Contact

Almarik

+++ GSC 2k Turnaj Omen (Warhammer 40,000 9th Edition) [111 PL, 3CP, 1,997pts] +++

++ Arks of Omen Detachment (Tyranids - Genestealer Cults) ++

+ Configuration +

Arks of Omen Compulsory Type: Troops
. . Categories: Configuration

Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
. . Categories: Configuration

Cult Creed: The Twisted Helix
. . Categories: Configuration
. . Abilities: Cult Creed, Experimental Subjects

Detachment Command Cost
. . Categories: Configuration

Game Type: 5. Chapter Approved: Arks of Omen
. . Categories: Configuration

+ No Force Org Slot +

Biophagus: Alchemicus Familiar
. . Categories: Faction: Tyranids, Faction: Genestealer Cults, Faction: , Infantry, Character, Biophagus, Elite Character, No Force Org Slot
. . Abilities: Alchemicus Familiar, Genomic Enhancement, Injector Goad, Genomic Enhancement: 1. Enhanced Musculature, 2. Enhanced Aggression, 3. Enhanced Resilience, Unit: Biophagus, Weapon: Autopistol, Chemical Vials, Injector Goad

Kelermorph: Relic: Wyrmtooth Rounds, Stratagem: Gene-sire's Gifts
. . Categories: Character, Faction: , Faction: Genestealer Cults, Faction: Tyranids, Infantry, Crossfire, Kelermorph, Elite Character, No Force Org Slot
. . Abilities: Gene-sire's Gifts, Gunslinger, Heroic Deeds, Heroic Inspiration (Aura), Hypersensory Abilities, Preternatural Reflexes, Wyrmtooth Rounds, Unit: Kelermorph, Weapon: Liberator Autostub, Liberator Wyrmtooth Round

+ HQ +

Acolyte Iconward
. . Categories: Faction: Tyranids, Faction: Genestealer Cults, Character, Infantry, Faction: , Acolyte Iconward, HQ
. . Abilities: Nexus of Devotion, Sacred Cult Banner (Action), Unit: Acolyte Iconward, Weapon: Autopistol, Blasting Charges, Cult Claws and Talons

Magus: Power: Mass Hypnosis, Power: Might From Beyond
. . Categories: Character, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Psyker, Faction: , Magus, HQ
. . Abilities: Spiritual Leader (Aura), Psychic Power: Mass Hypnosis, Might From Beyond, Psyker: Magus, Unit: Magus, Weapon: Autopistol, Force stave, Magus Bio-dagger

Primus: Stratagem: Relic, Stratagem: Warlord Trait, Warlord, Warlord Trait: Prowling Agitant
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Character, Faction: , Primus, HQ, Warlord
. . Abilities: Cult Demagogue (Aura), Meticulous Planner, Prowling Agitant, Stratagem: Relic, Stratagem: Warlord Trait, Unit: Primus, Weapon: Cult Bonesword, Scoped Needle Pistol, Toxin Injector Claw

+ Troops +

Acolyte Hybrids: Proficient Planning: Our Time is Nigh
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Crossfire, Core, Acolyte Hybrids, Troops
. . Abilities: Our Time is Nigh
. . 5x Acolyte Hybrid: 5x Autopistol, 5x Blasting Charges, 5x Cult Claws and Knife, 5x Frag Grenades
. . . . Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Leader: Autopistol, Cult Claws and Knife
. . . . Unit: Acolyte Leader, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades

Acolyte Hybrids: Proficient Planning: A Trap Sprung
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Crossfire, Core, Acolyte Hybrids, Troops
. . Abilities: A Trap Sprung
. . 5x Acolyte Hybrid: 5x Autopistol, 5x Blasting Charges, 5x Cult Claws and Knife, 5x Frag Grenades
. . . . Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Leader: Autopistol, Cult Claws and Knife
. . . . Unit: Acolyte Leader, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades

