MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Cult claws and talons | |||||||
Cult claws and talons | Melee | 4 | 2+ | 4 | -2 | 1 |
5 models | 75 |
10 models | 150 |
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.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.The GENESTEALER CULTS 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 GREAT DEVOURER keyword is used in the following Genestealer Cults datasheets:
|
The GENESTEALER CULTS and INFANTRY keywords are used in the following Genestealer Cults datasheets:
Some warriors are masters of disguise and concealment.
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.The GENESTEALER CULTS and BATTLELINE keywords are used in the following Genestealer Cults datasheets:
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, 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.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.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.For generations an insidious threat has lain hidden within the shadows. Now their time is nigh, and from out of the tunnels and sewers they rise to topple their oppressors in brutally violent insurrection. None can escape the sudden ambushes that herald the Day of Ascension!
Each time a GENESTEALER CULTS 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.The BATTLELINE keyword is used in the following Genestealer Cults datasheets:
Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. When they finally emerge to fight, it is after long years of meticulous planning, and with an intimate knowledge of the battlefield that grants them a tactical advantage. Even as battle rages, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.
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 it is the first or second battle round. On a 5+, add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength and with all of its wounds remaining, 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).