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Tom Phipps

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Tempest 1250 (Warhammer 40,000 9th Edition) [64 PL, 9CP, 1,247pts]

  • Battalion Detachment 0CP (Tyranids - Genestealer Cults) [46 PL, 11CP, 901pts]

    Rules: Brood Brothers

    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Cult Creed

        Selections: The Bladed Cog

        Categories: Configuration

        Abilities: Cult Creed, Cyborgised Hybrids


        AbilitiesDescriptionRef
        Cult CreedIf your army is Battle-forged, all GENESTEALER CULTS Detachments gain the Cult Creed ability. All <CULT> INFANTRY and BIKER units with this ability gain a Cult Creed, so long as every unit in its Detachment is from the same cult. The Cult Creed gained depends on the cult they are from, as shown in the table. Note that due to their purely xenos nature and physiology, GENESTEALER units are an exception and do not gain a Cult Creed.Codex: Genestealer Cults p108
        Cyborgised HybridsAll models with this Cult Creed have a 6+ invulnerable save. Models with this Cult Creed that already have an invulnerable save instead improve their invulnerable save by 1 (to a maximum of 3+). In addition, INFANTRY models with this Cult Creed do not suffer the penalty to their hit rolls for moving and shooting Heavy weapons.Codex: Genestealer Cults p109
      • Detachment Command Cost

        Categories: Configuration

    • HQ [13 PL, -1CP, 255pts]
      • Abominant [6 PL, 110pts]

        Selections: Familiar Claws, Power Sledgehammer, Rending Claw

        Categories: Aberrant, Character, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>, HQ

        Rules: Cult Ambush, Unquestioning Loyalty

        Abilities: Bestial Vigour, Mindwyrm Familiar, Regenerative Flesh, The Chosen One, Unit: Abominant, Weapon: Familiar Claws, Power Sledgehammer, Rending Claw(s)


        AbilitiesDescriptionRef
        Bestial VigourWhen inflicting damage upon this model, reduce the Damage characteristic of the attack by 1 (to a minimum of 1). In addition, roll a D6 each time this model loses a wound; on a 5+ that wound is not lost.Codex: Genestealer Cults p88
        Mindwyrm FamiliarSubtract 1 from Psychic tests taken for PSYKERS that are within 12" of any enemy ABOMINANTS. TYRANID PSYKERS are not affected.Codex: Genestealer Cults p82
        Regenerative FleshAt the start of each of your turns, this model regains D3 lost wounds.Codex: Genestealer Cults p82
        The Chosen OneEach unmodified hit roll of 6 made in the Fight phase by friendly <CULT> ABERRANT units within 6" of this model scores 2 hits instead of 1.Codex: Genestealer Cults p82
        UnitMWSBSSTWALdSaveRef
        Abominant6"3+6+655385+Codex: Genestealer Cults p82
        WeaponRangeTypeSAPDAbilitiesRef
        Familiar ClawsMeleeMelee401Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon.Codex: Genestealer Cults p82
        Power SledgehammerMeleeMeleex2-3D6When attacking with this weapon, subtract 1 from the hit roll. Damage rolls of 1 or 2 made for this weapon count as 3 instead.Codex: Genestealer Cults p104
        Rending Claw(s)MeleeMeleeUser-11Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.Codex: Genestealer Cults p104
      • Acolyte Iconward [3 PL, 60pts]

        Selections: Autopistol, Blasting Charges, Icon of the Cult Ascendant, Rending Claw, Warlord, Warlord Trait: Alien Majesty

        Categories: Faction: Tyranids, Faction: Genestealer Cults, Character, Infantry, HQ, Warlord

        Rules: Cult Ambush, Unquestioning Loyalty

        Abilities: Alien Majesty, Bestial Devotion, Icon of the Cult Ascendant, Nexus of Devotion, Sacred Cult Banner, Unit: Acolyte Iconward, Weapon: Autopistol, Blasting Charge, Rending Claw(s)


        AbilitiesDescriptionRef
        Alien MajestyAdd 3" to the range of your Warlord's aura abilities.Codex: Genestealer Cults p114
        Bestial DevotionRe-roll Bestial Vigour rolls of 1 for friendly <CULT> ABERRANT models whilst their unit is within 6" of this model.Codex: Genestealer Cults p82
        Icon of the Cult AscendantAdd 1 to the Strength characteristic of friendly <CULT> INFANTRY and BIKER units while they are within 6" of the bearer.Codex: Genestealer Cults p116
        Nexus of DevotionRoll a D6 each time a <CULT> INFANTRY or BIKER model (other than an ABERRANT) loses a wound whilst its unit is within 6" of any friendly <CULT> ACOLYTE ICONWARDS; on a 6 that wound is not lost.Codex: Genestealer Cults p82
        Sacred Cult BannerYou can re-roll Morale tests for friendly <CULT> units whilst they are within 6" of this model.Codex: Genestealer Cults p82
        UnitMWSBSSTWALdSaveRef
        Acolyte Iconward6"3+3+434485+Codex: Genestealer Cults p82
        WeaponRangeTypeSAPDAbilitiesRef
        Autopistol12"Pistol 1301-
        Blasting Charge6"Grenade D6301BlastCodex: Genestealer Cults p102
        Rending Claw(s)MeleeMeleeUser-11Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.Codex: Genestealer Cults p104
      • Primus [4 PL, -1CP, 85pts]

