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генокрады ход 7

This document outlines a 2,000-point army roster for the Genestealer Cults in Warhammer 40,000 10th Edition. It includes various units such as the Patriarch, Abominant, Locus, Magus, Nexos, Primus, Acolyte Hybrids, and Neophyte Hybrids, detailing their abilities, weapons, and characteristics. The army utilizes strategies like Deep Strike and Cult Ambush to enhance gameplay tactics.
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0% found this document useful (0 votes)
12 views23 pages

генокрады ход 7

This document outlines a 2,000-point army roster for the Genestealer Cults in Warhammer 40,000 10th Edition. It includes various units such as the Patriarch, Abominant, Locus, Magus, Nexos, Primus, Acolyte Hybrids, and Neophyte Hybrids, detailing their abilities, weapons, and characteristics. The army utilizes strategies like Deep Strike and Cult Ambush to enhance gameplay tactics.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Генокрады ход 7 (Warhammer 40,000 10th Edition) [2,000pts]

Army Roster (Xenos - Genestealer Cults) [2,000pts]


Rules: Brood Brothers

Configuration

Battle Size
Selections: 2. Strike Force (2000 Point limit)
Categories: CONFIGURATION

Detachment
Selections: Ascension Day
Categories: CONFIGURATION
Abilities: They Came From Below

Abilities Description Ref


They Each time a GENESTEALER CULTS unit from your army is set up on the
Came battlefield as Reinforcements, until the end of your next Fight phase, weapons
From equipped by models in that unit have the [SUSTAINED HITS 1] and
Below [IGNORES COVER] abilities

Show/Hide Options
Selections: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are
visible
Categories: CONFIGURATION

Epic Hero [85pts]


Patriarch [85pts]
Selections: Patriarch's Claws, Warlord
Categories: PATRIARCH, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER, EPIC HERO, PSYKER,
GREAT DEVOURER, WARLORD
Rules: Deep Strike, Devastating Wounds, Infiltrators, Leader, Twin-linked
Abilities: Cosmic Horror (Psychic), Invulnerable Save 4+, Leader, Might From Beyond, Psychic
Familiar, Melee Weapons: Patriarch's Claws, Unit: Patriarch

Abilities Description Ref


Cosmic
At the start of the Fight phase, each enemy unit within 6" of this model
Horror
must take a Battle-shock test.
(Psychic)
Invulnerable
This Model has a 4+ Invulnerable Save
Save 4+
This model can be attached to the following units:
Leader
- PURESTRAIN GENESTEALERS
Might From While this model is leading a unit, melee weapons equipped by models in
Beyond that unit have the [DEVASTATING WOUNDS] ability.
Once per battle, at the start of the Fight phase, this model can use its
Psychic
psychic familiar. If it does, until the end of the phase, double the range of
Familiar
its Cosmic Horror ability.

Melee Weapons Range A WS S AP D Keywords Ref


Patriarch's Claws Melee 5 2+ 6 -2 2 Devastating Wounds, Twin-linked

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

Abilities Description Ref


Feel No
This model has a 4+ Feel No Pain
Pain 4+
This model can be attached to the following unit:
Leader
- ABERRANTS
The
While this model is leading a unit, melee weapons equipped by models in
Chosen
that unit have the [SUSTAINED HITS 1] ability.
One

Melee Weapons Range A WS S AP D Keywords Ref


Power Sledgehammer Melee 3 3+ 12 -2 D6+1 -

Transport Capacity Ref


The first time this model is destroyed, roll one D6 at the end of the
Regenerating phase. On a 2+, set this model back up on the battlefield as close as
Gene-mass possible to where it was destroyed and not within Engagement Range
of any enemy units, with its full wounds remaining.

