MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Patriarch’s claws [devastating wounds, twin-linked] | |||||||
Patriarch’s claws [devastating wounds, twin-linked] | Melee | 5 | 2+ | 6 | -2 | 2 |
1 model | 75 |
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
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. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):The keyword is used in the following Genestealer Cults datasheets:
The INFANTRY keyword is used in the following Genestealer Cults datasheets:
The CHARACTER keyword is used in the following Genestealer Cults datasheets:
The PSYKER keyword is used in the following Genestealer Cults datasheets:
The GREAT DEVOURER keyword is used in the following Genestealer Cults datasheets:
Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
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High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
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).The ASTRA MILITARUM keyword is used in the following Genestealer Cults datasheets:
The VEHICLE keyword is used in the following Genestealer Cults datasheets:
Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
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 (see Leader ability), 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.The BATTLELINE keyword is used in the following Genestealer Cults datasheets:
The ACOLYTE HYBRIDS keyword is used in the following Genestealer Cults datasheets:
The insidious broodkin of the cult lurk hidden within the shadows, tirelessly tracking their enemies as predatory beasts stalk their prey. Only when their position is perfect do they strike. Worming into the fight from hidden tunnels, ducts and sewers, they rise to engulf their victims in a hail of unexpected firepower and a flurry of stabbing blades and raking talons.
Each time a unit from your army is set up on the battlefield as Reinforcements, until the end of your next Fight phase, weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.Coordinating with their militant allies via stolen vox equipment or signalling with cult icons, the insidious broodkin engulfs the hated foe in overlapping fields of fire.
Each time an ASTRA MILITARUM unit from your army (see below) is selected to shoot, you can select one enemy unit within 18" of and visible to that unit. If you do, until the end of the phase, models in that ASTRA MILITARUM unit can only target that enemy unit (and only if it is an eligible target) and that enemy unit is caught in overlapping fire. While an enemy unit is caught in overlapping fire, each time a model from your army targets that enemy unit with a ranged attack, add 1 to the Hit roll.With an impulse of the Broodmind pulsing in their brain, this holy avenger stalks the battlefield, seeking to slay generals, preachers and all those the foe looks to for salvation and inspiration.
CHARACTER unit, add 1 to the Hit roll
model only. Each time a model in the bearer’s unit makes an attack that targets aNo matter how often the oppressors seek to trap or silence this leader, they always find themselves left empty-handed and foolish, their elusive quarry long gone.
Normal, Advance or Fall Back move 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 Normal move of up to D6".
model only. Once per turn, when an enemy unit ends aEvery oppressor has a weak spot. This savant of tactical analysis pinpoints fractured armour plates, exposed cabling or unshielded flesh with a glance and directs the cults fire to shatter the enemy’s greatest assets.
Reinforcements, until the end of your next Fight phase, ranged weapons equipped by models in the bearer’s unit have the [LETHAL HITS] ability.
model only. Each time the bearer is set up on the battlefield asInfused with transcendent zeal, this insurrectionist and their chosen cultists are assured by telepathic whispers that they are the Star Childrens avatars and that now is the moment to strike.
declares a charge, the bearer can use this Enhancement. If it does, until the end of the phase, add 2 to Charge rolls made for the bearer’s unit.
model only. Once per battle, when the bearer’s unitThe TRANSPORT keyword is used in the following Genestealer Cults datasheets:
Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.
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 whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). 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. Until the end of the phase, those selected models’ units are not eligible to shoot.This parasitic, cybernetic implant allows its host to tap into the survey augurs and proximity detectors of the cults industrial transports. They use this leeched data to guide their comrades’ fire from vision slits and hatches, even at high speed.
model only. While the bearer is embarked within a TRANSPORT, each time that TRANSPORT is selected to shoot, until the end of the phase, improve the Ballistic Skill characteristic of ranged weapons equipped by that TRANSPORT as a result of the Firing Deck ability by 1.
