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Stealers 4 Jimpoc

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New Roster (Warhammer 40,000 10th Edition) [2,995pts]

Army Roster (Xenos - Genestealer Cults) [2,995pts]


Rules: Brood Brothers

Configuration

Battle Size
Selections: 3. Onslaught (3000 Point limit)
Categories: Configuration

Detachment
Selections: Ascension Day
Categories: Configuration
Abilities: They Came From Below

Abilities Description Ref

Each time a GENESTEALER CULTS unit from your army is set up on the battlefield as Reinforcements, until the end
They Came
of your next Fight phase, weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [IGNORES
From Below
COVER] abilities

Show/Hide Options
Selections: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are visible
Categories: Configuration

Epic Hero [85pts]

Patriarch [85pts]
Selections: Patriarch's Claws, Warlord
Categories: Patriarch, Faction: Genestealer Cults, Infantry, Character, Epic Hero, Warlord
Rules: Deep Strike, Devastating Wounds, Infiltrators, Leader, Twin-linked
Abilities: Cosmic Horror (Psychic), Invulnerable Save 4+, Leader, Might From Beyond, Psychic Familiar, Melee Weapons: Patriarch's Claws

Abilities Description Ref

Cosmic Horror
At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test.
(Psychic)

Invulnerable Save
This Model has a 4+ Invulnerable Save
4+

This model can be attached to the following units:


Leader
- PURESTRAIN GENESTEALERS

While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING
Might From Beyond
WOUNDS] ability.

Once per battle, at the start of the Fight phase, this model can use its psychic familiar. If it does, until the end
Psychic Familiar
of the phase, double the range of its Cosmic Horror ability.

Melee Weapons Range A WS S AP D Keywords Ref

Patriarch's Claws Melee 5 2+ 6 -2 2 Devastating Wounds, Twin-linked

Character [390pts]
Kelermorph [55pts]
Selections: Close Combat Weapon, Liberator Autostubs
Categories: Kelermorph, Faction: Genestealer Cults, Infantry, Character
Rules: Deep Strike, Devastating Wounds, Lone Operative, Pistol, Precision, Sustained Hits D3
Abilities: Cometh the Hour, Cometh the Hero, Gunslinger, Invulnerable Save 5+, Melee Weapons: Close Combat Weapon, Ranged Weapons:
Liberator Autostubs, Unit: Kelermorph

Abilities Description Ref

When this model is set up using the Deep Strike ability, if it is set up within 3" horizontally of a friendly
Cometh the Hour, GENESTEALER CULTS BATTLELINE unit, it can be set up anywhere on the battlefield that is more than 3"
Cometh the Hero horizontally from all enemy models, but if it is set up within 9" horizontally of an enemy unit it is not eligible to
declare a charge this turn

Each time an enemy unit targets a friendly GENESTEALER CULTS BATTLELINE unit within 3" of this model with
Gunslinger ranged attacks, after that enemy unit has finished making its attacks, this model can shoot as if it were your
Shooting phase.

Invulnerable Save
This Model has a 5+ Invulnerable Save
5+

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 3 3+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Liberator Autostubs 12" 6 2+ 5 0 1 Devastating Wounds, Pistol, Precision, Sustained hits D3

Unit M T SV W LD OC Ref

Kelermorph 6" 3 5+ 3 7 1

Locus [45pts]
Selections: Locus Blades
Categories: Locus, Faction: Genestealer Cults, Infantry, Character
Rules: Deep Strike, Fights First, Leader
Abilities: Bodyguard, Invulnerable Save 4+, Leader, Sudden Assault, Melee Weapons: Locus Blades, Unit: Locus

Abilities Description Ref

Bodyguard While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability

Invulnerable
This Model has a 4+ Invulnerable Save
Save 4+

This model can be attached to the following units:


- ACOLYTE HYBRIDS
- HYBRID METAMORPHS
Leader - NEOPHYTE METAMORPHS
You can attach this model to a GENESTEALER CULTS BATTLELINE unit, even if a PRIMUS, MAGUS, or ACOLYTE
ICONWARD model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader
units attached to it become separate units, with their original Starting Strengths.

Sudden
While this model is leading a unit, models in that unit have the Fights First ability
Assault

Melee Weapons Range A WS S AP D Keywords Ref

Locus Blades Melee 5 2+ 5 -2 2 -

Unit M T SV W LD OC Ref

Locus 6" 4 5+ 3 7+ 1
Nexos [60pts]
Selections: Autopistol, Close Combat Weapon
Categories: Nexos, Faction: Genestealer Cults, Infantry, Character
Rules: Deep Strike, Leader, Pistol
Abilities: Battlefield Analysis, Cult Infiltration, Leader, Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Unit: Nexos

Abilities Description Ref

Battlefield Once per turn, you can select one model or unit from your army with this ability as the target of a Stratagem for 0CP,
Analysis even if you have already selected a model or unit from your army as the target of that Stratagem this phase.

