генокрады ход 7
генокрады ход 7
Configuration
Battle Size
Selections: 2. Strike Force (2000 Point limit)
Categories: CONFIGURATION
Detachment
Selections: Ascension Day
Categories: CONFIGURATION
Abilities: They Came From Below
Show/Hide Options
Selections: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are
visible
Categories: CONFIGURATION
Unit M T SV W LD OC Ref
Patriarch 8" 5 4+ 6 6+ 1
Character [320pts]
Abominant [75pts]
Selections: Power Sledgehammer
Categories: ABOMINANT, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER, GREAT DEVOURER
Rules: Deep Strike, Feel No Pain, Leader, Sustained Hits 1
Abilities: Feel No Pain 4+, Leader, The Chosen One, Melee Weapons: Power Sledgehammer,
Transport: Regenerating Gene-mass, Unit: Abominant
Unit M T SV W LD OC Ref
Abominant 6" 6 5+ 5 7+ 1
Locus [45pts]
Selections: Locus Blades
Categories: LOCUS, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER
Rules: Deep Strike, Fights First, Leader
Abilities: Bodyguard, Invulnerable Save 4+, Leader, Sudden Assault, Melee Weapons: Locus
Blades, Unit: Locus
Unit M T SV W LD OC Ref
Locus 6" 4 5+ 3 7+ 1
Magus [50pts]
Selections: Autopistol, Magus Stave
Categories: MAGUS, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER
Rules: Leader, Pistol
Abilities: Leader, Mind Control (Psychic), Psychic Familiar, Spiritual Leader, Melee Weapons:
Magus Stave, Ranged Weapons: Autopistol, Unit: Magus
Unit M T SV W LD OC Ref
Magus 6" 3 5+ 4 6+ 1
Nexos [60pts]
Selections: Autopistol, Close Combat Weapon
Categories: NEXOS, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER
Rules: Deep Strike, Leader, Pistol
Abilities: Battlefield Analysis, Cult Infiltration, Leader, Melee Weapons: Close Combat
Weapon, Ranged Weapons: Autopistol, Unit: Nexos
Unit M T SV W LD OC Ref
Nexos 6" 3 5+ 3 7+ 1
Primus [90pts]
Selections: Cult Bonesword, Scoped Needle Pistol, Toxin Injector Claw
Categories: PRIMUS, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER
Rules: Anti- Infantry 2+, Deep Strike, Extra Attacks, Ignores Cover, Leader, Pistol
Abilities: Cult Demagogue, Decoys and Misdirection, Invulnerable Save 5+, Leader, Melee
Weapons: Cult Bonesword, Toxin Injector Claw, Ranged Weapons: Scoped Needle Pistol,
Unit: Primus
Unit M T SV W LD OC Ref
Primus 6" 3 5+ 4 6+ 1
Battleline [530pts]
Acolyte Hybrids [85pts]
Categories: ACOLYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT DEVOURER,
BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: Vile Insurrectionists:
4x Acolyte Hybrid w/ Auto Pistol
Selections: 4x Autopistol, 4x Cult Claws and Knife
Rules: Pistol
Melee Weapons: Cult Claws and Knife, Ranged Weapons: Autopistol, Unit: Acolyte Hybrid
Acolyte Leader
Selections: Autopistol, Cult Claws and Knife
Rules: Pistol
Melee Weapons: Cult Claws and Knife, Ranged Weapons: Autopistol, Unit: Acolyte Hybrid
Unit M T SV W LD OC Ref
Acolyte Hybrid 6" 4 5+ 1 7+ 2
Acolyte Hybrids [85pts]
Categories: ACOLYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT DEVOURER,
BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: Vile Insurrectionists:
4x Acolyte Hybrid w/ Auto Pistol
Selections: 4x Autopistol, 4x Cult Claws and Knife
Rules: Pistol
Melee Weapons: Cult Claws and Knife, Ranged Weapons: Autopistol, Unit: Acolyte Hybrid
Acolyte Leader
Selections: Autopistol, Cult Claws and Knife
Rules: Pistol
Melee Weapons: Cult Claws and Knife, Ranged Weapons: Autopistol, Unit: Acolyte Hybrid
Unit M T SV W LD OC Ref
Acolyte Hybrid 6" 4 5+ 1 7+ 2
Neophyte Hybrids [90pts]
Categories: NEOPHYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT
DEVOURER, BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making
