MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Power sledgehammer | |||||||
Power sledgehammer | Melee | 3 | 3+ | 12 | -2 | D6+1 |
1 model | 75 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 3+ | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Cult claws | |||||||
Cult claws | Melee | 4 | 3+ | 4 | -1 | 1 |
1 model | 50 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 3+ | 3 | 0 | 1 | |
Chemical vials [anti-infantry 2+] | |||||||
Chemical vials [anti-infantry 2+] | 6" | 1 | 3+ | 1 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Injector goad [anti-infantry 2+] | |||||||
Injector goad [anti-infantry 2+] | Melee | 1 | 3+ | 2 | 0 | D3 |
1 model | 60 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 3+ | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 3 | 0 | 1 |
1 model | 50 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 3+ | 3 | 0 | 1 | |
Cult sniper rifle [heavy, precision] | |||||||
Cult sniper rifle [heavy, precision] | 36" | 1 | 3+ | 5 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 3 | 0 | 1 |
1 model | 60 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Liberator autostubs [devastating wounds, pistol, precision, sustained hits d3] | |||||||
Liberator autostubs [devastating wounds, pistol, precision, sustained hits d3] | 12" | 6 | 2+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 3 | 0 | 1 |
1 model | 55 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Locus blades | |||||||
Locus blades | Melee | 5 | 2+ | 5 | -2 | 2 |
1 model | 45 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 3+ | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Magus stave [psychic] | |||||||
Magus stave [psychic] | Melee | 3 | 3+ | 5 | -1 | D3 |
1 model | 50 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 3+ | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 3 | 0 | 1 |
1 model | 60 |
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 | 85 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Scoped needle pistol [anti-infantry 2+, ignores cover, pistol] | |||||||
Scoped needle pistol [anti-infantry 2+, ignores cover, pistol] | 18" | 1 | 2+ | 1 | 0 | D3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Cult bonesword | |||||||
Cult bonesword | Melee | 5 | 2+ | 5 | -2 | 1 | |
Toxin injector claw [anti-infantry 2+, extra attacks] | |||||||
Toxin injector claw [anti-infantry 2+, extra attacks] | Melee | 2 | 2+ | 2 | 0 | D3 |
1 model | 90 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 3+ | 3 | 0 | 1 | |
Demolition charges [assault, blast, one shot] | |||||||
Demolition charges [assault, blast, one shot] | 6" | D6+3 | 2+ | 12 | -2 | 2 | |
Remote explosives [blast, indirect fire] | |||||||
Remote explosives [blast, indirect fire] | 24" | D6+3 | 3+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 3 | 0 | 1 |
1 model | 65 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Cult sniper rifle [anti-psyker 2+, heavy, precision] | |||||||
Cult sniper rifle [anti-psyker 2+, heavy, precision] | 36" | 1 | 3+ | 5 | -2 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Sanctus bio-dagger [anti-infantry 3+, precision] | |||||||
Sanctus bio-dagger [anti-infantry 3+, precision] | Melee | 6 | 2+ | 3 | -2 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 3 | 0 | 1 |
1 model | 50 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 4+ | 3 | 0 | 1 | |
Demolition charges [assault, blast, hazardous, one shot] | |||||||
Demolition charges [assault, blast, hazardous, one shot] | 6" | D6+3 | 5+ | 12 | -2 | 2 | |
Hand flamer [ignores cover, pistol, torrent] | |||||||
Hand flamer [ignores cover, pistol, torrent] | 12" | D6 | N/A | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Cult claws and knife | |||||||
Cult claws and knife | Melee | 3 | 3+ | 4 | -1 | 1 | |
Heavy mining tool | |||||||
Heavy mining tool | Melee | 2 | 3+ | 10 | -2 | 3 | |
Leader’s cult weapons | |||||||
Leader’s cult weapons | Melee | 5 | 3+ | 5 | -2 | 1 |
5 models | 85 |
10 models | 170 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 4+ | 3 | 0 | 1 | |
Hybrid firearm [rapid fire 1] | |||||||
Hybrid firearm [rapid fire 1] | 24" | 1 | 4+ | 3 | 0 | 1 | |
Leader pistol [pistol] | |||||||
Leader pistol [pistol] | 12" | 1 | 4+ | 4 | 0 | 1 | |
Flamer [ignores cover, torrent] | |||||||
Flamer [ignores cover, torrent] | 12" | D6 | N/A | 4 | 0 | 1 | |
Grenade launcher – frag [blast] | |||||||