Cult At the start of each player’s Command phase, if this model is on the battlefield, you can select one Cult Ambush
Infiltration marker that is on the battlefield and move it up to 6"

This model can be attached to the following units:


- ACOLYTE HYBRIDS
- HYBRID METAMORPHS
Leader - NEOPHYTE METAMORPHS
You can attach this model to a GENESTEALER CULTS BATTLELINE unit, even if a PRIMUS, MAGUS, or ACOLYTE
ICONWARD model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units
attached to it become separate units, with their original Starting Strengths.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 2 3+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Autopistol 12" 1 3+ 3 0 1 Pistol

Unit M T SV W LD OC Ref

Nexos 6" 3 5+ 3 7+ 1

Primus [100pts]
Selections: Cult Bonesword, Focus of Adoration [10pts], Scoped Needle Pistol, Toxin Injector Claw
Categories: Primus, Faction: Genestealer Cults, Infantry, Character
Rules: Anti- Infantry 2+, Deep Strike, Extra Attacks, Ignores Cover, Leader, Pistol
Abilities: Cult Demagogue, Decoys and Misdirection, Focus of Adoration, Invulnerable Save 5+, Leader, Melee Weapons: Cult Bonesword, Toxin
Injector Claw, Ranged Weapons: Scoped Needle Pistol, Unit: Primus

Abilities Description Ref

Cult
While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Demagogue

If your army includes one or more models with this ability, after both players have deployed their armies, select
Decoys and
up to three GENESTEALER CULTS units from your army and redeploy them. When doing so, you can set those
Misdirection
units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

GENESTEALER CULTS model only. While the bearer is leading a unit, you can target that unit with the Heroic
Focus of
Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that
Adoration
Stratagem this phase.

Invulnerable
This Model has a 5+ Invulnerable Save
Save 5+

This model can be attached to the following units:


- ACOLYTE HYBRIDS
Leader
- HYBRID METAMORPHS
- NEOPHYTE METAMORPHS

Melee Weapons Range A WS S AP D Keywords Ref

Cult Bonesword Melee 5 2+ 5 -2 1 -

Toxin Injector Claw Melee 2 2+ 2 0 D3 Anti-infantry 2+, Extra Attacks

Ranged Weapons Range A BS S AP D Keywords Ref

Scoped Needle Pistol 18" 1 2+ 1 0 D3 Anti-infantry 2+, Ignores Cover, Pistol

Unit M T SV W LD OC Ref

Primus 6" 3 5+ 4 6+ 1
Reductus Saboteur [80pts]
Selections: Close Combat Weapon, Demolition Charges, Prowling Agitant [15pts], Remote Explosives
Categories: Reductus Saboteur, Faction: Genestealer Cults, Infantry, Character, Grenades, Great Devourer
Rules: Assault, Blast, Deep Strike, Hazardous, Infiltrators, Lone Operative, One Shot, Stealth
Abilities: Planted Explosives, Prowling Agitant, Melee Weapons: Close Combat Weapon, Ranged Weapons: Demolition Charge, Remote
Explosives, Transport: Primed and Ready, Unit: Reductus Saboteur

Abilities Description Ref

Once per battle, when an enemy unit ends a Normal, Advance or Fall Back move within 12" of this model, this model
Planted
can use its Reductus mine. If it does, roll one D6: on a 2+, that enemy unit suffers D3+3 mortal wounds. Only one
Explosives
model from your army with this ability can use it in the same battle round.

GENESTEALER CULTS model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move
Prowling
within 9" of the bearer’s unit, if the bearer’s unit is not within Engagement Range of any enemy units, it can make a
Agitant
Normal move of up to D6".

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 2 3+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Demolition Charge 6" D6+3 2+ 12 -2 2 Assault, Blast, One Shot

Remote Explosives 24" D6+3 3+ 5 0 1 Blast, Indirect Fire

Transport Capacity Ref

In your Shooting phase, you can select one model from your army with this ability as the target of the Grenade
Primed and
Stratagem for 0CP, provided that model has not already been the target of that Stratagem this phase. This can allow
Ready
you to use the Grenade Stratagem for a second time this phase

Unit M T SV W LD OC Ref

Reductus Saboteur 6" 3 5+ 3 7+ 1

Sanctus [50pts]
Selections: Close Combat Weapon, Cult Sniper Rifle, Sanctus Bio-dagger
Categories: Sanctus, Faction: Genestealer Cults, Infantry, Character
Rules: Anti- 2+, Anti- infantry 3+, Deep Strike, Devastating Wounds, Heavy, Ignores Cover, Infiltrators, Lone Operative, Precision, Stealth
Abilities: Creeping Shadow, Invulnerable Save 5+, Psychic Spoor, Melee Weapons: Close Combat Weapon, Sanctus Bio-dagger, Ranged
Weapons: Cult Sniper Rifle, Unit: Sanctus

Abilities Description Ref

Creeping
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back
Shadow

Invulnerable
This Model has a 5+ Invulnerable Save
Save 5+

At the start of the first battle round, select one enemy unit to be this model’s prey. Each time this model makes
Psychic Spoor
an attack that targets its prey, that attack has the [IGNORES COVER] and [DEVASTATING WOUNDS] abilities.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 2 3+ 3 0 1 -

Sanctus Bio-dagger Melee 6 2+ 3 -2 1 Anti-infantry 3+, Precision

Ranged Weapons Range A BS S AP D Keywords Ref

Cult Sniper Rifle 36" 1 3+ 5 -2 3 Heavy, Precision, Anti-Psyker 2+

Unit M T SV W LD OC Ref

Sanctus 6" 3 5+ 3 7+ 1

Battleline [620pts]
Acolyte Hybrids [170pts]
Categories: Acolyte Hybrids, Faction: Genestealer Cults, Infantry, Grenades, Great Devourer, Battleline
Rules: Cult Ambush, Deep Strike
Abilities: Vile Insurrectionists:

Acolyte Hybrid w/ Cult Icon


Selections: Cult Claws and Knife, Cult Icon
Abilities: Cult Icon, Melee Weapons: Cult Claws and Knife, Unit: Acolyte Hybrid

4x Acolyte Hybrid w/ Hand Flamer


Selections: 4x Cult Claws and Knife, 4x Hand Flamer
Rules: Ignores Cover, Pistol, Torrent
Melee Weapons: Cult Claws and Knife, Ranged Weapons: Hand Flamer, Unit: Acolyte Hybrid

4x Acolyte Hybrid w/ Heavy Mining Tool


Selections: 4x Heavy Mining Tool
Melee Weapons: Heavy Mining Tool, Unit: Acolyte Hybrid

Acolyte Leader
Selections: Autopistol, Cult Claws and Knife
Rules: Pistol
Melee Weapons: Cult Claws and Knife, Ranged Weapons: Autopistol, Unit: Acolyte Hybrid

Abilities Description Ref

In the Reinforcements step of your Movement phase, you can return up to D3 destroyed models to the bearer’s
unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed
Cult Icon
models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached
units.