Acolyte Hybrids
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Crossfire, Core, Acolyte Hybrids, Troops
. . 2x Acolyte Hybrid: 2x Autopistol, 2x Blasting Charges, 2x Cult Claws and Knife, 2x Frag Grenades
. . . . Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Leader: Autopistol, Cult Claws and Knife
. . . . Unit: Acolyte Leader, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades

Acolyte Hybrids
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Crossfire, Core, Acolyte Hybrids, Troops
. . 2x Acolyte Hybrid: 2x Autopistol, 2x Blasting Charges, 2x Cult Claws and Knife, 2x Frag Grenades
. . . . Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Leader: Autopistol, Cult Claws and Knife
. . . . Unit: Acolyte Leader, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades

Acolyte Hybrids
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Crossfire, Core, Acolyte Hybrids, Troops
. . 2x Acolyte Hybrid: 2x Autopistol, 2x Blasting Charges, 2x Cult Claws and Knife, 2x Frag Grenades
. . . . Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Hybrid (Heavy Weapon): Heavy Rock Drill
. . . . Unit: Acolyte Hybrid, Weapon: Blasting Charges, Frag Grenades, Heavy Rock Drill
. . Acolyte Leader: Autopistol, Cult Claws and Knife
. . . . Unit: Acolyte Leader, Weapon: Autopistol, Blasting Charges, Cult Claws and Knife, Frag Grenades

Neophyte Hybrids
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Core, Crossfire, Neophyte Hybrids, Troops
. . 2x Neophyte Hybrid (Grenade): 2x Autopistol, 2x Blasting Charges, 2x Frag Grenades, 2x Grenade Launcher
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Frag Grenades, Grenade Launcher (Frag), Grenade Launcher (Krak)
. . 7x Neophyte Hybrid (Shotgun): 7x Autopistol, 7x Blasting Charges, 7x Cult Shotgun, 7x Frag Grenades
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades
. . Neophyte Leader: Autopistol, Cult Shotgun
. . . . Unit: Neophyte Leader, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades

Neophyte Hybrids
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Core, Crossfire, Neophyte Hybrids, Troops
. . 2x Neophyte Hybrid (Grenade): 2x Autopistol, 2x Blasting Charges, 2x Frag Grenades, 2x Grenade Launcher
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Frag Grenades, Grenade Launcher (Frag), Grenade Launcher (Krak)
. . 7x Neophyte Hybrid (Shotgun): 7x Autopistol, 7x Blasting Charges, 7x Cult Shotgun, 7x Frag Grenades
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades
. . Neophyte Leader: Autopistol, Cult Shotgun
. . . . Unit: Neophyte Leader, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades

Neophyte Hybrids
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Core, Crossfire, Neophyte Hybrids, Troops
. . 2x Neophyte Hybrid (Grenade): 2x Autopistol, 2x Blasting Charges, 2x Frag Grenades, 2x Grenade Launcher
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Frag Grenades, Grenade Launcher (Frag), Grenade Launcher (Krak)
. . 7x Neophyte Hybrid (Shotgun): 7x Autopistol, 7x Blasting Charges, 7x Cult Shotgun, 7x Frag Grenades
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades
. . Neophyte Leader: Autopistol, Cult Shotgun
. . . . Unit: Neophyte Leader, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades

Neophyte Hybrids
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Core, Crossfire, Neophyte Hybrids, Troops
. . 2x Neophyte Hybrid (Grenade): 2x Autopistol, 2x Blasting Charges, 2x Frag Grenades, 2x Grenade Launcher
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Frag Grenades, Grenade Launcher (Frag), Grenade Launcher (Krak)
. . 7x Neophyte Hybrid (Shotgun): 7x Autopistol, 7x Blasting Charges, 7x Cult Shotgun, 7x Frag Grenades
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades
. . Neophyte Leader: Autopistol, Cult Shotgun
. . . . Unit: Neophyte Leader, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades