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

Abilities Description Ref


While this model is leading a unit, other Character models attached to that
Bodyguard
unit have the Feel No Pain 4+ ability
Invulnerable
This Model has a 4+ Invulnerable Save
Save 4+
This model can be attached to the following units:
- ACOLYTE HYBRIDS
- HYBRID METAMORPHS
- NEOPHYTE HYBRIDS
Leader You can attach this model to a GENESTEALER CULTS BATTLELINE
unit, even if a PRIMUS, MAGUS, or ACOLYTE ICONWARD model has
already been attached to it. If you do, and that Bodyguard unit is
destroyed, the Leader units attached to it become separate units, with
their original Starting Strengths.
Sudden While this model is leading a unit, models in that unit have the Fights First
Assault ability

Melee Weapons Range A WS S AP D Keywords Ref


Locus Blades Melee 5 2+ 5 -2 2 -

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

Abilities Description Ref


This model can be attached to the following units:
- ACOLYTE HYBRIDS
Leader
- HYBRID METAMORPHS
- NEOPHYTE HYBRIDS
At the start of your opponent’s Shooting phase, one PSYKER model from
your army with this ability can use it. If used, select one enemy unit within 12"
Mind
of and visible to that PSYKER model and roll one D6: on a 1, that PSYKER
Control
model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each
(Psychic)
time a model in that enemy unit makes an attack, subtract 1 from the Hit roll;
on a 6, that enemy unit is not eligible to shoot this phase.
Once per battle, at the start of any of your opponent’s Shooting phases, this
Psychic
model can use its psychic familiar. If it does, until the end of the phase,
Familiar
double the range of its Mind Control ability.
Spiritual While this model is leading a unit, models in that unit have the Feel No Pain
Leader 5+ ability against Psychic Attacks

Melee Weapons Range A WS S AP D Keywords Ref


Magus Stave Melee 3 3+ 5 -1 D3 Psychic

Ranged Weapons Range A BS S AP D Keywords Ref


Autopistol 12" 1 3+ 3 0 1 Pistol

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

Abilities Description Ref


Once per turn, you can select one model or unit from your army with this
Battlefield ability as the target of a Stratagem for 0CP, even if you have already
Analysis selected a model or unit from your army as the target of that Stratagem this
phase.
At the start of each player’s Command phase, if this model is on the
Cult
battlefield, you can select one of your Cult Ambush markers that is on the
Infiltration
battlefield and move it up to 6"
This model can be attached to the following units:
- ACOLYTE HYBRIDS
- HYBRID METAMORPHS
- NEOPHYTE HYBRIDS
Leader You can attach this model to a GENESTEALER CULTS BATTLELINE unit,
even if a PRIMUS, MAGUS, or ACOLYTE ICONWARD model has already
been attached to it. If you do, and that Bodyguard unit is destroyed, the
Leader units attached to it become separate units, with their original Starting
Strengths.

Melee Weapons Range A WS S AP D Keywords Ref


Close Combat Weapon Melee 2 3+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Autopistol 12" 1 3+ 3 0 1 Pistol

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

Abilities Description Ref


Cult While this model is leading a unit, each time a model in that unit makes an
Demagogue attack, you can re-roll the Hit roll.
If your army includes one or more models with this ability, after both
players have deployed their armies, select up to three GENESTEALER
Decoys and
CULTS units from your army and redeploy them. When doing so, you can
Misdirection
set those units up in Strategic Reserves if you wish, regardless of how
many units are already in Strategic Reserves.
Invulnerable
This Model has a 5+ Invulnerable Save
Save 5+
This model can be attached to the following units:
- ACOLYTE HYBRIDS
Leader
- HYBRID METAMORPHS
- NEOPHYTE HYBRIDS

Melee Weapons Range A WS S AP D Keywords Ref


Cult Bonesword Melee 5 2+ 5 -2 1 -
Toxin Injector Claw Melee 2 2+ 2 0 D3 Anti-infantry 2+, Extra Attacks

Ranged Weapons Range A BS S AP D Keywords Ref


Scoped Needle Anti-infantry 2+, Ignores Cover,
18" 1 2+ 1 0 D3
Pistol Pistol

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

Abilities Description Ref


Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If
Vile
the target of that attack is an enemy unit within range of an objective
Insurrectionists:
marker, re-roll a Wound roll of 1 as well.