An expert in rapid attacks from speeding vehicles, this veteran has drilled their insurrectionist cell, readying them to leap into the fray with stolen weapons blazing.
model only. Each time a model in the bearer’s unit makes a ranged attack, if it disembarked from a TRANSPORT this turn, you can re-roll the Hit roll.
Taking a righteous vindication in turning the oppressor’s tactics against them, this war leader coordinates their broodkins last-second fire into effective volleys to drive back the foe.
INFANTRY model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+.
Whether through intensive cross-training with tainted officers or some symbiotic neuro-mimicry, this insurrectionist is adept in daring tactical manoeuvres.
INFANTRY model only. Once per turn, you can target a friendly unit within 9" of the bearer with the Heroic Intervention Stratagem for 0CP.
Hidden for years within a xeno-tainted regiment, this feted commander has returned to lead their guerrillas, donning once more the garb of the insurgent. Respected with reverent awe, they instil a disciplined professionalism and focus in their cult comrades.
INFANTRY model only. Improve the Leadership and Objective Control characteristics of models in the bearer’s unit by 1.
The ASTRA MILITARUM and INFANTRY keywords are used in the following Genestealer Cults datasheets:
The MOUNTED and ASTRA MILITARUM keywords are used in the following Genestealer Cults datasheets:
With access to Imperial data-logs and servo-scry records, this cult leader feeds the stolen information to their professional allies, enabling them to immediately exploit weak points in the enemy.
INFANTRY model only. Once per turn, when a friendly ASTRA MILITARUM INFANTRY or ASTRA MILITARUM MOUNTED unit within 9" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1.
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
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.Dual weapons are often grafted to the same targeting system for greater lethality.
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.Possessed of alien cunning and unnatural stealth, Genestealers are able to fade back into the shadows or crawl across ceilings or under deck-plates, the better to evade notice by their prey.
Each time a ranged attack targets a GREAT DEVOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll.Though the truth may lie with cocktails of alchemical enzymes or xenos hormones triggering ferocious metabolic renewal, the cult’s masses see this nigh-immortal leader as a vessel of divine favour.
ABOMINANT, BIOPHAGUS or PATRIARCH model only. In each Command phase, one model in the bearer’s unit regains 1 lost wound.
An aura of palpable grandeur surrounds this individual, their mere presence a powerful stimulant to the nerve of their followers and a cowing nimbus to subjugate tyrannical foes.
ABOMINANT, BIOPHAGUS or PATRIARCH model only. While an enemy unit is within Engagement Range of the bearer’s unit, subtract 1 from the Objective Control characteristic of models in that enemy unit (to a minimum of 1).
With alien senses and instincts augmented with hyper-adaptive gene-strands, this chosen of the cult leads the way deep into enemy lines, like a toxic barb working its way to the heart.
ABOMINANT, BIOPHAGUS or PATRIARCH model only. Models in the bearer’s unit have the Infiltrators ability and, once per battle round, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
The power of the Star Children flows through this creatures veins, their physiology showing unnatural gifts and lethal enhancements.
ABOMINANT or PATRIARCH model only. Improve the Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.
Able to taste its prey’s terrified mental signatures like pheromones, there is nowhere to hide from this beast.
Each time the bearer declares a charge, it can target enemy units that are not visible to it.
Soon after this nightmarish predator vanishes from sight, its victims feel the hot reek of its breath upon the napes of their necks in the instant before it strikes.
Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is not possible, the bearer is destroyed. When the bearer is set back up on the battlefield, until the end of the turn, it cannot declare a charge.
Able to taste its prey’s terrified mental signatures like pheromones, there is nowhere to hide from this beast.
Each time the bearer declares a charge, it can target enemy units that are not visible to it.
Soon after this nightmarish predator vanishes from sight, its victims feel the hot reek of its breath upon the napes of their necks in the instant before it strikes.
Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is not possible, the bearer is destroyed. When the bearer is set back up on the battlefield, until the end of the turn, it cannot declare a charge.