Agents of the Cults Abominatio – Infernus Abomination

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HQ

In the latter years of the Horus Heresy, isolated reports, collated by Imperial scribes from war zones throughout the galaxy, began to describe a horrifying new threat to Loyalist forces. The fragmentary reports, teased from incoherent, nearinsane individuals, survivors wracked and broken by the horrors of what they had witnessed, told of an apparition that haunted the fields of battle – a being of sheer terror. Blacker than the deepest void but with a form that shifted and rebuilt as it prowled, the abomination was unaffected by the physical restraints of reality and seemed to hunt with an extrasensory perception of its prey and surroundings. It would dissolve and reform into the very thing that those it hunted feared most, spawning armaments of nightmarish aspect to tear its victims apart in a tailored agony. Such a being – a weapon given animus – was originally suspected to have been a product of the clandestine temples of the Officio Assassinorum, but even investigation at the highest level of access priority yielded no information of a clade of killers of this form.

  • Infernus Abomination 130 pts
M WS BS S T W I A Ld Sv Base
Infernus (base: 32mm)
Infernus 7 5 4 4 4 3 5 4 10 4+ 32mm
Unit Composition
  • 1 Infernus Abomination
Wargear
  • Transmutative armaments
  • Wraithskin
  • Boneshard Spitter
Unit Type
Special Rules
  • Infiltrate
  • Scout
  • Fear (2)
  • Adamantium Will (3+)
  • Osmeotic Regeneration
  • Traitor

Osmeotic Regeneration

To an Infernus Abomination the briefest physical contact with the flesh of living, or even recently deceased, acts as if it were a narcotic substance, invigorating a powerful and overwhelming bloodlust. Simple blood or muscle cells are consumed to fuel the murder-instinct of the Infernus but of particular potency are the tissues of the brain and nervous system. With the ingestion of cerebral matter, saturated with the darkest thoughts and deepest fears of the being it once constituted, an Infernus Abomination nourishes its physical form, its sundered flesh and torn musculature knitting together anew.

At the end of the controlling player’s turn, if the Infernus Abomination has not been removed as a casualty, the controlling player rolls a D6 for every unsaved Wound inflicted on an enemy model during that turn. For each result of a 5+, the Infernus Abomination regains a lost Wound. Note that Wounds regained in this way may not increase the amount of Wounds to more than the starting amount shown on the Infernus Abomination unit profile.

Transmutative armaments

To look upon an Infernus Abomination is to observe a thing of utter darkness, less simply black and more the absolute antithesis of light itself. Even at rest, the Infernus is said to be of a constantly shifting form, both growing and contracting like the ceaseless billowing of a thunderhead before the breaking of a storm; its skin visibly crawling with a barely-restrained yearning to butcher and flay all living things. The tools with which it indulges its base desires can seemingly be conjured at will, its human-like limbs transmuting in a horrifying contortion of bone and sinew to form savagely barbed blades, viscous flailing tentacles or fans of razor talons dripping with poisons, in the blink of an eye.

Before any To Hit rolls are made during the Assault phase, the controlling player must select which weapon profile to use.
Range
Str
AP
Transmutative armaments
 - Transmutative armaments
 - (Hammerblade)
-
8
2
Melee, Murderous Strike (6+), Brutal (2), Two-handed
 - (Spinelash)
-
5
4
Melee, Reach (2), Breaching (6+), Two-handed
 - (Talon-rakes)
-
4
5
Melee, Shred, Rending (6+), Rampage (2), Specialist Weapon

Wraithskin

Unlike the synthetic suits used by operatives of the Assassin Clades that wraithskin appears to mimic, it is not a closely guarded technological treasure. They are an abhorrent fusion of forbidden craft networked with a psy-conductive matrix that draws power from the negative emotions of its wearer, selectively amplifying and concentrating them. Instead of working in harmony with the anatomy of the wearer to enhance their capabilities, a wraithskin effectively overrides the neural impulses controlling motor functions. The resulting effect is continuous agony as tendons are ripped, muscles are torn and bones fractured as the body is pushed beyond the thresholds of its normal capabilities. For the Infernus Abomination, this vicious cycle of self-destruction and regeneration must be sustained by continuous hunting and killing.

Models with wraithskin have a 4+ Armour Save and a 4+ Invulnerable Save.

Boneshard Spitter

The horrifying, gore-soaked appendages of an Infernus Abomination morph and distend into an almost limitless number of biological forms but often take the shape of a cluster of orifices, each lined with rows of tooth-like spikes or shards of splintered bone, coated in a gloss-black bio-toxic ichor. With a sharp contraction the Abomination is able to launch these growths in a hail of shredding projectiles that cause the blood in the veins of their targets to thicken and clot in a dark spider web that rapidly spreads from the site of even the slightest puncture wound.

Range
Str
AP
Boneshard Spitter
6"
1
-
Assault 2D6, Fleshbane

This datasheet has HQ Battlefield Role. Full list of Agents of the Cults Abominatio units sharing same Battlefield Role follows:

Roll To Hit (Close combat)
Once it has been determined which models must make attacks in a given Initiative step, the controlling player makes To Hit rolls for those models.

