Book | Kind | Edition | Version | Last update |
Claw of Ascension | ||||
Claw of Ascension | Index | 10 | May 2024 |
Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. Even as most rise up amidst raging battle, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.
Each time a unit with this ability is destroyed, roll one D6, 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, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. While a unit is in Cult Ambush, it is also considered to be in Reserves. Then 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).With a combination of encrypted vox-hails, skilful strategic prioritising and the authoritative pulse of the Broodmind, this outrider commander transmits firing coordinates and enemy movement vectors. Their chosen target is doomed as the cult brings their hatred to bear from every direction.
At the start of your Shooting phase, select one enemy unit visible to the bearer. Until the end of the phase, each time a friendly Genestealer Cults model makes an attack that targets that enemy unit, you can re-roll the Hit roll.Every member of a Genestealer Cult has their role in the uprising and their worthy contribution to the eventual arrival of the Star Children. Selflessly safeguarding one’s broodkin is as vital as slaying the oppressors, for those that survive have their missions of murder, sabotage and rebellion to enact.
In your Shooting phase, after the bearer’s unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next Shooting phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.The Patriarch’s telepathic urging has implanted the true goal in its broodkin: breaching enemy lines. From there, the cult can wreak havoc with sabotage, taint the oppressors’ supply lines or amass a cache of vital military intelligence.
At the end of your turn, you score 4VP if one or more GENESTEALER CULTS units from your army (excluding Battle-shocked units) are within your opponent’s deployment zone.The faithless are not worthy to learn the shadowy secrets of the cult. Whether a hidden tunnel network to outmanoeuvre the foe, a senior cult leader to safeguard or perhaps a cache of stolen munitions for future missions, we must defend these secrets and keep them from discovery at all costs.
At the end of the battle, you score 10VP if you control the objective marker closest to your battlefield edge.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 |
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 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Achilles missile launcher | |||||||
Achilles missile launcher | 36" | 3 | 4+ | 9 | -2 | 3 | |
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 | |
Armoured hull | |||||||
Armoured hull | Melee | 3 | 4+ | 5 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Atalan small arms [pistol] | |||||||
Atalan small arms [pistol] | 12" | 2 | 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 |
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.Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. Even as most rise up amidst raging battle, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.
Each time a unit with this ability is destroyed, roll one D6, 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, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. While a unit is in Cult Ambush, it is also considered to be in Reserves. Then 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).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.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.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):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.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.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.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.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.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 GENESTEALER CULTS keyword is used in the following Claw of Ascension datasheets:
The MOUNTED keyword is used in the following Claw of Ascension datasheets:
The GREAT DEVOURER keyword is used in the following Claw of Ascension datasheets:
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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.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.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 aSome 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.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.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").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’.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.