Vile Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit
Insurrectionists: within range of an objective marker, re-roll a Wound roll of 1 as well.

Melee Weapons Range A WS S AP D Keywords Ref

Cult Claws and Knife Melee 3 3+ 4 -1 1 -

Heavy Mining Tool Melee 2 3+ 10 -2 3 -

Ranged Weapons Range A BS S AP D Keywords Ref

Autopistol 12" 1 4+ 3 0 1 Pistol

Hand Flamer 12" D6 N/A 3 0 1 Ignores Cover, Pistol, Torrent

Unit M T SV W LD OC Ref

Acolyte Hybrid 6" 4 5+ 1 7+ 2


Neophyte Hybrids [90pts]
Categories: Neophyte Hybrids, Faction: Genestealer Cults, Infantry, Grenades, Great Devourer, Battleline
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

4x Neophyte Hybrid w/ Hybrid Firearm


Selections: 4x Autopistol, 4x Close Combat Weapon, 4x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Hybrid Firearm & Cult Icon


Selections: Autopistol, Close Combat Weapon, Cult Icon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Abilities: Cult Icon, Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Leader
Unit: Neophyte Hybrid

Leader Pistol and Power Weapon


Selections: Leader Pistol, Power Weapon
Rules: Pistol
Melee Weapons: Power Weapon, Ranged Weapons: Leader Pistol

Abilities Description Ref

A Plan
At the start of your Command phase, roll one D6 for each objective marker you control that has one or more
Generations in the
units from your army with this ability within range of it. If one or more of the results is a 4+, you gain 1CP.
Making

In the Reinforcements step of your Movement phase, you can return up to D3 destroyed models to the bearer’s
unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed
Cult Icon
models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached
units.

Melee Weapons Range A WS S AP D Keywords Ref

Power Weapon Melee 1 4+ 4 -2 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Autopistol 12" 1 4+ 3 0 1 Pistol

Close Combat Weapon Melee 1 4+ 3 0 1 -

Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1

Leader Pistol 12" 1 4+ 4 0 1 Pistol

Mining Laser 24" 1 5+ 12 -3 D6+1 Heavy

➤ Grenade Launcher - Frag 24" D3 4+ 4 0 1 Blast

➤ Grenade Launcher - Krak 24" 1 4+ 9 -2 D3 -

Unit M T SV W LD OC Ref

Neophyte Hybrid 6" 3 5+ 1 7+ 2


Neophyte Hybrids [90pts]
Categories: Neophyte Hybrids, Faction: Genestealer Cults, Infantry, Grenades, Great Devourer, Battleline
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

4x Neophyte Hybrid w/ Hybrid Firearm


Selections: 4x Autopistol, 4x Close Combat Weapon, 4x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Hybrid Firearm & Cult Icon


Selections: Autopistol, Close Combat Weapon, Cult Icon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Abilities: Cult Icon, Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Leader
Unit: Neophyte Hybrid

Leader Pistol and Power Weapon


Selections: Leader Pistol, Power Weapon
Rules: Pistol
Melee Weapons: Power Weapon, Ranged Weapons: Leader Pistol

Abilities Description Ref

A Plan
At the start of your Command phase, roll one D6 for each objective marker you control that has one or more
Generations in the
units from your army with this ability within range of it. If one or more of the results is a 4+, you gain 1CP.
Making

In the Reinforcements step of your Movement phase, you can return up to D3 destroyed models to the bearer’s
unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed
Cult Icon
models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached
units.

Melee Weapons Range A WS S AP D Keywords Ref

Power Weapon Melee 1 4+ 4 -2 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Autopistol 12" 1 4+ 3 0 1 Pistol

Close Combat Weapon Melee 1 4+ 3 0 1 -

Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1

Leader Pistol 12" 1 4+ 4 0 1 Pistol

Mining Laser 24" 1 5+ 12 -3 D6+1 Heavy

➤ Grenade Launcher - Frag 24" D3 4+ 4 0 1 Blast

➤ Grenade Launcher - Krak 24" 1 4+ 9 -2 D3 -

Unit M T SV W LD OC Ref

Neophyte Hybrid 6" 3 5+ 1 7+ 2


Neophyte Hybrids [90pts]
Categories: Neophyte Hybrids, Faction: Genestealer Cults, Infantry, Grenades, Great Devourer, Battleline
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

4x Neophyte Hybrid w/ Hybrid Firearm


Selections: 4x Autopistol, 4x Close Combat Weapon, 4x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Hybrid Firearm & Cult Icon


Selections: Autopistol, Close Combat Weapon, Cult Icon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Abilities: Cult Icon, Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Leader
Unit: Neophyte Hybrid

Leader Pistol and Power Weapon


Selections: Leader Pistol, Power Weapon
Rules: Pistol
Melee Weapons: Power Weapon, Ranged Weapons: Leader Pistol

Abilities Description Ref

A Plan
At the start of your Command phase, roll one D6 for each objective marker you control that has one or more
Generations in the
units from your army with this ability within range of it. If one or more of the results is a 4+, you gain 1CP.
Making

In the Reinforcements step of your Movement phase, you can return up to D3 destroyed models to the bearer’s
unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed
Cult Icon
models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached
units.