Neophyte Hybrids
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Core, Crossfire, Neophyte Hybrids, Troops
. . 2x Neophyte Hybrid (Grenade): 2x Autopistol, 2x Blasting Charges, 2x Frag Grenades, 2x Grenade Launcher
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Frag Grenades, Grenade Launcher (Frag), Grenade Launcher (Krak)
. . 7x Neophyte Hybrid (Shotgun): 7x Autopistol, 7x Blasting Charges, 7x Cult Shotgun, 7x Frag Grenades
. . . . Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades
. . Neophyte Leader: Autopistol, Cult Shotgun
. . . . Unit: Neophyte Leader, Weapon: Autopistol, Blasting Charges, Cult Shotgun, Frag Grenades

+ Elites +

Aberrants
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Aberrants, Elites
. . Abilities: Bestial Vigour
. . 4x Aberrant: 4x Heavy Power Weapon
. . . . Unit: Aberrant, Weapon: Heavy Power Weapon
. . Aberrant Hypermorph: Heavy Improvised Weapon
. . . . Unit: Aberrant Hypermorph, Weapon: Heavy Improvised Weapon, Hypermorph Tail

Aberrants
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Aberrants, Elites
. . Abilities: Bestial Vigour
. . 4x Aberrant: 4x Heavy Power Weapon
. . . . Unit: Aberrant, Weapon: Heavy Power Weapon
. . Aberrant Hypermorph: Heavy Power Weapon
. . . . Unit: Aberrant Hypermorph, Weapon: Heavy Power Weapon, Hypermorph Tail

Abominant
. . Categories: Character, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: , Abominant, Elite Character, Elites
. . Abilities: Alien Resilience, Bestial Vigour, Mindwyrm Familiar, The Chosen One, Unit: Abominant, Weapon: Familiar's Claws, Power Sledgehammer

Purestrain Genestealers: Proficient Planning: They Came From Below
. . Categories: Faction: Tyranids, Faction: Genestealer Cults, Genestealer, Infantry, Faction: , Purestrain Genestealers, Elites
. . Abilities: Purestrain Reflexes, Swift and Deadly, They Came From Below
. . 8x Purestrain Genestealer: 8x Cult Claws and Talons
. . . . Unit: Purestrain Genestealer, Weapon: Cult Claws and Talons

+ Fast Attack +

Atalan Jackals: 4x Atalan Power Weapon
. . Categories: Biker, Faction: , Faction: Genestealer Cults, Faction: Tyranids, Core, Crossfire, Atalan, Jackals, Fast Attack
. . Abilities: Jackals, Raiders, Scout, Skilled Outriders, Weapon: Atalan Power Weapon
. . 3x Atalan Jackal (Small Arms): 3x Atalan Small Arms, 3x Blasting Charges
. . . . Unit: Atalan Jackal, Weapon: Atalan Small Arms, Blasting Charges
. . Atalan Leader: Atalan Small Arms
. . . . Unit: Atalan Leader, Weapon: Atalan Small Arms, Blasting Charges

Atalan Jackals: 4x Atalan Power Weapon
. . Categories: Biker, Faction: , Faction: Genestealer Cults, Faction: Tyranids, Core, Crossfire, Atalan, Jackals, Fast Attack
. . Abilities: Jackals, Raiders, Scout, Skilled Outriders, Weapon: Atalan Power Weapon
. . 3x Atalan Jackal (Small Arms): 3x Atalan Small Arms, 3x Blasting Charges
. . . . Unit: Atalan Jackal, Weapon: Atalan Small Arms, Blasting Charges
. . Atalan Leader: Atalan Small Arms
. . . . Unit: Atalan Leader, Weapon: Atalan Small Arms, Blasting Charges