Melee Weapons Range A WS S AP D Keywords Ref


Cult Claws and Knife Melee 3 3+ 4 -1 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Autopistol 12" 1 4+ 3 0 1 Pistol

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

Abilities Description Ref


Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If
Vile
the target of that attack is an enemy unit within range of an objective
Insurrectionists:
marker, re-roll a Wound roll of 1 as well.

Melee Weapons Range A WS S AP D Keywords Ref


Cult Claws and Knife Melee 3 3+ 4 -1 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Autopistol 12" 1 4+ 3 0 1 Pistol

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

Abilities Description Ref


A Plan At the start of your Command phase, roll one D6 for each objective
Generations marker you control that has one or more units from your army with this
in the ability within range of it. If one or more of the results is a 4+, you gain
Making 1CP.

Melee Weapons Range A WS S AP D Keywords Ref


Close Combat Weapon Melee 1 4+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Autopistol 12" 1 4+ 3 0 1 Pistol
Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1

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

Abilities Description Ref


A Plan At the start of your Command phase, roll one D6 for each objective
Generations marker you control that has one or more units from your army with this
in the ability within range of it. If one or more of the results is a 4+, you gain
Making 1CP.

Melee Weapons Range A WS S AP D Keywords Ref


Close Combat Weapon Melee 1 4+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Autopistol 12" 1 4+ 3 0 1 Pistol
Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1

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

Abilities Description Ref


A Plan At the start of your Command phase, roll one D6 for each objective
Generations marker you control that has one or more units from your army with this
in the ability within range of it. If one or more of the results is a 4+, you gain
Making 1CP.

Melee Weapons Range A WS S AP D Keywords Ref


Close Combat Weapon Melee 1 4+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Autopistol 12" 1 4+ 3 0 1 Pistol
Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1

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

Abilities Description Ref


A Plan At the start of your Command phase, roll one D6 for each objective
Generations marker you control that has one or more units from your army with this
in the ability within range of it. If one or more of the results is a 4+, you gain
Making 1CP.

Melee Weapons Range A WS S AP D Keywords Ref


Close Combat Weapon Melee 1 4+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Autopistol 12" 1 4+ 3 0 1 Pistol
Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1

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

Abilities Description Ref


Feel No
This unit has a 4+ Feel No Pain
Pain 4+
While a CHARACTER is leading this unit, each time an attack targets this
Hulking
unit, if the Strength characteristic of that attack is greater than the
Bodyguards
Toughness characteristic of this unit, subtract 1 from the Wound roll.

Melee Weapons Range A WS S AP D Keywords Ref


Heavy Power Weapon Melee 3 3+ 8 -2 3 -
Hypermorph Tail Melee 1 3+ 5 0 1 Extra Attacks

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

Abilities Description Ref


Invulnerable Save
This Model has a 5+ Invulnerable Save
5+
This unit is eligible to declare a charge in a turn in which it
Swift and Deadly
Advanced.

Melee Weapons Range A WS S AP D Keywords Ref


Cult Claws and Talons Melee 4 2+ 4 -2 1 -

Unit M T SV W LD OC Ref
Purestrain Genestealer 8" 4 5+ 2 7+ 1

Purestrain Genestealers [75pts]


Categories: PURESTRAIN GENESTEALERS, FACTION: GENESTEALER CULTS, INFANTRY
Rules: Cult Ambush, Deep Strike, Infiltrators
Abilities: Invulnerable Save 5+, Swift and Deadly
5x Purestrain Genestealer
Selections: 5x Cult Claws and Talons
Melee Weapons: Cult Claws and Talons, Unit: Purestrain Genestealer

Abilities Description Ref


Invulnerable Save
This Model has a 5+ Invulnerable Save
5+
This unit is eligible to declare a charge in a turn in which it
Swift and Deadly
Advanced.

Melee Weapons Range A WS S AP D Keywords Ref


Cult Claws and Talons Melee 4 2+ 4 -2 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

Abilities Description Ref


Invulnerable Save
This Model has a 5+ Invulnerable Save
5+
This unit is eligible to declare a charge in a turn in which it
Swift and Deadly
Advanced.