Melee Weapons Range A WS S AP D Keywords Ref

Power Weapon Melee 1 4+ 4 -2 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Autopistol 12" 1 4+ 3 0 1 Pistol

Close Combat Weapon Melee 1 4+ 3 0 1 -

Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1

Leader Pistol 12" 1 4+ 4 0 1 Pistol

Mining Laser 24" 1 5+ 12 -3 D6+1 Heavy

➤ Grenade Launcher - Frag 24" D3 4+ 4 0 1 Blast

➤ Grenade Launcher - Krak 24" 1 4+ 9 -2 D3 -

Unit M T SV W LD OC Ref

Neophyte Hybrid 6" 3 5+ 1 7+ 2


Neophyte Hybrids [90pts]
Categories: Neophyte Hybrids, Faction: Genestealer Cults, Infantry, Grenades, Great Devourer, Battleline
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

4x Neophyte Hybrid w/ Hybrid Firearm


Selections: 4x Autopistol, 4x Close Combat Weapon, 4x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Hybrid Firearm & Cult Icon


Selections: Autopistol, Close Combat Weapon, Cult Icon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Abilities: Cult Icon, Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Leader
Unit: Neophyte Hybrid

Leader Pistol and Power Weapon


Selections: Leader Pistol, Power Weapon
Rules: Pistol
Melee Weapons: Power Weapon, Ranged Weapons: Leader Pistol

Abilities Description Ref

A Plan
At the start of your Command phase, roll one D6 for each objective marker you control that has one or more
Generations in the
units from your army with this ability within range of it. If one or more of the results is a 4+, you gain 1CP.
Making

In the Reinforcements step of your Movement phase, you can return up to D3 destroyed models to the bearer’s
unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed
Cult Icon
models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached
units.

Melee Weapons Range A WS S AP D Keywords Ref

Power Weapon Melee 1 4+ 4 -2 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Autopistol 12" 1 4+ 3 0 1 Pistol

Close Combat Weapon Melee 1 4+ 3 0 1 -

Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1

Leader Pistol 12" 1 4+ 4 0 1 Pistol

Mining Laser 24" 1 5+ 12 -3 D6+1 Heavy

➤ Grenade Launcher - Frag 24" D3 4+ 4 0 1 Blast

➤ Grenade Launcher - Krak 24" 1 4+ 9 -2 D3 -

Unit M T SV W LD OC Ref

Neophyte Hybrid 6" 3 5+ 1 7+ 2


Neophyte Hybrids [90pts]
Categories: Neophyte Hybrids, Faction: Genestealer Cults, Infantry, Grenades, Great Devourer, Battleline
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Heavy Weapon


Selections: Autopistol, Close Combat Weapon, Mining Laser
Rules: Heavy, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, Mining Laser, Unit: Neophyte Hybrid

4x Neophyte Hybrid w/ Hybrid Firearm


Selections: 4x Autopistol, 4x Close Combat Weapon, 4x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Hybrid Firearm & Cult Icon


Selections: Autopistol, Close Combat Weapon, Cult Icon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Abilities: Cult Icon, Ranged Weapons: Autopistol, Close Combat Weapon, Hybrid Firearm, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Hybrid w/ Special Weapon


Selections: Autopistol, Close Combat Weapon, Grenade Launcher
Rules: Blast, Pistol
Ranged Weapons: Autopistol, Close Combat Weapon, ➤ Grenade Launcher - Frag, ➤ Grenade Launcher - Krak, Unit: Neophyte Hybrid

Neophyte Leader
Unit: Neophyte Hybrid

Leader Pistol and Power Weapon


Selections: Leader Pistol, Power Weapon
Rules: Pistol
Melee Weapons: Power Weapon, Ranged Weapons: Leader Pistol

Abilities Description Ref

A Plan
At the start of your Command phase, roll one D6 for each objective marker you control that has one or more
Generations in the
units from your army with this ability within range of it. If one or more of the results is a 4+, you gain 1CP.
Making

In the Reinforcements step of your Movement phase, you can return up to D3 destroyed models to the bearer’s
unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed
Cult Icon
models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached
units.

Melee Weapons Range A WS S AP D Keywords Ref

Power Weapon Melee 1 4+ 4 -2 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Autopistol 12" 1 4+ 3 0 1 Pistol

Close Combat Weapon Melee 1 4+ 3 0 1 -

Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1

Leader Pistol 12" 1 4+ 4 0 1 Pistol

Mining Laser 24" 1 5+ 12 -3 D6+1 Heavy

➤ Grenade Launcher - Frag 24" D3 4+ 4 0 1 Blast

➤ Grenade Launcher - Krak 24" 1 4+ 9 -2 D3 -

Unit M T SV W LD OC Ref

Neophyte Hybrid 6" 3 5+ 1 7+ 2


Infantry [510pts]

Purestrain Genestealers [170pts]


Categories: Purestrain Genestealers, Faction: Genestealer Cults, Infantry
Rules: Cult Ambush, Deep Strike, Infiltrators
Abilities: Invulnerable Save 5+, Swift and Deadly

10x Purestrain Genestealer


Selections: 10x Cult Claws and Talons
Melee Weapons: Cult Claws and Talons, Unit: Purestrain Genestealer

Abilities Description Ref

Invulnerable Save 5+ This Model has a 5+ Invulnerable Save

Swift and Deadly This unit is eligible to declare a charge in a turn in which it Advanced.