Atalan Jackals: 4x Atalan Power Weapon
. . Categories: Biker, Faction: , Faction: Genestealer Cults, Faction: Tyranids, Core, Crossfire, Atalan, Jackals, Fast Attack
. . Abilities: Jackals, Raiders, Scout, Skilled Outriders, Weapon: Atalan Power Weapon
. . 3x Atalan Jackal (Small Arms): 3x Atalan Small Arms, 3x Blasting Charges
. . . . Unit: Atalan Jackal, Weapon: Atalan Small Arms, Blasting Charges
. . Atalan Leader: Atalan Small Arms
. . . . Unit: Atalan Leader, Weapon: Atalan Small Arms, Blasting Charges

+ Heavy Support +

Goliath Rockgrinder: Cache of Demolition Charges, Heavy Mining Laser
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Vehicle, Transport, Faction: , Crossfire, Goliath Rockgrinder, Heavy Support
. . Abilities: Explodes (6+/6"/D3), Rugged Construction, Transport: Goliath Rockgrinder, Unit: Goliath Rockgrinder 1 (6+), Goliath Rockgrinder 2 (3-5), Goliath Rockgrinder 3 (1-2), Weapon: Cache of Demolition Charges, Drilldozer Blade, Heavy Mining Laser, Heavy stubber

Goliath Rockgrinder: Cache of Demolition Charges, Heavy Mining Laser
. . Categories: Faction: Genestealer Cults, Faction: Tyranids, Vehicle, Transport, Faction: , Crossfire, Goliath Rockgrinder, Heavy Support
. . Abilities: Explodes (6+/6"/D3), Rugged Construction, Transport: Goliath Rockgrinder, Unit: Goliath Rockgrinder 1 (6+), Goliath Rockgrinder 2 (3-5), Goliath Rockgrinder 3 (1-2), Weapon: Cache of Demolition Charges, Drilldozer Blade, Heavy Mining Laser, Heavy stubber



++ Profile Summary ++

. . A Trap Sprung: Description:When this unit is set up on the battlefield as Reinforcements as a result of being set up underground (pg 88), 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.
. . Alchemicus Familiar: Description:Once per battle, when this model starts to perform the Twisted Experiment action, you can select one friendly CORE or ABERRANT unit that is within 18" of this model and does not have a genomic enhancement, instead of one within 3". If you do so, for the purposes of determining if the action is completed, that selected unit is treated as being within 3" of this model.
. . Alien Resilience: Description:Each time this model would lose a wound, roll one D6; on a 5+, that wound is not lost.
. . Bestial Vigour: Description:Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
. . Cult Creed: Description:All GENESTEALER CULTS units with this ability, and all models in them, gain a Cult Creed provided every unit in their Detachment that belongs to a cult belongs to the same cult. The Cult Creed gain depends on which cult they belong to, as shown on the following pages.