Melee Weapons Range A WS S AP D Keywords Ref


Cult Claws and Talons Melee 4 2+ 4 -2 1 -

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

Abilities Description Ref


Each time this unit ends a Normal move, you can select one enemy unit
Demolition
within 6" of and visible to this unit and roll one D6 for each model in this
Run
unit: for each 4+, that enemy unit suffers 1 mortal wound.
Each time you use the Cult Ambush ability to set this unit back up on the
battlefield, in addition to the normal rules, all of its models must be set up
Outrider
wholly within 9" of a battlefield edge and at least one of its models must be
Gangs
touching one of your Cult Ambush markers (that marker is then removed
from the battlefield). If this cannot be done, this unit cannot be set back up.

Melee Weapons Range A WS S AP D Keywords Ref


Close Combat Weapon Melee 2 4+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Atalan Small Arms 12" 2 4+ 4 0 1 Pistol
Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

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

Abilities Description Ref


Each time this unit ends a Normal move, you can select one enemy unit
Demolition
within 6" of and visible to this unit and roll one D6 for each model in this
Run
unit: for each 4+, that enemy unit suffers 1 mortal wound.
Each time you use the Cult Ambush ability to set this unit back up on the
battlefield, in addition to the normal rules, all of its models must be set up
Outrider
wholly within 9" of a battlefield edge and at least one of its models must be
Gangs
touching one of your Cult Ambush markers (that marker is then removed
from the battlefield). If this cannot be done, this unit cannot be set back up.

Melee Weapons Range A WS S AP D Keywords Ref


Close Combat Weapon Melee 2 4+ 3 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Atalan Small Arms 12" 2 4+ 4 0 1 Pistol
Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

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

Abilities Description Ref


Each time this unit has shot, select one enemy unit that was hit by one or
more attacks made by this unit this phase. Until the end of the phase, each
Crossfire time a friendly GENESTEALER CULTS unit makes an attack that targets that
enemy unit, improve the Armour Penetration characteristic of that attack by
1. The same enemy unit can only be affected by this ability once per phase
Flare
The bearer’s unit has the SMOKE keyword
Launcher

Melee Weapons Range A WS S AP D Keywords Ref


Ridgerunner Wheels Melee 3 4+ 5 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Heavy Mining Laser 36" D3 4+ 12 -3 D6+1 Blast
Twin Heavy Stubber 36" 3 4+ 4 0 1 Twin-linked, Rapid Fire 3

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

Abilities Description Ref


Each time this unit has shot, select one enemy unit that was hit by one or
more attacks made by this unit this phase. Until the end of the phase, each
Crossfire time a friendly GENESTEALER CULTS unit makes an attack that targets that
enemy unit, improve the Armour Penetration characteristic of that attack by
1. The same enemy unit can only be affected by this ability once per phase
Flare
The bearer’s unit has the SMOKE keyword
Launcher

Melee Weapons Range A WS S AP D Keywords Ref


Ridgerunner Wheels Melee 3 4+ 5 0 1 -

Ranged Weapons Range A BS S AP D Keywords Ref


Heavy Mining Laser 36" D3 4+ 12 -3 D6+1 Blast
Twin Heavy Stubber 36" 3 4+ 4 0 1 Twin-linked, Rapid Fire 3

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

Abilities Description Ref


Each time this model ends a Charge move, select one enemy unit within
Grinding
Engagement Range of it and roll six D6: for each 4+, that enemy unit suffers
Clearance
1 mortal wound.

Melee Weapons Range A WS S AP D Keywords Ref


Drilldozer Blade Melee 6 3+ 10 -2 2 Sustained Hits 1

Ranged Weapons Range A BS S AP D Keywords Ref


Demolition Charge Assault, Blast,
6" D6+3 5+ 12 -2 2
Cache Hazardous
Heavy Mining Laser 36" D3 4+ 12 -3 D6+1 Blast
Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3

Transport Capacity Ref


This model has a transport capacity of 6 GENESTEALER CULTS
Transport
INFANTRY models. It cannot transport a PATRIARCH.

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)

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