Melee Weapons Range A WS S AP D Keywords Ref

Cult Claws and Talons Melee 4 2+ 4 -2 1 -

Unit M T SV W LD OC Ref

Purestrain Genestealer 8" 4 5+ 2 7+ 1

Purestrain Genestealers [170pts]


Categories: Purestrain Genestealers, Faction: Genestealer Cults, Infantry
Rules: Cult Ambush, Deep Strike, Infiltrators
Abilities: Invulnerable Save 5+, Swift and Deadly

10x Purestrain Genestealer


Selections: 10x Cult Claws and Talons
Melee Weapons: Cult Claws and Talons, Unit: Purestrain Genestealer

Abilities Description Ref

Invulnerable Save 5+ This Model has a 5+ Invulnerable Save

Swift and Deadly This unit is eligible to declare a charge in a turn in which it Advanced.

Melee Weapons Range A WS S AP D Keywords Ref

Cult Claws and Talons Melee 4 2+ 4 -2 1 -

Unit M T SV W LD OC Ref

Purestrain Genestealer 8" 4 5+ 2 7+ 1

Purestrain Genestealers [170pts]


Categories: Purestrain Genestealers, Faction: Genestealer Cults, Infantry
Rules: Cult Ambush, Deep Strike, Infiltrators
Abilities: Invulnerable Save 5+, Swift and Deadly

10x Purestrain Genestealer


Selections: 10x Cult Claws and Talons
Melee Weapons: Cult Claws and Talons, Unit: Purestrain Genestealer

Abilities Description Ref

Invulnerable Save 5+ This Model has a 5+ Invulnerable Save

Swift and Deadly This unit is eligible to declare a charge in a turn in which it Advanced.

Melee Weapons Range A WS S AP D Keywords Ref

Cult Claws and Talons Melee 4 2+ 4 -2 1 -

Unit M T SV W LD OC Ref

Purestrain Genestealer 8" 4 5+ 2 7+ 1


Dedicated Transport [660pts]

Goliath Truck [110pts]


Selections: Demolition Charge Cache, Goliath Wheels, Heavy Stubber, Twin Autocannon
Categories: Goliath Truck, Faction: Genestealer Cults, Vehicle, Dedicated Transport, Transport, Great Devourer
Rules: Deadly Demise D3, Firing Deck 12, Rapid Fire 3, Twin-linked
Abilities: Fire Support, Melee Weapons: Goliath Wheels, Ranged Weapons: Demolition Charge Cache, Heavy Stubber, Twin Autocannon,
Transport: Transport, Unit: Goliath Truck

Abilities Description Ref

In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase.
Fire
Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an
Support
attack that targets that enemy unit, you can re-roll the Wound roll

Melee Weapons Range A WS S AP D Keywords Ref

Goliath Wheels Melee 3 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Demolition Charge Cache 6" D6+3 5+ 12 -2 2 Assault, Blast, Hazardous

Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

Twin Autocannon 48" 2 4+ 9 -1 3 Twin-linked

Transport Capacity Ref

Transport This model has a transport capacity of 12 GENESTEALER CULTS INFANTRY models. It cannot transport a PATRIARCH.

Unit M T SV W LD OC Ref

Goliath Truck 12" 9 3+ 10 7+ 2

Goliath Truck [110pts]


Selections: Demolition Charge Cache, Goliath Wheels, Heavy Stubber, Twin Autocannon
Categories: Goliath Truck, Faction: Genestealer Cults, Vehicle, Dedicated Transport, Transport, Great Devourer
Rules: Deadly Demise D3, Firing Deck 12, Rapid Fire 3, Twin-linked
Abilities: Fire Support, Melee Weapons: Goliath Wheels, Ranged Weapons: Demolition Charge Cache, Heavy Stubber, Twin Autocannon,
Transport: Transport, Unit: Goliath Truck

Abilities Description Ref

In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase.
Fire
Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an
Support
attack that targets that enemy unit, you can re-roll the Wound roll

Melee Weapons Range A WS S AP D Keywords Ref

Goliath Wheels Melee 3 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Demolition Charge Cache 6" D6+3 5+ 12 -2 2 Assault, Blast, Hazardous

Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

Twin Autocannon 48" 2 4+ 9 -1 3 Twin-linked

Transport Capacity Ref

Transport This model has a transport capacity of 12 GENESTEALER CULTS INFANTRY models. It cannot transport a PATRIARCH.

Unit M T SV W LD OC Ref

Goliath Truck 12" 9 3+ 10 7+ 2


Goliath Truck [110pts]
Selections: Demolition Charge Cache, Goliath Wheels, Heavy Stubber, Twin Autocannon
Categories: Goliath Truck, Faction: Genestealer Cults, Vehicle, Dedicated Transport, Transport, Great Devourer
Rules: Deadly Demise D3, Firing Deck 12, Rapid Fire 3, Twin-linked
Abilities: Fire Support, Melee Weapons: Goliath Wheels, Ranged Weapons: Demolition Charge Cache, Heavy Stubber, Twin Autocannon,
Transport: Transport, Unit: Goliath Truck

Abilities Description Ref

In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase.
Fire
Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an
Support
attack that targets that enemy unit, you can re-roll the Wound roll

Melee Weapons Range A WS S AP D Keywords Ref

Goliath Wheels Melee 3 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Demolition Charge Cache 6" D6+3 5+ 12 -2 2 Assault, Blast, Hazardous

Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

Twin Autocannon 48" 2 4+ 9 -1 3 Twin-linked

Transport Capacity Ref

Transport This model has a transport capacity of 12 GENESTEALER CULTS INFANTRY models. It cannot transport a PATRIARCH.