If your cult does not have an associated Cult Creed, it is known as a Myriad Cult and you must instead create your own Cult Creed for them, as described on pages 62-63; this allows you to customise the rules for your Myriad Cult. In either case, write down all your Detachments' Cult Creeds on your army roster.
. . Cult Demagogue (Aura): Description:While a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
. . Experimental Subjects: Description:• Add 1 to the Strength characteristic of models with this creed.
• Add 1" to the Move characteristic of models with this creed.
• Each time an attack is made against a unit with this creed, an unmodified wound roll of 1-2 automatically fails, irrespective of any abilities that the weapon or attacker may have.
. . Explodes (6+/6"/D3): Description:When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wound.
. . Gene-sire's Gifts: Description:Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the GENESTEALER CULTS keyword. Select one GENESTEALER CULTS CHARCTER model from your army and give them one Sacred Relic of the Cult (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
. . Genomic Enhancement: Description:This model can perform the following action:
Twisted Experiment (Action): At the end of your Movement phase, one BIOPHAGUS model from your army can start to perform this action. When this action is started, select one friendly CORE or ABERRANTS unit that is within 3" of the model performing this action and does not have a genomic enhancement (see below). This action is completed at the end of your Shooting phase, provided the unit you selected is still within 3" of the BIOPHAGUS model performing this action. If this action is successfully completed, the unit you selected gains one genomic enhancement from the list below for the rest of the battle. If that unit is an ABERRANTS unit, you can select which genomic enhancement it gains, otherwise, roll one D3 to randomly generate one.
. . Gunslinger: Description:Each time this model makes a ranged attack, if a hit is scored, after this model makes the rest of its ranged attacks, this model can make 1 additional ranged attack against the same target using the same weapon. This additional ranged attack cannot generate any further additional ranged attacks.
. . Heroic Deeds, Heroic Inspiration (Aura): Description:If this model destroys any enemy models in your Shooting phase, until the end of the phase, it is a heroic inspiration. If this model is a heroic inspiration, while a friendly CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
. . Hypersensory Abilities: Description:In your Shooting phase, after this model shoots, it can make a Normal Move or Fall Back as if it were your Movement phase, even if it arrived as Reinforcements this turn.
. . Injector Goad: Description:Each time this model fights, after it makes its attacks, select one enemy model (excluding a VEHICLE or TITANIC model) that lost any wounds but was not destroyed as a result of an attack made by this model's injector goad. Roll one D6: if the result is greater than that model's Wounds characteristic, that model is destroyed.
. . Jackals: Description:This unit is eligible to shoot and decalre a charge in a turn in which it Fell Back.
. . Meticulous Planner: Description:In your Command Phase, select one friendly Core unit within 9" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a wound roll of 1.
. . Mindwyrm Familiar: Description:Each time this model is selected to fight, you can re-roll one hit roll or one wound roll when resolving its attacks.
. . Nexus of Devotion: Description:In your Command phase, if a friendly CORE unit is within 6" of this model, that unit can summon the cult.
. . Our Time is Nigh: Description: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 (pg 71).
. . Preternatural Reflexes: Description:This model has a 5+ invulnerable save.
. . Prowling Agitant: Description:Once per turn, when this WARLORD is selected as the target of a charge, before the charge roll is made and after firing any Overwatch, it can make a Normal Move of up to 6". Your opponent can then select new targets for that charge if they wish.
. . Purestrain Reflexes: Description:Models in this unit have a 4+ invulnerable save.