To make a To Hit roll, roll a D6 for each attack a model gets to make and compare the WS of the attacking model to the WS of the target unit. Then, consult the To Hit chart below to find the minimum result needed on a D6 To Hit.

As the chart below shows, if the target’s WS is half or less than that of the attacker’s, they are hit on a 2+; lower than the attacker’s but more than half, they are hit on 3+; if the target’s WS is equal to the attacker’s, they are hit on 4+; if it is higher but not twice the attacker’s, they are hit on 5+; and if it is twice or more than the attacker’s, then they are hit only on a 6+.

UNITS WITH MULTIPLE WEAPON SKILLS
Some units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values.

Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Melee Type
Weapons with the Melee type can only be used in close combat.
Murderous Strike (X)

Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.

Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Two-handed

This weapon is particularly heavy and requires both hands to wield.

A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Rampage (X)

For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack.

At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. If the value in brackets is randomly determined by rolling dice, then roll once for each such variant of the Rampage special rule present in the unit to determine the number of Attacks that may be made, applying the result to all models with that variant for the current phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.

A model that has made a Disordered Charge that turn receives no benefit from Rampage.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.

Transmutative armaments

To look upon an Infernus Abomination is to observe a thing of utter darkness, less simply black and more the absolute antithesis of light itself. Even at rest, the Infernus is said to be of a constantly shifting form, both growing and contracting like the ceaseless billowing of a thunderhead before the breaking of a storm; its skin visibly crawling with a barely-restrained yearning to butcher and flay all living things. The tools with which it indulges its base desires can seemingly be conjured at will, its human-like limbs transmuting in a horrifying contortion of bone and sinew to form savagely barbed blades, viscous flailing tentacles or fans of razor talons dripping with poisons, in the blink of an eye.

Before any To Hit rolls are made during the Assault phase, the controlling player must select which weapon profile to use.
Range
Str
AP
Transmutative armaments
 - Transmutative armaments
 - (Hammerblade)
-
8
2
Melee, Murderous Strike (6+), Brutal (2), Two-handed
 - (Spinelash)
-
5
4
Melee, Reach (2), Breaching (6+), Two-handed
 - (Talon-rakes)
-
4
5
Melee, Shred, Rending (6+), Rampage (2), Specialist Weapon
Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.

Wraithskin

Unlike the synthetic suits used by operatives of the Assassin Clades that wraithskin appears to mimic, it is not a closely guarded technological treasure. They are an abhorrent fusion of forbidden craft networked with a psy-conductive matrix that draws power from the negative emotions of its wearer, selectively amplifying and concentrating them. Instead of working in harmony with the anatomy of the wearer to enhance their capabilities, a wraithskin effectively overrides the neural impulses controlling motor functions. The resulting effect is continuous agony as tendons are ripped, muscles are torn and bones fractured as the body is pushed beyond the thresholds of its normal capabilities. For the Infernus Abomination, this vicious cycle of self-destruction and regeneration must be sustained by continuous hunting and killing.

Models with wraithskin have a 4+ Armour Save and a 4+ Invulnerable Save.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.

Boneshard Spitter

The horrifying, gore-soaked appendages of an Infernus Abomination morph and distend into an almost limitless number of biological forms but often take the shape of a cluster of orifices, each lined with rows of tooth-like spikes or shards of splintered bone, coated in a gloss-black bio-toxic ichor. With a sharp contraction the Abomination is able to launch these growths in a hail of shredding projectiles that cause the blood in the veins of their targets to thicken and clot in a dark spider web that rapidly spreads from the site of even the slightest puncture wound.

Range
Str
AP
Boneshard Spitter
6"
1
-
Assault 2D6, Fleshbane
Infiltrate

Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.

You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
Scout

Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.

After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Fear (X)

Some beings are so monstrous or alien that they can force their foes to recoil in horror.

All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2.

Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable.

A model that causes Fear is not itself immune to Fear, and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
Psychic Focus
Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
Adamantium Will (X)

So strong of mind is this warrior that the powers of the Warp have little grasp upon them.

Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).
Osmeotic Regeneration

To an Infernus Abomination the briefest physical contact with the flesh of living, or even recently deceased, acts as if it were a narcotic substance, invigorating a powerful and overwhelming bloodlust. Simple blood or muscle cells are consumed to fuel the murder-instinct of the Infernus but of particular potency are the tissues of the brain and nervous system. With the ingestion of cerebral matter, saturated with the darkest thoughts and deepest fears of the being it once constituted, an Infernus Abomination nourishes its physical form, its sundered flesh and torn musculature knitting together anew.

At the end of the controlling player’s turn, if the Infernus Abomination has not been removed as a casualty, the controlling player rolls a D6 for every unsaved Wound inflicted on an enemy model during that turn. For each result of a 5+, the Infernus Abomination regains a lost Wound. Note that Wounds regained in this way may not increase the amount of Wounds to more than the starting amount shown on the Infernus Abomination unit profile.
Traitor

In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.

A model with this special rule may only be included in an army that has the Traitor Allegiance.

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