Genestealer Cults – Achilles Ridgerunners
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4

Achilles Ridgerunners

NoNAME  M WS BS S T W A Ld Sv Base
70
Achilles Ridgerunner (base: 120 x 92mm)
1‑3
70
Achilles Ridgerunner
14" 6+ 4+ 5 5 8 3 7 4+ 120 x 92mm
This unit contains 1 Achilles Ridgerunner. It can include 1 additional Achilles Ridgerunner (Power Rating +4) or 2 additional Achilles Ridgerunners (Power Rating +8). Each model is equipped with two heavy stubbers, a heavy mining laser and a flare launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy mining laser
Heavy mining laser
36"
Heavy D3
9
-3
D6
Blast
Blast
Heavy mortar
Heavy mortar
48"
Heavy D6
5
-1
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
+5
Missile launcher
When attacking with this weapon, choose one of the profiles below.
+5
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its heavy mining laser with either a missile launcher or a heavy mortar.
 • Any model may replace its flare launcher with either a survey augur or a spotter.
ABILITIES
ABILITIES
Cult Ambush
Flare launcher:
+5
If a model is equipped with a flare launcher, roll a D6 each time it loses a wound. On a 6, that wound is not lost. In addition, once per game, at the start of your Movement phase, you can select one <CULT> BIKER unit within 6" of this model; that unit moves an additional 6" if it Advances this phase – no dice roll is necessary.
Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Scout Vehicle: At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Survey augur:
+5
Units do not receive the benefit of cover to their saving throws for attacks made by a model with a survey augur.
Spotter:
+5
If a model has a spotter, increase the Range characteristic of its ranged weapons by 6".
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: VEHICLE, ACHILLES RIDGERUNNERS

Datasheet-related Stratagems

1CP

RAKING FIRE

Genestealer Cults Stratagem

At great speed, Achilles Ridgerunners roar into optimal firing positions to inflict catastrophic damage.

Use this Stratagem in your Shooting phase. Select one ACHILLES RIDGERUNNERS unit from your army. Until the end of the turn, when resolving an attack made with a heavy stubber by a model in that unit, add 1 to the hit and wound rolls.
1CP

DEVOTED CREW

Genestealer Cults Stratagem

Though their bodies may be wounded and their vehicle malfunctioning, the crew of this war asset remain unbowed.

Use this Stratagem at the start of any turn. Select a GENESTEALER CULTS VEHICLE model from your army. Until the end of the turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
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. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The BIKER keyword is used in the following Genestealer Cults datasheets:

Fast Attack

The TRANSPORT keyword is used in the following Genestealer Cults datasheets:

Dedicated Transport
Heavy Support
Cult Ambush

Genestealer Cults plan meticulously before rising up against their oppressors, remaining hidden until the moment of ascension arrives.

During deployment, you can set up this unit in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases – set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT model in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush – do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT model, even if they have the Cult Ambush ability.

Ambush markers are not units and cannot be targeted, attacked or destroyed. When measuring to or from ambush markers, always measure to the centre of the marker. If you are playing a mission that uses Concealed Deployment, the Concealed Deployment rules only apply to units that do not have the Cult Ambush ability. If you are playing a mission that uses Sentries, Sentry models cannot be set up in ambush, even if they have the Cult Ambush ability.

Matched Play: In matched play, units set up in ambush using this rule do not count as being Strategic Reserves or Reinforcement units.

Revealing Ambush Markers
If you have the first turn, you must reveal all of your ambush markers at the start of your Movement phase, one at a time, before moving any units. Each time you reveal an ambush marker, select one unit from your army that you set up in ambush, then set up one model from that unit within 1" of that ambush marker. Then remove that marker before setting up the rest of that model’s unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" from any enemy models (any models that cannot be placed are destroyed). If it is your turn, that unit can still move and shoot normally during the turn it is set up, but if it is a TRANSPORT, units that disembark from it this turn cannot be set up within 9" of any enemy models. Note that unless these units actually move during this Movement phase, they do not count as having moved in their Movement phase for any rules purposes, such as shooting Heavy weapons.

If your opponent has the first turn, then none of their units can be set up or end a move within 9" of any of your ambush markers. At the end of your opponent’s first Movement phase, after they have set up all of their units from reinforcements (if any), reveal all of your ambush markers as described above before continuing with the turn.

This codex comes with 28 Ambush markers that you can use when setting up Genestealer Cults units in ambush. Also included is a 9" range ruler; this is intended to be used when setting up Genestealer Cults units on the battlefield that were set up underground during deployment, helping to ensure no models are placed too close to the enemy.
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 equal to or greater than the attacking model’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 attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than 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 made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

The <CULT> and BIKER keywords are used in the following Genestealer Cults datasheets:

Fast Attack
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. 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 the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

Heavy stubber used in the following datasheets:

Dedicated Transport

– may take Heavy stubber as an option.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

The VEHICLE keyword is used in the following Genestealer Cults datasheets:

Dedicated Transport

The GENESTEALER CULTS and VEHICLE keywords are used in the following Genestealer Cults datasheets:

Dedicated Transport

This datasheet has Fast Attack Battlefield Role. Full list of Genestealer Cults units sharing same Battlefield Role follows:

Missile launcher used in the following datasheets:


– may take Missile launcher as an option.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

Heavy mining laser used in the following datasheets:

Heavy Support

The ACHILLES RIDGERUNNERS keyword is used in the following Genestealer Cults datasheets:

© Vyacheslav Maltsev 2013-2021