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==Ambull== ===Why Play with The Ambull=== Not a true faction in that its not player-controlled, but rather a mission modifier that is handled in-game like an additional AI or procedurally controlled kill-team opposed to everyone else. If you choose to play with the Ambull, each round theres an ever increasing chance it might turn up. When it does, it pops out of the ground at a semi-random spot and then proceeds to move towards, charge and then [[RIP AND TEAR|absolutely wreck]] whichever model happens to be closest, regardless of allegiance. *'''Pros''' **Test your skills against one of the most beastly models to ever grace a KT board **Adds some variety to commonly played missions **Can totally swing the outcome of a mission, largely based on random chance *'''Cons''' **Can utterly destroy the unprepared player. **Relatively dumb and perfectly predictable AI **No in-game incentive to fight it unless its happens to be near you. **Can totally swing the outcome of a mission, largely based on random chance. ===Ambull Special Rules=== <span style='color:red>'''How it works in missions, how it deploys, how its ai works goes here.'''</span> ===Ambull Melee Weapons=== *'''Enormous Claws:''' Default weapon for the Ambull. An S-User powerfist with no hit penalty. Don't get too excited by that S-User though - that is still a solid S6 on the Ambull. *'''Vicious Jaws:''' Default weapon for the Borewyrms. AP-2 on a wound roll of 6+, but otherwise identical to the Close Combat Weapon everyone has by default. Not particularly dangerous at WS4+ S3 A3 ===Ambull Units=== *'''Ambull (None):''' T6. Sv3+. W7 and regenerating D3 W/round. A durable chassis that will potentially require an entire turn of focused fire from your team to kill. And on top of that 4 WS3+ attacks at S6, AP-3, Dd3 making him a melee combatant on par with a Custodian Guard, but one that always wins initiative. Ouch. *'''Borewyrm Infestation (None):''' Up to 2 of these baby ambulls can accompany their mama. As melee only creatures with a 4" move and only T4 4+, they're relying on their W2 and intrinsic -1 to hit when targeted by ranged weapons to help them survive closing to the enemy. Once they get there, a WS4+ and a lackluster weapon keep their 3 attacks from doing much, but the fact that it always gets to charge before you can move away, and that charges are always 2d6, even with the shorter movement distance can make this quite annoying just by tarpitting your models. Not to mention wherever it goes the mother is not far behind, and it still represents a 1/4 chance to lose your GEQ, or 1/9 chance to lose your MEQ while your opponent sits back and risks nothing. ===Ambull Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''Ambull Strategies:''' <div class="mw-collapsible-content"> Strategies for both fighting against this faction and trying to using this faction against your enemy go here </div> </div>
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