-3D6+1
Melee WeaponsRangeABSSAPD
Atalan power weapon
Melee244-21
Close combat weapon
Melee24301

Abilities

Outrider Gangs:Each time you use the Cult Ambush ability to set this unit back upon 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 turn, 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).

Wargear Options

For every 4 Atalan Jackals in this unit, up to 2 Atalan Jackals' close combat weapons can each be replaced with 1 Atalan power weapon.
For every 4 Atalan Jackals in this unit, 1 Atalan Jackal's Atalan small arms can be replaced with 1 grenade launcher.
Any number of Atalan Wolfquads can each have their heavy stubber replaced with one of the following:
  • 1 Atalan incinerator
  • 1 mining laser

Wargear Abilities

Unit Composition

4-8 Atalan Jackals
1-2 Atalan Wolfquads*
* This unit can only contain 2 Atalan Wolfquads if it also contains 8 Atalan Jackals.

Every Atalan Jackal is equipped with: Atalan small arms; close combat weapon.

Every Atalan Wolfquad is equipped with: Atalan small arms; heavy stubber; close combat weapon.

Costs

5 models - 85pts
10 models - 150pts

Leader

Stratagems

NameDescription
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP EVASIVE VANGUARD
Detachment: Biosanctic Broodsurge
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.

TARGET: Select one of those Cult Ambush markers.

EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1CP SYMBIOTIC DESTRUCTION
Detachment: Brood Brother Auxilia
WHEN: Your Shooting phase.

TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.

EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
1CP A DARK NETWORK
Detachment: Brood Brother Auxilia
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.

TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
1CP HYPERFEROCITY
Detachment: Final Day
WHEN: Fight phase.

TARGET: One Genestealer Cults unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
1CP DIVINE IMPERATIVE
Detachment: Final Day
WHEN: Your Charge phase.

TARGET: One Genestealer Cults unit from your army that has not declared a charge this phase.

EFFECT: Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll.
1CP RESISTANCE TUNNELS
Detachment: Final Day
WHEN: End of your opponent’s Fight phase.

TARGET: One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
2CP PRIMED AND READIED
Detachment: Host of Ascension
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
2CP COORDINATED TRAP
Detachment: Host of Ascension
WHEN: The start of your Shooting phase or the start of the Fight phase.

TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
1CP TUNNEL CRAWLERS
Detachment: Host of Ascension
WHEN: Your Movement phase.

TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
1CP CLOSE-RANGE SHOOT-OUT
Detachment: Outlander Claw
WHEN: Your Shooting phase.

TARGET: One Genestealer Cults Mounted or Genestealer Cults Vehicle unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting an enemy unit within 18".
1CP RAPID FEINT
Detachment: Outlander Claw
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Achilles Ridgerunners or Atalan Jackals unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
1CP DEFT MANOEUVRING
Detachment: Outlander Claw
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Achilles Ridgerunners or Atalan Jackals unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
1CP ENCIRCLING THE PREY
Detachment: Outlander Claw
WHEN: End of your opponent's Fight phase.

TARGET: One Genestealer Cults Mounted or Genestealer Cults Vehicle unit from your army that is not within Engagement Range of one or more enemy units and is wholly within 9" of one or more battlefield edges.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1CP ALONG SHADOWED TRAILS
Detachment: Outlander Claw
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.

TARGET: Select one of those Cult Ambush markers.

EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.