Grenade launcher – frag [blast] | 24" | D3 | 4+ | 4 | 0 | 1 | |
Grenade launcher – krak | |||||||
Grenade launcher – krak | 24" | 1 | 4+ | 9 | -2 | D3 | |
Heavy stubber [rapid fire 3] | |||||||
Heavy stubber [rapid fire 3] | 36" | 3 | 4+ | 4 | 0 | 1 | |
Mining laser [heavy] | |||||||
Mining laser [heavy] | 24" | 1 | 5+ | 12 | -3 | D6+1 | |
Seismic cannon [heavy, rapid fire 2] | |||||||
Seismic cannon [heavy, rapid fire 2] | 24" | 4 | 5+ | 6 | -1 | D3 | |
Webber [devastating wounds, torrent] | |||||||
Webber [devastating wounds, torrent] | 12" | D6 | N/A | 2 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Chainsword | |||||||
Chainsword | Melee | 2 | 4+ | 3 | 0 | 1 | |
Power weapon | |||||||
Power weapon | Melee | 1 | 4+ | 4 | -2 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 |
10 models | 90 |
20 models | 180 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Demolition charge cache [assault, blast, hazardous] | |||||||
Demolition charge cache [assault, blast, hazardous] | 6" | D6+3 | 5+ | 12 | -2 | 2 | |
Heavy stubber [rapid fire 3] | |||||||
Heavy stubber [rapid fire 3] | 36" | 3 | 4+ | 4 | 0 | 1 | |
Twin autocannon [twin-linked] | |||||||
Twin autocannon [twin-linked] | 48" | 2 | 4+ | 9 | -1 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Goliath wheels | |||||||
Goliath wheels | Melee | 3 | 4+ | 6 | 0 | 1 |
1 model | 90 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Fragdrill | |||||||
Fragdrill | Melee | 6 | 6+ | 12 | -2 | D6 |
1 model | 125 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Heavy power weapon | |||||||
Heavy power weapon | Melee | 3 | 3+ | 8 | -2 | 3 | |
Hypermorph tail [extra attacks] | |||||||
Hypermorph tail [extra attacks] | Melee | 1 | 3+ | 5 | 0 | 1 | |
Heavy improvised weapon | |||||||
Heavy improvised weapon | Melee | 5 | 3+ | 6 | 0 | 2 |
5 models | 180 |
10 models | 360 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Achilles missile launcher | |||||||
Achilles missile launcher | 36" | 3 | 4+ | 9 | -2 | 3 | |
Heavy mining laser [blast] | |||||||
Heavy mining laser [blast] | 36" | D3 | 4+ | 12 | -3 | D6+1 | |
Heavy mortar [blast, indirect fire] | |||||||
Heavy mortar [blast, indirect fire] | 48" | D6+3 | 4+ | 6 | 0 | 1 | |
Twin heavy stubber [rapid fire 3, twin-linked] | |||||||
Twin heavy stubber [rapid fire 3, twin-linked] | 36" | 3 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Ridgerunner wheels | |||||||
Ridgerunner wheels | Melee | 3 | 4+ | 5 | 0 | 1 |
1 model | 75 |
2 models | 150 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Atalan small arms [pistol] | |||||||
Atalan small arms [pistol] | 12" | 2 | 4+ | 4 | 0 | 1 | |
Atalan incinerator [ignores cover, torrent] | |||||||
Atalan incinerator [ignores cover, torrent] | 12" | D6 | N/A | 5 | -1 | 1 | |
Grenade launcher – frag [blast] | |||||||
Grenade launcher – frag [blast] | 24" | D3 | 4+ | 4 | 0 | 1 | |
Grenade launcher – krak | |||||||
Grenade launcher – krak | 24" | 1 | 4+ | 9 | -2 | D3 | |
Heavy stubber [rapid fire 3] | |||||||
Heavy stubber [rapid fire 3] | 36" | 3 | 4+ | 4 | 0 | 1 | |
Mining laser | |||||||
Mining laser | 24" | 1 | 4+ | 12 | -3 | D6+1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Atalan power weapon | |||||||
Atalan power weapon | Melee | 2 | 4+ | 4 | -2 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 4+ | 3 | 0 | 1 |
5 models | 90 |
10 models | 180 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Clearance incinerator [ignores cover, torrent] | |||||||
Clearance incinerator [ignores cover, torrent] | 12" | 2D6 | N/A | 6 | -1 | 1 | |
Demolition charge cache [assault, blast, hazardous] | |||||||
Demolition charge cache [assault, blast, hazardous] | 6" | D6+3 | 5+ | 12 | -2 | 2 | |
Heavy mining laser [blast] | |||||||
Heavy mining laser [blast] | 36" | D3 | 4+ | 12 | -3 | D6+1 | |
Heavy seismic cannon [rapid fire 2] | |||||||
Heavy seismic cannon [rapid fire 2] | 24" | 4 | 4+ | 8 | -2 | D3 | |
Heavy stubber [rapid fire 3] | |||||||
Heavy stubber [rapid fire 3] | 36" | 3 | 4+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Drilldozer blade [sustained hits 1] | |||||||
Drilldozer blade [sustained hits 1] | Melee | 6 | 3+ | 10 | -2 | 2 |
1 model | 130 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Autopistol [pistol] | |||||||
Autopistol [pistol] | 12" | 1 | 4+ | 3 | 0 | 1 | |
Hand flamer [ignores cover, pistol, torrent] | |||||||