Unit M T SV W LD OC Ref

Goliath Truck 12" 9 3+ 10 7+ 2

Goliath Truck [110pts]


Selections: Demolition Charge Cache, Goliath Wheels, Heavy Stubber, Twin Autocannon
Categories: Goliath Truck, Faction: Genestealer Cults, Vehicle, Dedicated Transport, Transport, Great Devourer
Rules: Deadly Demise D3, Firing Deck 12, Rapid Fire 3, Twin-linked
Abilities: Fire Support, Melee Weapons: Goliath Wheels, Ranged Weapons: Demolition Charge Cache, Heavy Stubber, Twin Autocannon,
Transport: Transport, Unit: Goliath Truck

Abilities Description Ref

In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase.
Fire
Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an
Support
attack that targets that enemy unit, you can re-roll the Wound roll

Melee Weapons Range A WS S AP D Keywords Ref

Goliath Wheels Melee 3 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Demolition Charge Cache 6" D6+3 5+ 12 -2 2 Assault, Blast, Hazardous

Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

Twin Autocannon 48" 2 4+ 9 -1 3 Twin-linked

Transport Capacity Ref

Transport This model has a transport capacity of 12 GENESTEALER CULTS INFANTRY models. It cannot transport a PATRIARCH.

Unit M T SV W LD OC Ref

Goliath Truck 12" 9 3+ 10 7+ 2


Goliath Truck [110pts]
Selections: Demolition Charge Cache, Goliath Wheels, Heavy Stubber, Twin Autocannon
Categories: Goliath Truck, Faction: Genestealer Cults, Vehicle, Dedicated Transport, Transport, Great Devourer
Rules: Deadly Demise D3, Firing Deck 12, Rapid Fire 3, Twin-linked
Abilities: Fire Support, Melee Weapons: Goliath Wheels, Ranged Weapons: Demolition Charge Cache, Heavy Stubber, Twin Autocannon,
Transport: Transport, Unit: Goliath Truck

Abilities Description Ref

In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase.
Fire
Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an
Support
attack that targets that enemy unit, you can re-roll the Wound roll

Melee Weapons Range A WS S AP D Keywords Ref

Goliath Wheels Melee 3 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Demolition Charge Cache 6" D6+3 5+ 12 -2 2 Assault, Blast, Hazardous

Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

Twin Autocannon 48" 2 4+ 9 -1 3 Twin-linked

Transport Capacity Ref

Transport This model has a transport capacity of 12 GENESTEALER CULTS INFANTRY models. It cannot transport a PATRIARCH.

Unit M T SV W LD OC Ref

Goliath Truck 12" 9 3+ 10 7+ 2

Goliath Truck [110pts]


Selections: Demolition Charge Cache, Goliath Wheels, Heavy Stubber, Twin Autocannon
Categories: Goliath Truck, Faction: Genestealer Cults, Vehicle, Dedicated Transport, Transport, Great Devourer
Rules: Deadly Demise D3, Firing Deck 12, Rapid Fire 3, Twin-linked
Abilities: Fire Support, Melee Weapons: Goliath Wheels, Ranged Weapons: Demolition Charge Cache, Heavy Stubber, Twin Autocannon,
Transport: Transport, Unit: Goliath Truck

Abilities Description Ref

In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase.
Fire
Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an
Support
attack that targets that enemy unit, you can re-roll the Wound roll

Melee Weapons Range A WS S AP D Keywords Ref

Goliath Wheels Melee 3 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Demolition Charge Cache 6" D6+3 5+ 12 -2 2 Assault, Blast, Hazardous

Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

Twin Autocannon 48" 2 4+ 9 -1 3 Twin-linked

Transport Capacity Ref

Transport This model has a transport capacity of 12 GENESTEALER CULTS INFANTRY models. It cannot transport a PATRIARCH.

Unit M T SV W LD OC Ref

Goliath Truck 12" 9 3+ 10 7+ 2

Brood Brothers [730pts]


Armoured Sentinels [70pts]
Categories: Armoured Sentinels, Faction: Astra Militarum, Imperium, Smoke, Vehicle, Walker, Regiment, Squadron, Allied Units
Rules: Deadly Demise 1
Abilities: Mobile Hunter-killers

Armoured Sentinel [70pts]


Selections: Close Combat Weapon, Militarum Multi-laser
Melee Weapons: Close Combat Weapon, Ranged Weapons: Militarum Multi-laser, Unit: Armoured Sentinel

Abilities Description Ref

Mobile Hunter- Each time a model in this unit makes an attack that targets a Monster or Vehicle unit, you can re-roll the
killers Wound roll.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 2 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Militarum Multi-laser 36" 4 4+ 6 0 1 -

Unit M T SV W LD OC Ref

Armoured Sentinel 8" 8 2+ 7 7+ 2

Armoured Sentinels [70pts]


Categories: Armoured Sentinels, Faction: Astra Militarum, Imperium, Smoke, Vehicle, Walker, Regiment, Squadron, Allied Units
Rules: Deadly Demise 1
Abilities: Mobile Hunter-killers

Armoured Sentinel [70pts]


Selections: Close Combat Weapon, Militarum Multi-laser
Melee Weapons: Close Combat Weapon, Ranged Weapons: Militarum Multi-laser, Unit: Armoured Sentinel

Abilities Description Ref

Mobile Hunter- Each time a model in this unit makes an attack that targets a Monster or Vehicle unit, you can re-roll the
killers Wound roll.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 2 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Militarum Multi-laser 36" 4 4+ 6 0 1 -

Unit M T SV W LD OC Ref

Armoured Sentinel 8" 8 2+ 7 7+ 2


Armoured Sentinels [70pts]
Categories: Armoured Sentinels, Faction: Astra Militarum, Imperium, Smoke, Vehicle, Walker, Regiment, Squadron, Allied Units
Rules: Deadly Demise 1
Abilities: Mobile Hunter-killers

Armoured Sentinel [70pts]


Selections: Close Combat Weapon, Militarum Multi-laser
Melee Weapons: Close Combat Weapon, Ranged Weapons: Militarum Multi-laser, Unit: Armoured Sentinel

Abilities Description Ref

Mobile Hunter- Each time a model in this unit makes an attack that targets a Monster or Vehicle unit, you can re-roll the
killers Wound roll.

