Stealers 4 Jimpoc
Stealers 4 Jimpoc
Stealers 4 Jimpoc
Configuration
Battle Size
Selections: 3. Onslaught (3000 Point limit)
Categories: Configuration
Detachment
Selections: Ascension Day
Categories: Configuration
Abilities: They Came From Below
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
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
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+
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.
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
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+
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
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+
Sudden
While this model is leading a unit, models in that unit have the Fights First ability
Assault
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
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"
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
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+
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
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".
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
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
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.
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 Leader
Selections: Autopistol, Cult Claws and Knife
Rules: Pistol
Melee Weapons: Cult Claws and Knife, Ranged Weapons: Autopistol, Unit: Acolyte Hybrid
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.
Unit M T SV W LD OC Ref
Neophyte Leader
Unit: Neophyte Hybrid
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.
Unit M T SV W LD OC Ref
Neophyte Leader
Unit: Neophyte Hybrid
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.
Unit M T SV W LD OC Ref
Neophyte Leader
Unit: Neophyte Hybrid
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.
Unit M T SV W LD OC Ref
Neophyte Leader
Unit: Neophyte Hybrid
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.
Unit M T SV W LD OC Ref
Neophyte Leader
Unit: Neophyte Hybrid
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.
Unit M T SV W LD OC Ref
Swift and Deadly This unit is eligible to declare a charge in a turn in which it Advanced.
Unit M T SV W LD OC Ref
Swift and Deadly This unit is eligible to declare a charge in a turn in which it Advanced.
Unit M T SV W LD OC Ref
Swift and Deadly This unit is eligible to declare a charge in a turn in which it Advanced.
Unit M T SV W LD OC 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
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
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
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
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
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
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
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
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
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
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
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
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.
Unit M T SV W LD OC 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.
Unit M T SV W LD OC 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.
Unit M T SV W LD OC Ref
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
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
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
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.
Unit M T SV W LD OC Ref
2 Multi-meltas
Selections: 2x Multi-melta
Rules: Melta 2
Ranged Weapons: Multi-melta
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.
Unit M T SV W LD OC Ref
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.
➤ Psychic Maelstrom - Focused Witchfire 18" D6+3 3+ 6 -2 1 Blast, Devastating Wounds, Hazardous, Psychic
Unit M T SV W LD OC Ref
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)