Hand flamer [ignores cover, pistol, torrent] | 12" | D6 | N/A | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Leader’s cult weapons | |||||||
Leader’s cult weapons | Melee | 5 | 3+ | 5 | -1 | 2 | |
Metamorph mutations – strike | |||||||
Metamorph mutations – strike | Melee | 3 | 3+ | 5 | -1 | 2 | |
Metamorph mutations – sweep | |||||||
Metamorph mutations – sweep | Melee | 5 | 3+ | 4 | -1 | 1 |
5 models | 80 |
10 models | 160 |
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.Some attacks are so powerful that no armour or force field can withstand their fury.
Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.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 strike in a flurry of blows, tearing the foe apart with relentless ferocity.
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’.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:
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The GENESTEALER CULTS and CHARACTER keywords are 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.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.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.This warlord inspires such insane devotion that their minions will leap headlong into battle in order to win their favour.
GENESTEALER CULTS model only. While the bearer is leading a unit, you can target that 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.
No 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.
GENESTEALER CULTS model only. Once per turn, when an enemy unit ends a 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".
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.Every variable has been factored into this strategist’s master plan.
GENESTEALER CULTS model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability and each time you select that unit as the target of a Stratagem, roll one D6: on a 4+, you gain 1CP.
No other force spends as long laying meticulous preparations for the battles to come as the Genestealer Cults. Their plans to counter the foe are works of dark genius.
GENESTEALER CULTS model only. Once per battle, just after your opponent uses a Stratagem, if the bearer is on the battlefield, it can use this ability. If it does, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1CP.
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).Pistols can be wielded even at point-blank range.
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.The GRENADES keyword is used in the following Genestealer Cults datasheets:
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.Certain weapons are the bane of a particular foe.
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.Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
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.The MOUNTED keyword is used in the following Genestealer Cults datasheets:
Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Some weapons can inflict strikes of such power that they make a mockery of armour
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.Some warriors attack with blinding speed, landing their blows before their foes can react.
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.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.Some weapons are designed to root enemy formations out of entrenched positions.
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.Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
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.Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
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.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).Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
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.The BATTLELINE keyword is used in the following Genestealer Cults datasheets:
Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
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’.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
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").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. 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.The VEHICLE keyword is used in the following Genestealer Cults datasheets:
The TRANSPORT keyword is used in the following Genestealer Cults datasheets:
The GENESTEALER CULTS and INFANTRY keywords are used in the following Genestealer Cults datasheets: