Hand Of The Magus

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…

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  Hand Of The Magus
  Hand Of The MagusIndex10June 2023

Hand Of The Magus

MAGUS VERIDIELLE (1 MODEL)
  • This model is equipped with: autopistol; Magus stave.

NEOPHYTE HYBRIDS (10 MODELS)
  • 1 Neophyte Leader is equipped with: autopistol; leader pistol; power weapon.
  • 5 Neophyte Hybrids are equipped with: autopistol; hybrid firearm; close combat weapon.
  • 1 Neophyte Hybrid is equipped with: autopistol; hybrid firearm; close combat weapon; cult icon.
  • 1 Neophyte Hybrid is equipped with: autopistol; heavy stubber; close combat weapon.
  • 1 Neophyte Hybrid is equipped with: autopistol; seismic cannon; close combat weapon.
  • 1 Neophyte Hybrid is equipped with: autopistol; webber; close combat weapon.

NEOPHYTE HYBRIDS (10 MODELS)
  • 1 Neophyte Leader is equipped with: autopistol; leader pistol; power weapon.
  • 5 Neophyte Hybrids are equipped with: autopistol; hybrid firearm; close combat weapon.
  • 1 Neophyte Hybrid is equipped with: autopistol; hybrid firearm; close combat weapon; cult icon.
  • 1 Neophyte Hybrid is equipped with: autopistol; heavy stubber; close combat weapon.
  • 1 Neophyte Hybrid is equipped with: autopistol; seismic cannon; close combat weapon.
  • 1 Neophyte Hybrid is equipped with: autopistol; webber; close combat weapon.

ACOLYTE HYBRIDS (5 MODELS)
  • 1 Acolyte Leader is equipped with: leader’s cult weapons; autopistol.
  • 2 Acolyte Hybrids are equipped with: autopistol; cult claws and knife.
  • 1 Acolyte Hybrid is equipped with: demolition charges; cult claws and knife.
  • 1 Acolyte Hybrid is equipped with: heavy mining tool.

ABERRANTS (5 MODELS)
  • 1 Aberrant Hypermorph is equipped with: heavy improvised weapon; hypermorph tail.
  • 4 Aberrants are equipped with: heavy power weapon.

HYBRID METAMORPHS (5 MODELS)
  • This model is equipped with: clearance incinerator; demolition charge cache; heavy stubber; drilldozer blade.

Abilities

The datasheets required to use Hand of the Magus can be found on the following pages, and are designed exclusively for Combat Patrol games. A unit’s datasheet will list all the abilities it has. This will include a Faction ability – Cult Ambush – that is referenced on some units’ datasheets, and is described below.

Cult Ambush

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).

If an enemy model (excluding AIRCRAFT models) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers that is still on the battlefield, you can select one unit from your army that is in Cult Ambush and set that destroyed unit back up on the battlefield using the Deep Strike ability, containing all of its models with their full wounds remaining and with at least one of those models touching that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).

CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

Designer’s Note: Each time a unit with this ability is destroyed, it triggers all rules that apply when a unit is destroyed. For example, if a rule awards a player 1VP each time an enemy unit is destroyed, and a unit with this ability is destroyed, returned using this ability then subsequently destroyed again, it would award the opponent 2VP.

*A circular marker 32mm in diameter should be used for Cult Ambush markers.
Combat Patrol
When playing a Combat Patrol battle, in battle rounds four and five, you cannot set up any units that are in Cult Ambush on the battlefield.

Enhancements

Your MAGUS model is your WARLORD and has the Psionic Shield Enhancement. You can replace this with Resonance Stave.

DEFAULT ENHANCEMENT
PSIONIC SHIELD

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.
OR
OPTIONAL ENHANCEMENT
RESONANCE STAVE

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.

Secondary Objectives

You will use the Rise Up secondary objective. You can replace this with Will of the Patriarch.

DEFAULT SECONDARY OBJECTIVE
RISE UP

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.

OR
OPTIONAL SECONDARY OBJECTIVE
WILL OF THE PATRIARCH

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.

Stratagems

You can use the following Stratagems:
DEFEND THE MAGUS
1CP
Hand Of The Magus – Epic Deed Stratagem
The faithful will expend every effort to protect their Magus, for she is touched by the will of the Patriarch and is surely his living prophet.
WHEN: Start of your Shooting phase or start of the Fight phase.

TARGET: One MAGUS unit from your army and one enemy unit within Engagement Range of that MAGUS unit.

EFFECT: Until the end of the phase, each time a GENESTEALER CULTS model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
LURKING KILLERS
1CP
Hand Of The Magus – Battle Tactic Stratagem
Combining guerrilla tactics and local knowledge with rudiments of alien instincts not their own, Genestealer Cultists display an almost supernatural ability to blend into cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One GENESTEALER CULTS INFANTRY unit from your army (excluding ABERRANT units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
RETURN TO THE SHADOWS
1CP
Hand Of The Magus – Strategic Ploy Stratagem
Seeing the foe advancing heedlessly into their trap, the cultists fade into the gloom and move to encircle or outflank their prey.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GENESTEALER CULTS INFANTRY unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to D6". If your unit has the MAGUS keyword, it can make a Normal move of up to 6" instead.

