Genestealer Cults – Goliath Rockgrinder
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Goliath Rockgrinder

NoNAME  M WS BS S T W! A Ld Sv Base
110
Goliath Rockgrinder (base: Use model)
1
110
Goliath Rockgrinder
12" 3+ 4+ 6 7 6-10 6 8 3+ Use model
9" 3+ 5+ 6 7 3-5 D6 8 3+
6" 3+ 6+ 6 7 1-2 D3 8 3+
A Goliath Rockgrinder is equipped with: heavy mining laser; heavy stubber; drilldozer blade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cache of demolition charges
Cache of demolition charges
6"
Assault D6
8
-3
2
Blast. The bearer is only eligible to shoot with this weapon if a friendly unit is embarked within it.
Blast. The bearer is only eligible to shoot with this weapon if a friendly unit is embarked within it.
Clearance incinerator
Clearance incinerator
15"
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy mining laser
Heavy mining laser
36"
Heavy D3
9
-3
D6
Blast
Blast
Heavy seismic cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy seismic cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Long-wave
 - Long-wave
24"
Heavy 6
6
-2
2
-
 - Short-wave
 - Short-wave
24"
Heavy 3
8
-3
3
-
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
Drilldozer blade
Drilldozer blade
Melee
Melee
+2
-2
2
Each time the bearer fights, if it made a charge move this turn, it makes 2 additional attacks with this weapon.
Each time the bearer fights, if it made a charge move this turn, it makes 2 additional attacks with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 cache of demolition charges.
 • This model’s heavy mining laser can be replaced with one of the following: 1 clearance incinerator; 1 heavy seismic cannon.
ABILITIES
ABILITIES
Conceal, Crossfire
Rugged Construction: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark, and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 INFANTRY models. Each PATRIARCH model takes up the space of 5 models.
Goliath Rockgrinder can receive the following Proficient Planning upgrades:
 • A Trap Sprung+15Power Rating: +1
 • A Perfect Ambush+15Power Rating: +1
 • From Every Angle+10Power Rating: +1
 • Excavate+20Power Rating: +1
 • Our Time is Nigh+15Power Rating: +1
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS,
KEYWORDS: VEHICLE, TRANSPORT, CROSSFIRE, GOLIATH ROCKGRINDER

Datasheet-related Stratagems

OVERWHELMING FIRE1CP
Genestealer Cults – Boarding Actions – Battle Tactic Stratagem

A key tenet of guerrilla warfare is knowing how to concentrate the fire of even inferior weapons to inflict maximum harm.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS CROSSFIRE unit is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, if all the models in that unit target one enemy unit that has a crossfire marker, an unmodified successful hit roll of 5+ automatically wounds the target.
BORE THROUGH1CP
Genestealer Cults – Battle Tactic Stratagem

Wielding hefty industrial saws and drills, sufficiently determined broodkin can carve their way through the toughest enemy defence lines.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with an industrial weapon against an enemy MONSTER or VEHICLE unit, you can re-roll the wound roll.
RAPID ADVANCE1CP
Genestealer Cults – Battle Tactic Stratagem

Like an alien predator suddenly pouncing upon its cornered prey, the cult surges forward as one.

Use this Stratagem in your Movement phase, when a GENESTEALER CULTS GENESTEALER, GENESTEALER CULTS BIKER or GENESTEALER CULTS VEHICLE unit from your army Advances. Do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
DIG THEM OUT1CP
Genestealer Cults – Battle Tactic Stratagem

Many of the same techniques employed in freeing precious ores from bedrock can be applied to violently digging enemies out of fortified positions.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with an industrial weapon that targets a unit within 12" of it, the target is treated as being Exposed for that attack.
OVERLOAD FUEL CELLS1CP
Genestealer Cults – Battle Tactic Stratagem

The faithful think nothing of abusing the machine spirits of their weaponry, deeming the stirring of those spirits’ wrath to be an acceptable price for the overcharged slaughter they can wreak.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS unit from your army is selected to shoot, or in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Until the end of the phase, each time an industrial weapon is selected for a model in that unit to attack with, that model can overload it. If it does so, then until that shooting or fight is resolved, each time that model makes an attack with that weapon:
  • If it is a ranged weapon, add 1 to the Damage characteristic of that attack.
  • If it is a melee weapon, add 1 to the Strength characteristic of that attack.
  • If any unmodified hit rolls of 1 are made for attacks with that weapon, after the attacking models unit has finished making its attacks, it suffers 1 mortal wound.
VICIOUS TO THE END1CP/2CP
Genestealer Cults – Boarding Actions – Epic Deed Stratagem

Driven by primal instincts and fanatical hatred, Genestealer Cultists fight viciously when upon the brink of death.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit (excluding HYBRID METAMORPHS units) from your army that has not already been selected to fight this phase is selected as the target of an attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play. If that unit has the CHARACTER keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
DEVOTED CREW1CP
Genestealer Cults – Epic Deed Stratagem

Even should their vehicle be terribly damaged and they themselves fatally wounded, this crew fight on with zealous fervour.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS VEHICLE model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
RIGGED TO BLOW1CP
Genestealer Cults – Epic Deed Stratagem

Genestealer Cults are willing to sacrifice any asset for the cause.

