3/5 stars. Interesting rules, and not over-powered.
Cult Operatives.
They're on the traitor's side normally (unless there's something that doesn't force picking of a side, in which case: go for it), but always distrusted. Seems fair!
Advanced Reaction: Empyreal Shift.
When close to, or charged at, or shot at by an enemy, this reaction allows a modest range re-positioning. This is nice and on par with what we might expect of assassins. If the leadership test is failed, then the unit and the one that caused the reaction surprisingly drop 1d6 wounds. This is nasty and sometimes you might just want to fail that leadership test given that no saves of any kind are permitted.
Abomination Unit Type.
When close to, or charged at, or shot at by an enemy, this reaction allows a modest range re-positioning. This is nice and on par with what we might expect of assassins. If the leadership test is failed, then the unit and the one that caused the reaction surprisingly drop 1d6 wounds. This is nasty and sometimes you might just want to fail that leadership test given that no saves of any kind are permitted.
Abomination Unit Type.
The abominations of the Cults don't care about your terrain and will happily ignore all penalties and dangerous terrain. On the negative side, they can't join different sub-type units, use transports, or be a warlord. These are all very reasonable.
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