Datasheets


Magus Veridielle
(⌀32mm)
M
6"
T
3
Sv
5+
W
4
Ld
6+
OC
1
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
ABILITIES
CORE: Deep Strike, Leader
Spiritual Leader: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks.
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GREAT DEVOURER, MAGUS, VERIDIELLE
FACTION KEYWORDS:
GENESTEALER CULTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
RETURN TO THE SHADOWS
1CP
Hand Of The Magus – Strategic Ploy
DEFEND THE MAGUS
1CP
Hand Of The Magus – Epic Deed
LURKING KILLERS
1CP
Hand Of The Magus – Battle Tactic


Neophyte Hybrids
(⌀25mm)
M
6"
T
3
Sv
5+
W
1
Ld
7+
OC
2
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
ABILITIES
CORE: Deep Strike
FACTION: Cult Ambush
KEYWORDS: INFANTRY, BATTLELINE, GREAT DEVOURER, NEOPHYTE HYBRIDS
FACTION KEYWORDS:
GENESTEALER CULTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
RETURN TO THE SHADOWS
1CP
Hand Of The Magus – Strategic Ploy
LURKING KILLERS
1CP
Hand Of The Magus – Battle Tactic
LED BY
This unit can be led by the following unit:


Acolyte Hybrids
(⌀32mm)
M
6"
T
4
Sv
5+
W
1
Ld
7+
OC
2
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
One Shot: The bearer can only shoot with this weapon once per battle.
ABILITIES
CORE: Deep Strike
FACTION: Cult Ambush
Vile Insurrectionists: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, re-roll a Wound roll of 1 as well.
KEYWORDS: INFANTRY, GREAT DEVOURER, ACOLYTE HYBRIDS
FACTION KEYWORDS:
GENESTEALER CULTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
RETURN TO THE SHADOWS
1CP
Hand Of The Magus – Strategic Ploy
LURKING KILLERS
1CP
Hand Of The Magus – Battle Tactic
LED BY
This unit can be led by the following unit:


Aberrants
(⌀32mm)
M
6"
T
6
Sv
5+
W
3
Ld
7+
OC
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
KEYWORDS: INFANTRY, GREAT DEVOURER, ABERRANTS
FACTION KEYWORDS:
GENESTEALER CULTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
RETURN TO THE SHADOWS
1CP
Hand Of The Magus – Strategic Ploy


Goliath Rockgrinder
(⌀Use model)
M
12"
T
10
Sv
3+
W
10
Ld
7+
OC
3
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
ABILITIES
CORE: Deadly Demise D3, Firing Deck 6
DAMAGED: 1-3 WOUNDS REMAINING
While this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, GREAT DEVOURER, GOLIATH ROCKGRINDER
FACTION KEYWORDS:
GENESTEALER CULTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
TANK SHOCK
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
DEEP STRIKE

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.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while %000015069performing actions%.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Anti

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Devastating Wounds
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. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.

The GENESTEALER CULTS and INFANTRY keywords are used in the following Hand Of The Magus datasheets:

Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
LEADER

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.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Hazardous

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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).

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:

Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Benefit of Cover

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.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Charge Bonus

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.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
RETURN TO THE SHADOWS
1CP
Hand Of The Magus – Strategic Ploy Stratagem
Seeing the foe advancing heedlessly into their trap, the cultists fade into the gloom and move to encircle or outflank their prey.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One GENESTEALER CULTS INFANTRY unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to D6". If your unit has the MAGUS keyword, it can make a Normal move of up to 6" instead.
DEFEND THE MAGUS
1CP
Hand Of The Magus – Epic Deed Stratagem
The faithful will expend every effort to protect their Magus, for she is touched by the will of the Patriarch and is surely his living prophet.
WHEN: Start of your Shooting phase or start of the Fight phase.

TARGET: One MAGUS unit from your army and one enemy unit within Engagement Range of that MAGUS unit.

EFFECT: Until the end of the phase, each time a GENESTEALER CULTS model from your army makes an attack that targets that enemy unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
LURKING KILLERS
1CP
Hand Of The Magus – Battle Tactic Stratagem
Combining guerrilla tactics and local knowledge with rudiments of alien instincts not their own, Genestealer Cultists display an almost supernatural ability to blend into cover.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One GENESTEALER CULTS INFANTRY unit from your army (excluding ABERRANT units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Cult Ambush

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).

If an enemy model (excluding AIRCRAFT models) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers that is still on the battlefield, you can select one unit from your army that is in Cult Ambush and set that destroyed unit back up on the battlefield using the Deep Strike ability, containing all of its models with their full wounds remaining and with at least one of those models touching that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).

CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

Designer’s Note: Each time a unit with this ability is destroyed, it triggers all rules that apply when a unit is destroyed. For example, if a rule awards a player 1VP each time an enemy unit is destroyed, and a unit with this ability is destroyed, returned using this ability then subsequently destroyed again, it would award the opponent 2VP.

*A circular marker 32mm in diameter should be used for Cult Ambush markers.
Combat Patrol
When playing a Combat Patrol battle, in battle rounds four and five, you cannot set up any units that are in Cult Ambush on the battlefield.
Rapid Fire

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’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
Heavy

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.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Torrent

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

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.

  • Can be shot even if the bearer’s unit Advanced.
Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
Extra Attacks

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.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

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").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
FIRING DECK

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.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
Ignores Cover

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.
Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

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