Use this Stratagem in any phase, when a GENESTEALER CULTS VEHICLE model from your army equipped with a cache of demolition charges is destroyed. Do not roll to see if that model explodes: it does so automatically.
INSIDIOUS INFILTRATORS1CP
Genestealer Cults – Boarding Actions – Strategic Ploy Stratagem

Genestealer Cultists are preternaturally skilled and determined infiltrators, navigating seemingly impassable vents and tunnels to sneak up on the foe.

Use this Stratagem during deployment. Select one GENESTEALER CULTS unit from your army. You can set up that unit in the vents instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
PRIMED EXPLOSIVE1CP
Genestealer Cults – Wargear Stratagem

This explosive has been enhanced with unstable compounds brewed by the cults finest Biophaguses.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS model from your army shoots with a Grenade weapon or a cache of demolition charges. Until the end of the phase, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with an Assault D6 weapon).

Proficient Planning

A Trap Sprung

Thanks to a mixture of cunning, instinct, guerrilla fieldcraft and no small share of luck, this brood burst from cover without the slightest warning. Foes barely have time to register their peril before the faithful are amongst them, blades and talons slashing.

When this unit is set up on the battlefield as Reinforcements as a result of being set up underground, until the end of the turn, each time a charge roll is made for this unit, roll one additional dice and discard one of the dice.

A Perfect Ambush

The warriors of this brood have tracked their enemies tirelessly, as predatory beasts stalk their prey. Only when their position is perfect do they strike, engulfing their victims in a hail of unexpected firepower.

CROSSFIRE unit only. When this unit is set up on the battlefield as Reinforcements as a result of being set up underground, you can use this ability. If you do so, select one enemy unit within 12" of this unit. Until the end of the turn, each time a model in this unit makes a ranged attack against that enemy unit, that enemy unit is treated as having a crossfire marker and as being Exposed for that attack.

From Every Angle

Flowing like a dark tide down hidden tunnels, along rubble-choked gulleys or through sagging and rusted vents, the faithful utterly encircle their enemies.

  • At the start of the first battle round, if the mission uses the Strategic Reserves rules, this unit can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves.
  • When setting up this unit from Strategic Reserves, treat the current battle round number as being one higher. Note that this means this unit can arrive from Strategic Reserves in the first battle round.

Excavate

Not all tunnels are meant to be traversed. By digging underneath the battlefield then lining the resultant mines with blasting charges, these broodkin trigger subterranean eruptions that shatter vital transitways and cause fortified positions to subside in ruin.

Before the battle, if this unit is set up underground, it can excavate. If it does so, in the Resolve Pre-battle Abilities step of the mission sequence, select one terrain feature on the battlefield (you cannot select a Fortification). That terrain feature loses the Defensible, Heavy Cover, Light Cover and Inspiring traits and gains the Difficult Ground trait.

Our Time is Nigh

The chosen brood are infused with transcendant zeal as telepathic whispers fill their minds, assuring them that they are the living avatars of the Star Children, and that now is their moment to ascend.

The first time this unit is selected to fight in this battle, until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. This is not cumulative with the additional attack granted by the Might From Beyond psychic power.
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.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

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
Conceal

Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious day of ascension arrives.

During deployment, you can set up this unit in ambush instead of setting it up on the battlefield. If this unit is an INFANTRY or BIKER unit, you can set up this unit underground instead of setting it up on the battlefield or in ambush.

Ambush
Ambush marker
If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone.

Units set up in ambush are considered to be set up on the battlefield (unless they are embarked within a TRANSPORT model that is set up in ambush), even though their models are not actually on the battlefield. Enemy models cannot be set up or moved within 9" of the centre of any of your ambush markers.

Underground
If this unit is set up underground, then in the Reinforcements step of one of your Movement phases, you can set up this unit under one of the following conditions:
  • You can set up this unit anywhere on the battlefield that is more than 8" away from any enemy models.
  • You can set up this unit anywhere on the battlefield that is more than 6" away from any enemy models, but that unit is not eligible to declare a charge this turn.
If a unit set up underground has any abilities that are used in your Command phase (e.g. Meticulous Planner), then the first time that unit is set up on the battlefield, it can use any or all of those abilities as if it were your Command phase.