Melee Weapons Range A WS S AP D Keywords Ref

Close Combat Weapon Melee 2 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Militarum Multi-laser 36" 4 4+ 6 0 1 -

Unit M T SV W LD OC Ref

Armoured Sentinel 8" 8 2+ 7 7+ 2

Hellhound [125pts]
Selections: Armoured Tracks, Heavy Flamer, Inferno Cannon
Categories: Hellhound, Faction: Astra Militarum, Imperium, Vehicle, Squadron, Smoke, Allied Units
Rules: Deadly Demise D6, Ignores Cover, Torrent
Abilities: Damaged: 1-4 Wounds Remaining, Flush Them Out, Melee Weapons: Armoured Tracks, Ranged Weapons: Heavy Flamer (Vehicle),
Inferno Cannon, Unit: Hellhound

Abilities Description Ref

Damaged: 1-4 Wounds While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the
Remaining Hit roll.

In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of
Flush Them Out
those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover

Melee Weapons Range A WS S AP D Keywords Ref

Armoured Tracks Melee 3 4+ 6 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Heavy Flamer (Vehicle) 12" D6 N/A 5 -1 1 Ignores Cover, Torrent

Inferno Cannon 18" 2D6 N/A 6 -2 1 Ignores Cover, Torrent

Unit M T SV W LD OC Ref

Hellhound 10" 10 2+ 11 7+ 3
Leman Russ Executioner [180pts]
Selections: Armoured Tracks, Executioner Plasma Cannon, Heavy Stubber, Hunter-killer Missile, Lascannon
Categories: Leman Russ Executioner, Faction: Astra Militarum, Imperium, Squadron, Smoke, Vehicle, Allied Units
Rules: Blast, Deadly Demise D3, Hazardous, One Shot, Rapid Fire 3
Abilities: Damaged: 1-4 Wounds Remaining, Gung-ho Executioners, Melee Weapons: Armoured Tracks, Ranged Weapons: Heavy Stubber,
Hunter-killer Missile, Lascannon, ➤ Executioner Plasma Cannon - Standard, ➤ Executioner Plasma Cannon - Supercharge, Unit: Leman Russ
Battle Tank

2 Plasma Cannons
Selections: 2x Plasma Cannon
Rules: Blast, Hazardous

Ranged Weapons: ➤ Plasma Cannon - Standard, ➤ Plasma Cannon - Supercharge

Abilities Description Ref

Damaged: 1-4 Wounds While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from
Remaining the Hit roll.

Each time this model makes an attack with its executioner plasma cannon that targets a unit that
Gung-ho Executioners
is Below Half-strength, add 1 to the Hit roll.

Melee Weapons Range A WS S AP D Keywords Ref

Armoured Tracks Melee 6 4+ 7 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

Hunter-killer Missile 48" 1 4+ 14 -3 D6 One Shot

Lascannon 48" 1 4+ 12 -3 D6+1 -

➤ Executioner Plasma Cannon - Standard 36" D6+3 4+ 7 -2 2 Blast

➤ Executioner Plasma Cannon - Supercharge 36" D6+3 4+ 8 -3 3 Blast, Hazardous

➤ Plasma Cannon - Standard 36" D3 4+ 7 -2 1 Blast

➤ Plasma Cannon - Supercharge 36" D3 4+ 8 -3 2 Blast, Hazardous

Unit M T SV W LD OC Ref

Leman Russ Battle Tank 10" 11 2+ 13 7+ 3


Leman Russ Vanquisher [155pts]
Selections: Armoured Tracks, Heavy Stubber, Hunter-killer Missile, Lascannon, Vanquisher Battle Cannon
Categories: Leman Russ Vanquisher, Faction: Astra Militarum, Imperium, Squadron, Smoke, Vehicle, Allied Units
Rules: Deadly Demise D3, Heavy, One Shot, Rapid Fire 3
Abilities: Damaged: 1-4 Wounds Remaining, Tank-killer, Melee Weapons: Armoured Tracks, Ranged Weapons: Heavy Stubber, Hunter-killer
Missile, Lascannon, Vanquisher Battle Cannon, Unit: Leman Russ Battle Tank

2 Multi-meltas
Selections: 2x Multi-melta
Rules: Melta 2
Ranged Weapons: Multi-melta

Abilities Description Ref

Damaged: 1-4 Wounds While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from
Remaining the Hit roll.

Each time this model makes a ranged attack with its vanquisher battle cannon that targets a Monster
Tank-killer
or Vehicle unit, you can re-roll the Wound roll.