9x Neophyte Hybrid w/ Hybrid Firearm
Selections: 9x Autopistol, 9x Close Combat Weapon, 9x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm,
Unit: Neophyte Hybrid
Neophyte Leader
Unit: Neophyte Hybrid
Autopistol, Hybrid Firearm, and Close Combat Weapon
Selections: Autopistol, Close Combat Weapon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm
Unit M T SV W LD OC Ref
Neophyte Hybrid 6" 3 5+ 1 7+ 2
Neophyte Hybrids [90pts]
Categories: NEOPHYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT
DEVOURER, BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making
9x Neophyte Hybrid w/ Hybrid Firearm
Selections: 9x Autopistol, 9x Close Combat Weapon, 9x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm,
Unit: Neophyte Hybrid
Neophyte Leader
Unit: Neophyte Hybrid
Autopistol, Hybrid Firearm, and Close Combat Weapon
Selections: Autopistol, Close Combat Weapon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm
Unit M T SV W LD OC Ref
Neophyte Hybrid 6" 3 5+ 1 7+ 2
Neophyte Hybrids [90pts]
Categories: NEOPHYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT
DEVOURER, BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making
9x Neophyte Hybrid w/ Hybrid Firearm
Selections: 9x Autopistol, 9x Close Combat Weapon, 9x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm,
Unit: Neophyte Hybrid
Neophyte Leader
Unit: Neophyte Hybrid
Autopistol, Hybrid Firearm, and Close Combat Weapon
Selections: Autopistol, Close Combat Weapon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm
Unit M T SV W LD OC Ref
Neophyte Hybrid 6" 3 5+ 1 7+ 2
Neophyte Hybrids [90pts]
Categories: NEOPHYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT
DEVOURER, BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making
9x Neophyte Hybrid w/ Hybrid Firearm
Selections: 9x Autopistol, 9x Close Combat Weapon, 9x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm,
Unit: Neophyte Hybrid
Neophyte Leader
Unit: Neophyte Hybrid
Autopistol, Hybrid Firearm, and Close Combat Weapon
Selections: Autopistol, Close Combat Weapon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm
Unit M T SV W LD OC Ref
Neophyte Hybrid 6" 3 5+ 1 7+ 2
Infantry [560pts]
Aberrants [185pts]
Categories: ABERRANTS, INFANTRY, GREAT DEVOURER, FACTION: GENESTEALER CULTS
Rules: Cult Ambush, Deep Strike, Feel No Pain
Abilities: Feel No Pain 4+, Hulking Bodyguards
Aberrant
Selections: Heavy Power Weapon
Melee Weapons: Heavy Power Weapon, Unit: Aberrant
Aberrant
Selections: Heavy Power Weapon
Melee Weapons: Heavy Power Weapon, Unit: Aberrant
Aberrant
Selections: Heavy Power Weapon
Melee Weapons: Heavy Power Weapon, Unit: Aberrant
Aberrant
Selections: Heavy Power Weapon
Melee Weapons: Heavy Power Weapon, Unit: Aberrant
Aberrant Hypermorph
Selections: Heavy Power Weapon, Hypermorph Tail
Rules: Extra Attacks
Melee Weapons: Heavy Power Weapon, Hypermorph Tail, Unit: Aberrant Hypermorph
Unit M T SV W LD OC Ref
Aberrant 6" 6 5+ 3 7+ 1
Aberrant Hypermorph 6" 6 5+ 3 7+ 1
Purestrain Genestealers [150pts]
Categories: PURESTRAIN GENESTEALERS, FACTION: GENESTEALER CULTS, INFANTRY
Rules: Cult Ambush, Deep Strike, Infiltrators
Abilities: Invulnerable Save 5+, Swift and Deadly
10x Purestrain Genestealer
Selections: 10x Cult Claws and Talons
Melee Weapons: Cult Claws and Talons, Unit: Purestrain Genestealer
Unit M T SV W LD OC Ref
Purestrain Genestealer 8" 4 5+ 2 7+ 1
Unit M T SV W LD OC Ref
Purestrain Genestealer 8" 4 5+ 2 7+ 1
Purestrain Genestealers [150pts]
Categories: PURESTRAIN GENESTEALERS, FACTION: GENESTEALER CULTS, INFANTRY
Rules: Cult Ambush, Deep Strike, Infiltrators
Abilities: Invulnerable Save 5+, Swift and Deadly
10x Purestrain Genestealer
