Pouring up from the Nykol Consortium under-mines of Lasmar III, this twisted horde of Genestealer Cultists seek to throw off the chains of their Imperial oppressors. They are led by the cunning Magus Veridielle, who has forged a ragtag collection of mutants, monsters and stolen mining equipment into a powerful army of rebellion. The Magus’ warriors are fanatically loyal, and would follow her even unto their own destruction. Given their likely eventual fate, this may be fortunate…
Book | Kind | Edition | Version | Last update |
Hand Of The Magus | ||||
Hand Of The Magus | Index | 10 | June 2023 |
Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. Even as battle rages, 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 3 to the result if it is a BATTLELINE unit. On a 4+, 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).The Magus fashions a shield of psionic energy and lets it billow outward to ward away the firepower of the foe.
While the bearer is leading a unit, each time a ranged attack is allocated to a model in that unit, add 1 to the saving throw made against that attack.Fashioned with a core of psychoreactive chitin, this weapon thrums with the gestalt energies of the Broodmind. It need only land the lightest blow upon a foe to blast away their sanity and contort their body with bone-shattering spasms of agony.
Melee weapons equipped by the bearer have the [ANTI-INFANTRY 5+] and [DEVASTATING WOUNDS] abilities.By seizing key locations and employing them to spread the cult’s incendiary propaganda, the fires of rebellion can be fed until they grow into full-blown revolution.
From the second battle round onwards, at the end of your opponent’s turn, roll one D6 for each objective marker you control that has one or more NEOPHYTE HYBRID units from your army within range of it (excluding Battle-shocked units): on a 1-3, you score 1VP; on a 4+, you score 3VP.Every member of the Genestealer Cult lives to obey their alien Patriarch and will go to any lengths to further its goals. Whether it be seizing a location the xenos monster deems vital, securing some holy icon or vital plans it desires, or whatever other expression of its will, the Magus will see it done.
At the end of the battle, you score 15VP if your MAGUS model is within 3" of the centre of the battlefield.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 |
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 | |
Heavy stubber [rapid fire 3] | |||||||
Heavy stubber [rapid fire 3] | 36" | 3 | 4+ | 4 | 0 | 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 | |
Power weapon | |||||||
Power weapon | Melee | 1 | 4+ | 4 | -2 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 |
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 | |
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 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Heavy improvised weapon | |||||||
Heavy improvised weapon | Melee | 5 | 3+ | 6 | 0 | 2 | |
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 |
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 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 |
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.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.
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The GENESTEALER CULTS and INFANTRY keywords are used in the following Hand Of The Magus datasheets:
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.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.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 GENESTEALER CULTS keyword is used in the following Hand Of The Magus datasheets:
The INFANTRY keyword is used in the following Hand Of The Magus datasheets:
The GREAT DEVOURER keyword is used in the following Hand Of The Magus datasheets:
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.Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. Even as battle rages, 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 3 to the result if it is a BATTLELINE unit. On a 4+, 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).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’.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.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.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).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 one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.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 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.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 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’.