Units set up underground are considered to be set up in a location other than the battlefield, therefore this must be determined in the Declare Reserves and Transports step of a mission sequence that includes such a step.

Revealing Ambush Markers
In the first battle round:
  • If you have the first turn, you must reveal all of your ambush markers at the start of your Command phase.
  • If you do not have the first turn, you must reveal all of your ambush markers at the end of your opponents Movement phase.
To reveal an ambush marker, select one unit from your army that was set up in ambush and has not yet been set up from an ambush marker:
  • Set up one model from that unit within 1" of the centre of that ambush marker, wholly within your deployment zone and more than 9" away from any enemy models. Then remove that ambush marker.
  • Set up the remaining models in that unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" away from any enemy models.
Units set up from an ambush marker do not count as Reinforcements. After all units from your army that were set up in ambush have been set up from an ambush marker, remove any remaining ambush markers you placed on the battlefield.
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 are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
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.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
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.

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

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

Fast Attack

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

Dedicated Transport
Heavy Support

The HYBRID METAMORPHS keyword is used in the following Genestealer Cults datasheets:

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 performing actions.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Difficult Ground
If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height. These modifiers do not apply if every model in the moving unit can FLY. These modifiers do not apply if every model in the moving unit is TITANIC and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless the moving unit can FLY, or if the moving unit is TITANIC and the terrain feature is less than 3" in height).
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.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Inspiring
Add 1 to the Leadership (Ld) characteristic of units while they are wholly within 6" of this terrain feature. If this terrain feature lists any keywords in brackets, then this bonus only applies to units that have that keyword.

  • +1 Ld if wholly within 6”.

MIGHT FROM BEYOND

With a low whisper that rises to a scream, the psyker amplifies the alien might hidden within every cultist, swelling their bodies with empowering energy born of the void itself.

Blessing: Might From Beyond has a warp charge value of 6. If manifested, select one friendly unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, add 1 to the Attacks characteristic of models in that unit.

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

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.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Crossfire-Exposed
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

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

Dedicated Transport
Heavy Support
Crossfire

The inhuman coordination of Genestealer Cultists more than makes up for their motley assortment of weapons and vehicles.

If every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units specified here), and every unit from your army that belongs to a cult belongs to the same cult, this unit can use this ability and the following rules apply. Note that there are rules that enhance or otherwise interact with these Crossfire rules. No matter the source, you can only use such rules if every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units, and every unit from your army that belongs to a cult belongs to the same cult.

Crossfire Markers
Crossfire marker
In your Shooting phase, each time a CROSSFIRE unit is selected to shoot, if all of those attacks target one enemy unit without a crossfire marker, after resolving those attacks, the target gains a crossfire marker if any of the following conditions were satisfied:
  • Five or more of those attacks scored a hit.
  • One or more of those attacks with a Damage characteristic other than 1 scored a hit.
At the end of your turn, remove all crossfire markers enemy units have.

Effects of Crossfire
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, add 1 to that attack’s hit roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker and was Exposed when it was selected as the target (see below), add 1 to that attack’s wound roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, was Exposed when it was selected as the target, and was within 12" when it was selected as the target, the target does not receive the benefits of cover against that attack.

Exposed
To determine if a target unit is Exposed, draw a line from any part of the base (or hull) of one model in the attacking CROSSFIRE unit to any part of the base (or hull) of one model in another friendly CROSSFIRE unit that is visible to that model (as shown in the diagrams below). The target unit is Exposed if both of the following conditions are satisfied:
  • That line passes over any part of the base (or hull) of one or more models in the target unit.
  • That line does not pass over a terrain feature with the Obscuring terrain trait (unless those CROSSFIRE units or the target unit are on or within that terrain feature, or the target unit could still be targeted even if a terrain feature with the Obscuring terrain trait was between it and an attacking model, e.g. it is an AIRCRAFT unit, it has a Wounds characteristic of 18 or more, etc.).

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

Dedicated Transport
Heavy Support

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

Dedicated Transport
Heavy Support

Heavy stubber used in the following datasheets:

Heavy Support
Dedicated Transport
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.

Cache of demolition charges used in the following datasheets:

Heavy Support
Dedicated Transport
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, 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 within a TRANSPORT model that is within Engagement Range of enemy models, and it 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 the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

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

Dedicated Transport
Heavy Support

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

Dedicated Transport
Heavy Support

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

Heavy Support

Heavy mining laser used in the following datasheets:

Heavy Support
© Vyacheslav Maltsev 2013-2023