Selections: 10x Cult Claws and Talons
Melee Weapons: Cult Claws and Talons, Unit: Purestrain Genestealer
Unit M T SV W LD OC Ref
Purestrain Genestealer 8" 4 5+ 2 7+ 1
Mounted [180pts]
Atalan Jackals [90pts]
Categories: ATALAN JACKALS, FACTION: GENESTEALER CULTS, MOUNTED, GRENADES, GREAT DEVOURER
Rules: Cult Ambush, Scouts 9"
Abilities: Demolition Run, Outrider Gangs
4x Atalan Jackal
Selections: 4x Atalan Small Arms, 4x Close Combat Weapon
Rules: Pistol
Melee Weapons: Close Combat Weapon, Ranged Weapons: Atalan Small Arms, Unit:
Atalan Jackal
Atalan Wolfquad
Selections: Atalan Small Arms, Close Combat Weapon, Heavy Stubber
Rules: Pistol, Rapid Fire 3
Melee Weapons: Close Combat Weapon, Ranged Weapons: Atalan Small Arms, Heavy
Stubber, Unit: Atalan Wolfquad
Unit M T SV W LD OC Ref
Atalan Jackal 12" 4 5+ 2 7+ 1
Atalan Wolfquad 12" 4 5+ 4 7+ 1
Atalan Jackals [90pts]
Categories: ATALAN JACKALS, FACTION: GENESTEALER CULTS, MOUNTED, GRENADES, GREAT DEVOURER
Rules: Cult Ambush, Scouts 9"
Abilities: Demolition Run, Outrider Gangs
4x Atalan Jackal
Selections: 4x Atalan Small Arms, 4x Close Combat Weapon
Rules: Pistol
Melee Weapons: Close Combat Weapon, Ranged Weapons: Atalan Small Arms, Unit:
Atalan Jackal
Atalan Wolfquad
Selections: Atalan Small Arms, Close Combat Weapon, Heavy Stubber
Rules: Pistol, Rapid Fire 3
Melee Weapons: Close Combat Weapon, Ranged Weapons: Atalan Small Arms, Heavy
Stubber, Unit: Atalan Wolfquad
Unit M T SV W LD OC Ref
Atalan Jackal 12" 4 5+ 2 7+ 1
Atalan Wolfquad 12" 4 5+ 4 7+ 1
Vehicle [325pts]
Achilles Ridge Runners [85pts]
Categories: ACHILLES RIDGERUNNERS, FACTION: GENESTEALER CULTS, VEHICLE, GREAT DEVOURER
Rules: Deadly Demise 1, Scouts 9"
Abilities: Crossfire
Achilles Ridge Runner [85pts]
Selections: Flare Launcher, Heavy Mining Laser, Ridgerunner Wheels, Twin Heavy Stubber
Categories: SMOKE
Rules: Blast, Rapid Fire 3, Twin-linked
Abilities: Flare Launcher, Melee Weapons: Ridgerunner Wheels, Ranged Weapons:
Heavy Mining Laser, Twin Heavy Stubber, Unit: Achilles Ridge Runner
Unit M T SV W LD OC Ref
Achilles Ridge Runner 12" 7 3+ 8 7+ 3
Achilles Ridge Runners [85pts]
Categories: ACHILLES RIDGERUNNERS, FACTION: GENESTEALER CULTS, VEHICLE, GREAT DEVOURER
Rules: Deadly Demise 1, Scouts 9"
Abilities: Crossfire
Achilles Ridge Runner [85pts]
Selections: Flare Launcher, Heavy Mining Laser, Ridgerunner Wheels, Twin Heavy Stubber
Categories: SMOKE
Rules: Blast, Rapid Fire 3, Twin-linked
Abilities: Flare Launcher, Melee Weapons: Ridgerunner Wheels, Ranged Weapons:
Heavy Mining Laser, Twin Heavy Stubber, Unit: Achilles Ridge Runner
Unit M T SV W LD OC Ref
Achilles Ridge Runner 12" 7 3+ 8 7+ 3
Goliath Rockgrinder [155pts]
Selections: Demolition Charge Cache, Drilldozer Blade, Heavy Mining Laser, Heavy Stubber
Categories: GOLIATH ROCKGRINDER, FACTION: GENESTEALER CULTS, VEHICLE, GREAT DEVOURER,
TRANSPORT
Rules: Blast, Deadly Demise D3, Firing Deck 6, Rapid Fire 3, Sustained Hits 1
Abilities: Grinding Clearance, Melee Weapons: Drilldozer Blade, Ranged Weapons:
Demolition Charge Cache, Heavy Mining Laser, Heavy Stubber, Transport: Transport, Unit:
Goliath Rockgrinder
Unit M T SV W LD OC Ref
Goliath Rockgrinder 12" 10 3+ 10 7+ 3
Force Rules
Brood Brothers: If your Army Faction is GENESTEALER CULTS, you can include ASTRA MILITARUM
units in your army, even though they do not have the GENESTEALER CULTS Faction keyword. The
combined points cost of ASTRA MILITARUM units you can include in your army depends on your battle
size, as follows:
- Incursion: Up to 250 pts
- Strike Force: Up to 500 pts
- Onslaught: Up to 750 pts