. . Raiders: Description:Each time a model in this unit makes a ranged attack that targets an enemy unit within 6" of it, the target is treated as being Exposed for that attack.
. . Rugged Construction: Description:Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
. . Sacred Cult Banner (Action): Description:This model can perform the following action:
At the end of the Move Units step of your Movement phase, one ACOLYTE ICONWARD model from your army can start to perform this action. The action is completed at the start of your Charge phase. If this action is successfully completed, the model that performed this action gains the follwoing aura ability until the end of the turn:
'Sacred Cult Banner (Aura): While a friendly INFANTRY, BIKER or CHARACTER (excluding a GENESTEALER unit) is within 6" of this model, add 1 to charge rolls made for that unit.'
. . Scout: Description:At the start of the first battle round, before the first turn begins, if this unit is not set up in ambush, it can make a Normal Move of up to 9" as if it were your Movement phase. This unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
. . Skilled Outriders: Description:Each time an attack is made against this unit, subtract 1 from that attack's hit roll.
. . Spiritual Leader (Aura): Description:In the Psychic phase, while a friendly INFANTRY or BIKER unit is within 6" of this model, each time a model in that unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+ , that would is not lost.
. . Stratagem: Relic: Description:Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. Select one CHARACTER model from your army that is not a named character; give that model one Relic (this must be a Relic they could have). You can only use this Stratagem once.
. . Stratagem: Warlord Trait: Description:Use this Stratagem before the battle, when you are mustering your army, after selecting your WARLORD. If your WARLORD is a CHARACTER model, determine a Warlord Trait for them (this must be a Warlord Trait they could have). You can only use this Stratagem once.
. . Swift and Deadly: Description:This unit is eligible to declare a charge in a turn in which it Advanced.
. . The Chosen One: Description:While a friendly ABERRANT unit is within 6" of this model, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
. . They Came From Below: Description:If this unit is set up in ambush (pg 88), when revealing ambush markers, you can do one of the following:
• Remove one ambush marker from the battlefield and set up this unit underground instead.
• After setting up this unit from an ambush marker, this unit can make a Normal Move as if it were your Movment phase, but must end that move more than 9" away from any enemy models.
. . Wyrmtooth Rounds: Description:Each time the bearer shoots, you can select any number of liberator autostubs it is equipped with to fire a liberator wyrmtooth round. If you do so, then until that shooting is resolved, each liberator autostub you selected has the following profile. Note: A liberator wyrmtooth round does not have the liberator autostub's abilities.
. . 1. Enhanced Musculature: Effect:Each time a model in this unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
. . 2. Enhanced Aggression: Effect:Each time a model in this unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
. . 3. Enhanced Resilience: Effect:Each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
. . Mass Hypnosis: Warp Charge:7|Range:18"|Details:Malediction: Select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase:
• Subtract 1 from the Attacks characteristic of models in that unit.
• In the Fight phase, that unit is not eligible to fight until after all eligible units from your army have done so.
. . Might From Beyond: Warp Charge:6|Range:18"|Details:Blessing: Select a 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.
. . Magus: Cast:2|Deny:1|Powers Known:Smite + 2 Broodmind|Other:-
. . Goliath Rockgrinder: Capacity:6 INFANTRY models. Each PATRIARCH model takes up the space of 5 models.
. . Aberrant: M:6"|WS:3+|BS:6+|S:5|T:5|W:3|A:2|Ld:7|Save:5+
. . Aberrant Hypermorph: M:6"|WS:3+|BS:6+|S:5|T:5|W:3|A:3|Ld:7|Save:5+
. . Abominant: M:6"|WS:3+|BS:6+|S:5|T:5|W:6|A:3|Ld:8|Save:5+
. . Acolyte Hybrid: M:6"|WS:3+|BS:4+|S:4|T:4|W:1|A:2|Ld:7|Save:5+
. . Acolyte Iconward: M:6"|WS:3+|BS:3+|S:4|T:4|W:4|A:4|Ld:8|Save:5+
