TEXT: UNEXPECTED ENCOUNTER
  60
  NOVEMBER 2019
  UNEXPECTED ENCOUNTER
  Disrupting supply lines. Destroying key defensive positions. Assassinations. These are
  just some of the many deadly missions that Kill Teams are sent on. But sometimes the
  enemy isn’t the most dangerous thing they’ll encounter while carrying out their duty.
  uite what attracts an Ambull to the
  sounds of battle is a mystery, though
  were the combatants aware of its
  proximity they would almost certainly
  find somewhere else to fight! Those in the know
  may recognise the signs of its presence:
  disturbed earth where it has been burrowing,
  evidence of a nest, or perhaps even the Ambull’s
  young, known as Borewyrms. But in the midst of
  battle, there are often more pressing concerns,
  and these signs are often overlooked to the
  possibly fatal detriment of all concerned.
  Erupting from beneath the ground in an
  explosion of dust and dirt, an Ambull is a truly
  monstrous foe for any warrior to fight. Their
  claw-tipped limbs can eviscerate even a power-
  armoured Space Marine in the blink of an eye,
  while their oversized mandibles are more than
  capable of decapitating or mutilating an
  unfortunate victim.
  THE DREADED
  AMBULL!
  The best (well,
  only) way to get
  your hands on an
  Ambull, is to pick
  up the Dreaded
  Ambull expansion
  pack for Blackstone
  Fortress.
  The set also
  includes the
  Borewyrm
  Infestations that
  you’ll need should
  the Ambull rear its
  ugly head.
  USING AN AMBULL IN KILL TEAM
  Over to the right you will find full rules for using
  an Ambull in your games of Kill Team. While
  these rules can be used in any type of Kill Team
  game, they are best suited to narrative
  campaigns, as the appearance of an Ambull in a
  matched play tournament, for example, could
  really tip the game in someone’s favour (or
  otherwise, as the case may be).
  TOP TIPS FOR DEALING WITH AMBULLS
  Try and avoid the centre of the battlefield until
  the Ambull appears.
  The Ambull moves first every round and will
  move towards the closest target. Make sure your
  fighters are not closest!
  If you are going to shoot it, use multiple-damage
  weapons. Otherwise, it will just heal itself!
  
  61
  NOVEMBER 2019
  NEW RULES
  HOW TO USE THE DREADED AMBULL IN KILL TEAM
  If you choose to use these rules, set up your battlefield as normal,
  but, in addition, set up a small counter (the Ambull location marker
  from Blackstone Fortress: The Dreaded Ambull is ideal) in the centre
  of the battlefield. At the start of each Movement phase, the player
  with initiative rolls a D6 and adds the battle round number. If the
  total is 6 or more, the Ambull surfaces. Roll a D6 and move the
  Ambull counter 2D6" in the direction shown on the diagram below.
  If the marker is moved under any other models or terrain features,
  reduce the distance moved. Then, replace this marker with the
  Ambull miniature, setting it up as close to the centre of the marker as
  possible. Once the Ambull has been set up, roll a D3. On a 1, nothing
  happens. On a 2, set up 1 Borewyrm Infestation model within 1" of
  the Ambull. On a 3, set up 2 Borewyrm Infestation models within 1"
  of the Ambull. If the Ambull or any Borewyrm Infestations are set
  up within 1" of any models (other than each other), they are treated
  as having made a successful charge move this round.
  The Ambull and its Borewyrm offspring do not form a kill team in the traditional way. Instead, they may appear during your
  kill team battles in the form of a deadly third party.
  The following rules apply to the Ambull and
  Borewyrm Swarms:
  • The Ambull and Borewyrm Infestation models are
  treated as an enemy model by all players’ kill teams, and
  vice versa.
  • The Ambull and Borewyrm Infestations always move
  before any models from kill teams each round. They
  will always move as fast as possible towards the closest
  enemy model. If they are within 12" of this model, they
  will attempt to charge. Charge reactions can be taken as
  normal by the target of this charge.
  • Any rolls which are required for the Ambull or
  Borewyrm Infestations are always made by the player
  with initiative that round. Players cannot pick the
  Ambull or Borewyrm Infestations as the target of the
  Decisive Move, Decisive Strike, or Gritted Teeth Tactics
  and cannot use the Tactical Re-roll Tactic to re-roll any
  rolls made for the Ambull or Borewyrm Infestations.
  • The Ambull and Borewyrm Infestations cannot be
  broken and do not take Nerve tests.
  BOREWYRM INFESTATION
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Max
  Borewyrm Infestation
  4"
  4+
  6+
  3
  4
  2
  3
  5
  4+
  2
  This model is armed with vicious jaws.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Vicious jaws
  Melee
  Melee
  User
  0
  1
  Each time you make a wound roll of 6+ for this
  weapon, that hit is resolved at AP -2 instead.
  ABILITIES
  Hard to Hit: Your opponent must subtract 1 from hit rolls for ranged weapons that target this model.
  SPECIALISTS
  None
  FACTION KEYWORD
  UNALIGNED
  KEYWORDS
  SWARM, BOREWYRM INFESTATION
  AMBULL
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Max
  Ambull
  6"
  3+
  6+
  6
  6
  7
  4
  6
  3+
  1
  This model is armed with enormous claws.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Enormous claws
  Melee
  Melee
  User
  -3
  D3
  -
  ABILITIES
  Rad-Maggot Symbiosis: At the start of each battle round, this model regains D3 lost wounds.
  SPECIALISTS
  None
  FACTION KEYWORD
  UNALIGNED
  KEYWORDS
  MONSTER, AMBULL
  
SOURCE: textdata/thevault/Warhammer/40k/Kill Team/Rules and Expansions/Dreaded Ambull/Kill Team - Dreaded Ambull Rules.pdf