No ASTRA MILITARUM models in your army can be your Warlord, and they cannot be given
Enhancements. You cannot include units with any of the following keywords in your army using these rules:
EPIC HERO; OGRYN; RATLING; MILITARUM TEMPESTUS; COMMISSAR; REGIMENTAL PREACHER;
REGIMENTAL ENGINSEER; MUNITORUM SERVITORS; AIRCRAFT ()
Selection Rules
Anti- Infantry 2+: 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. (10th Edition Core Rules p28)
Blast: 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). (10th Edition Core Rules p26)
Cult Ambush: If your Army Faction is GENESTEALER CULTS, each time a unit with this ability is
destroyed, roll one D6, adding 1 to the result if it is a BATTLELINE unit, and adding 1 to the result if it is the
first or second battle round. On a 5+, add a new unit to your army identical to your destroyed unit, in Cult
Ambush, at its Starting Strength and with all of its wounds remaining, 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). ()
Deadly Demise 1: 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"). (10th Edition Core Rules
p23)
Deadly Demise D3: 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"). (10th Edition Core Rules
p23)
Deep Strike: 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. (10th Edition Core Rules p39)
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 (10th Edition Core Rules p28)
Extra Attacks: Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons.
Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it
chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by
other rules. (10th Edition Core Rules p28)
Feel No Pain: 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. (10th Edition Core Rules p23)
Fights First: Units with this ability that are eligible to fight do so in the Fights First step, provided every
model in the unit has this ability. (10th Edition Core Rules p32)
Firing Deck 6: 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. Then,
for each of those embarked models, you can select one ranged weapon that embarked model is equipped
with. 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. ()
Ignores Cover: 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. (10th Edition Core Rules p25)
Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set
up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and
all enemy models. (10th Edition Core Rules p39)
Leader: 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 (pg 12), 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. (10th Edition Core Rules p39)
Pistol: 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. (10th Edition Core Rules p25)
Rapid Fire 1: 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’. (10th Edition Core Rules p25)
Rapid Fire 3: 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’. (10th Edition Core Rules p25)
Scouts 9": Some units have ‘Scouts x’ listed in their abilities. If every model in a unit has this ability, then at
the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it
were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle
embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT
model). A unit that moves using this ability must end that move more than 9\" horizontally away from all
enemy models. If both players have units that can do this, the player who is taking the first turn moves their
units first. (10th Edition Core Rules p39)
Sustained Hits 1: 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’ (10th Edition Core Rules p28)
Twin-linked: Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time
an attack is made with such a weapon, you can re-roll that attack’s Wound roll. (10th Edition Core Rules
p25)