. . Acolyte Leader: M:6"|WS:3+|BS:4+|S:4|T:4|W:1|A:3|Ld:8|Save:5+
. . Atalan Jackal: M:14"|WS:4+|BS:4+|S:3|T:4|W:2|A:2|Ld:7|Save:4+
. . Atalan Leader: M:14"|WS:4+|BS:4+|S:3|T:4|W:2|A:3|Ld:8|Save:4+
. . Biophagus: M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:8|Save:5+
. . Goliath Rockgrinder 1 (6+): M:12"|WS:3+|BS:4+|S:6|T:7|W:10|A:6|Ld:8|Save:3+
. . Goliath Rockgrinder 2 (3-5): M:9"|WS:3+|BS:5+|S:6|T:7|W:N/A|A:D6|Ld:8|Save:3+
. . Goliath Rockgrinder 3 (1-2): M:6"|WS:3+|BS:6+|S:6|T:7|W:N/A|A:D3|Ld:8|Save:3+
. . Kelermorph: M:6"|WS:3+|BS:2+|S:3|T:3|W:4|A:4|Ld:8|Save:5+
. . Magus: M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:9|Save:5+
. . Neophyte Hybrid: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:7|Save:5+
. . Neophyte Leader: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:8|Save:5+
. . Primus: M:6"|WS:2+|BS:2+|S:4|T:4|W:5|A:4|Ld:9|Save:5+
. . Purestrain Genestealer: M:8"|WS:2+|BS:6+|S:4|T:4|W:1|A:4|Ld:9|Save:5+
. . Atalan Power Weapon: Range:Melee|Type:Melee|S:+1|AP:-2|D:1|Abilities:-
. . Atalan Small Arms: Range:12"|Type:Pistol 2|S:4|AP:0|D:1|Abilities:-
. . Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
. . Blasting Charges: Range:6"|Type:Grenade D3|S:5|AP:-1|D:1|Abilities:Blast
. . Cache of Demolition Charges: Range:6"|Type:Assault D6|S:8|AP:-3|D:2|Abilities:Blast. The bearer is only eligible to shoot with this weapon if a friendly unit is embarked within it.
. . Chemical Vials: Range:6"|Type:Grenade 1|S:1|AP:-2|D:2|Abilities:Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
. . Cult Bonesword: Range:Melee|Type:Melee|S:+1|AP:-2|D:2|Abilities:-
. . Cult Claws and Knife: Range:Melee|Type:Melee|S:User|AP:-2|D:1|Abilities:Each time the bearer fights, it makes 1 additional attack with this weapon.
. . Cult Claws and Talons: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:-
. . Cult Shotgun: Range:12"|Type:Assault 2|S:4|AP:0|D:1|Abilities:-
. . Drilldozer Blade: Range:Melee|Type:Melee|S:+2|AP:-2|D:2|Abilities:Each time the bearer fights, if it made a charge move this turn, it makes 2 additional attacks with this weapon.
. . Familiar's Claws: Range:Melee|Type:Melee|S:4|AP:0|D:1|Abilities:Each time the bearer fights, it makes 2 additional attacks with this weapon.
. . Force stave: Range:Melee|Type:Melee|S:+3|AP:-1|D:D3|Abilities:-
. . Frag Grenades: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:Blast
. . Grenade Launcher (Frag): Range:24"|Type:Assault D6|S:3|AP:0|D:1|Abilities:Blast
. . Grenade Launcher (Krak): Range:24"|Type:Assault 1|S:6|AP:-1|D:D3|Abilities:-
. . Heavy Improvised Weapon: Range:Melee|Type:Melee|S:+1|AP:-1|D:2|Abilities:Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.
. . Heavy Mining Laser: Range:36"|Type:Heavy D3|S:9|AP:-3|D:D6|Abilities:Blast
. . Heavy Power Weapon: Range:Melee|Type:Melee|S:+3|AP:-2|D:3|Abilities:-
. . Heavy Rock Drill: Range:Melee|Type:Melee|S:x2|AP:-4|D:1|Abilities:Each time an attack is made with this weapon, if a hit is scored, that attack automatically wounds the target, and on an unmodified hit roll of 6, the target suffers 2 mortal wounds in addition to any normal damage.
. . Heavy stubber: Range:36"|Type:Heavy 3|S:4|AP:0|D:1|Abilities:-
. . Hypermorph Tail: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it makes 1 additional attack with this weapon.
. . Injector Goad: Range:Melee|Type:Melee|S:1|AP:0|D:D3|Abilities:Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
. . Liberator Autostub: Range:18"|Type:Pistol 2|S:5|AP:-1|D:1|Abilities:Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
. . Liberator Wyrmtooth Round: Range:18"|Type:Heavy 1|S:6|AP:-3|D:3|Abilities:-
. . Magus Bio-dagger: Range:Melee|Type:Melee|S:1|AP:0|D:1|Abilities:Each time the bearer fights, no more than 1 attack can be made with this weapon. Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 3+ inflicts 1 mortal wound on the target and the attack sequence ends.
. . Power Sledgehammer: Range:Melee|Type:Melee|S:x2|AP:-3|D:D3+3|Abilities:-
. . Scoped Needle Pistol: Range:18"|Type:Pistol 1|S:1|AP:0|D:D3|Abilities:Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
. . Toxin Injector Claw: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.

Created with BattleScribe (https://battlescribe.net)
An unhandled error has occurred. Reload 🗙