Melee Weapons Range A WS S AP D Keywords Ref

Armoured Tracks Melee 6 4+ 7 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref

Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

Hunter-killer Missile 48" 1 4+ 14 -3 D6 One Shot

Lascannon 48" 1 4+ 12 -3 D6+1 -

Multi-melta 18" 2 4+ 9 -4 D6 Melta 2

Vanquisher Battle Cannon 72" 1 4+ 18 -4 D6+6 Heavy

Unit M T SV W LD OC Ref

Leman Russ Battle Tank 10" 11 2+ 13 7+ 3


Primaris Psyker [60pts]
Selections: Force Weapon, Laspistol, Psychic Maelstrom
Categories: Primaris Psyker, Faction: Astra Militarum, Imperium, Character, Infantry, Psyker, Allied Units
Rules: Blast, Devastating Wounds, Hazardous, Leader, Pistol
Abilities: Leader, Malign Wardings(Psychic), Psychic Barrier (Psychic), Melee Weapons: Force Weapon, Ranged Weapons: Laspistol (Primaris
Psyker), ➤ Psychic Maelstrom - Focused Witchfire, ➤ Psychic Maelstrom - Witchfire, Unit: Primaris Psyker

Abilities Description Ref

This model can be attached to the following units:


- Cadian Shock Troops
- Catachan Jungle Fighters
Leader
- Death Korps of Krieg
- Infantry Squad
- Kasrkin

Malign While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic
Wardings(Psychic) Attacks

At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this Psyker’s unit suffers D3
Psychic Barrier
mortal wounds; on a 2+, until the end of the phase, models in this Psyker’s unit have a 4+ invulnerable
(Psychic)
save.

Melee Weapons Range A WS S AP D Keywords Ref

Force Weapon Melee 3 4+ 6 -1 D3 Psychic

Ranged Weapons Range A BS S AP D Keywords Ref

Laspistol (Primaris Psyker) 12" 1 3+ 3 0 1 Pistol

➤ Psychic Maelstrom - Focused Witchfire 18" D6+3 3+ 6 -2 1 Blast, Devastating Wounds, Hazardous, Psychic

➤ Psychic Maelstrom - Witchfire 18" D6 3+ 6 -2 1 Blast, Devastating Wounds, Psychic

Unit M T SV W LD OC Ref

Primaris Psyker 6" 3 5+ 3 7+ 1

Force Rules
Brood Brothers: If your Army Faction is GENESTEALER CULTS, you can include ASTRA MILITARUM units in your army, even though they do not have the
GENESTEALER CULTS Faction keyword. The combined points cost of ASTRA MILITARUM units you can include in your army depends on your battle size, as
follows:
- Incursion: Up to 250 pts
- Strike Force: Up to 500 pts
- Onslaught: Up to 750 pts
No ASTRA MILITARUM models in your army can be your Warlord, and they cannot be given Enhancements. You cannot include units with any of the following
keywords in your army using these rules: EPIC HERO; OGRYN; RATLING; MILITARUM TEMPESTUS; COMMISSAR; REGIMENTAL PREACHER; REGIMENTAL
ENGINSEER; MUNITORUM SERVITORS; AIRCRAFT ()

Selection Rules
Anti- 2+: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with
the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28)
Anti- Infantry 2+: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a
target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28)
Anti- infantry 3+: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a
target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28)
Assault: Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault
weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its
models are equipped with. (10th Edition Core Rules p25)
Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many
attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down).
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army
(including its own unit). (10th Edition Core Rules p26)
Cult Ambush: If your Army Faction is GENESTEALER CULTS, each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is a BATTLELINE
unit, and adding 1 to the result if its the first or second battle round. On a 5+, that unit is placed into Cult Ambush and you can place one Cult Ambush marker
anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

If an enemy model (excluding Aircraft models) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from
the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers that is still on the
battlefield, you can select one unit from your army that is in Cult Ambush and set that destroyed unit back up on the battlefield using the Deep Strike ability,
containing all of its models with their full wounds remaining and with at least one of those models touching that Cult Ambush marker (that Cult Ambush marker
is then removed from the battlefield).

CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the
Bodyguard unit returns). ()
Deadly Demise 1: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such
a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by
'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23)
Deadly Demise D3: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if
such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds
denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23)
Deadly Demise D6: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if
such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds
denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23)
Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the
battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9"
horizontally away from all enemy models. (10th Edition Core Rules p39)
Devastating Wounds: Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with
such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such
attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved (10th Edition Core Rules p28)
Extra Attacks: Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make
attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other
rules. (10th Edition Core Rules p28)
Fights First: Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. (10th Edition Core Rules
p32)
Firing Deck 12: Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you
can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped
with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its
other weapons. ()
Hazardous: Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or more models
attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just
used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the
controlling player), unless that model is a Character, Monster or Vehicle, in which case it suffers 3 mortal wounds instead. Note that if you selected a Character
model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more
wounds or has had attacks allocated to it this phase. (10th Edition Core Rules p28)
Heavy: Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit
Remained Stationary this turn, add 1 to that attack’s Hit roll. (10th Edition Core Rules p26)
Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the
target cannot have the Benefit of Cover against that attack. (10th Edition Core Rules p25)
Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9"
horizontally away from the enemy deployment zone and all enemy models. (10th Edition Core Rules p39)
Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg
12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you
must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an
attack sucessfully wounds an Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or more
wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made
against that unit that have yet to be allocated can then be allocated to Character models in that unit. (10th Edition Core Rules p39)
Lone Operative: Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within 12". (10th Edition
Core Rules p19)
Melta 2: Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that
weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’. (10th Edition Core Rules p26)
One Shot: The bearer can only shoot with this weapon once per battle. ()
Pistol: Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its
controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only
resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an
enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged
weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets. (10th Edition Core Rules p25)
Precision: Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an
Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that
Character model instead of following the normal attack sequence. (10th Edition Core Rules p26)
Rapid Fire 1: Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s
range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’. (10th Edition Core Rules p25)
Rapid Fire 3: Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s
range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’. (10th Edition Core Rules p25)
Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. (10th Edition Core Rules
p20)
Sustained Hits D3: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if
a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’ (10th Edition Core Rules p28)
Torrent: Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits
the target. (10th Edition Core Rules p25)
Twin-linked: Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll
that attack’s Wound roll. (10th Edition Core Rules p25)

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