        Selections: Blasting Charges, Bonesword, Needle Pistol, Stratagem: The Heart of the Creed [-1CP], Toxin Injector Claw

        Categories: HQ, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Character

        Rules: Cult Ambush, Unquestioning Loyalty

        Abilities: Cult Demagogue, Meticulous Planner, The Heart of the Creed, Unit: Primus, Weapon: Blasting Charge, Bonesword, Needle Pistol, Toxin Injector Claw


        AbilitiesDescriptionRef
        Cult DemagogueAdd 1 to hit rolls for attacks made by <CULT> units in the Fight phase whilst they are within 6" of any friendly <CULT> PRIMUSES.Codex: Genestealer Cults p81
        Meticulous PlannerThe first time this model is set up on the battlefield, select one enemy unit on the battlefield. Re-roll wound rolls of 1 for attacks made by friendly <CULT> units that have the Cult Ambush ability whilst they are within 6" of this model when targeting that enemy unit.Codex: Genestealer Cults p81
        The Heart of the CreedUse this Stratagem before the battle. Select one <CULT> PRIMUS model from your army. When that model is set up on the battlefield for the first time, you can select one additional enemy unit for that model's Meticulous Planner ability. You can only use this Stratagem once per battle.Psychic Awakening V: The Greater Good p77
        UnitMWSBSSTWALdSaveRef
        Primus6"2+3+435495+Codex: Genestealer Cults p81
        WeaponRangeTypeSAPDAbilitiesRef
        Blasting Charge6"Grenade D6301BlastCodex: Genestealer Cults p102
        BoneswordMeleeMeleeUser-21-Codex: Genestealer Cults p104
        Needle Pistol12"Pistol 120D3This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.Codex: Genestealer Cults p102
        Toxin Injector ClawMeleeMeleeUser-11This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. Each time you roll a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.Codex: Genestealer Cults p104
    • Troops [14 PL, 285pts]
      • Acolyte Hybrids [3 PL, 70pts]

        Selections: Cult Icon [10pts]

        Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>

        Rules: Cult Ambush, Unquestioning Loyalty

        Abilities: Cult Icon

        • 2x Acolyte Hybrid [16pts]

          Selections: 2x Autopistol, 2x Blasting Charges, 2x Cultist Knife, 2x Rending Claw

          Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charge, Cultist Knife, Rending Claw(s)

        • Acolyte Hybrid (Heavy Weapon) [18pts]

          Selections: Autopistol, Blasting Charges, Heavy Rock Cutter [10pts]

          Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charge, Heavy Rock Cutter

        • Acolyte Hybrid (Heavy Weapon) [18pts]

          Selections: Autopistol, Blasting Charges, Heavy Rock Saw [10pts]

          Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charge, Heavy Rock Saw

        • Acolyte Leader [8pts]

          Selections: Autopistol, Blasting Charges, Cultist Knife, Rending Claw

          Unit: Acolyte Leader, Weapon: Autopistol, Blasting Charge, Cultist Knife, Rending Claw(s)


        AbilitiesDescriptionRef
        Cult IconRe-roll hit rolls of 1 for a unit's attacks in the Fight phase if it contains a model with a cult icon.Codex: Genestealer Cults p103
        UnitMWSBSSTWALdSaveRef
        Acolyte Hybrid6"3+4+431275+Codex: Genestealer Cults p84
        Acolyte Leader6"3+4+431385+Codex: Genestealer Cults p84
        WeaponRangeTypeSAPDAbilitiesRef
        Autopistol12"Pistol 1301-
        Blasting Charge6"Grenade D6301BlastCodex: Genestealer Cults p102
        Cultist KnifeMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Genestealer Cults p104
        Heavy Rock CutterMeleeMeleex2-4D3Roll a D6 each time a model (other than a VEHICLE) suffers damage from this weapon; if you roll higher than the model's remaining number of Wounds, it is instantly slain. When attacking with this weapon, you must subtract 1 from the hit roll.Codex: Genestealer Cults p104
        Heavy Rock SawMeleeMeleex2-42-Codex: Genestealer Cults p104
        Rending Claw(s)MeleeMeleeUser-11Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.Codex: Genestealer Cults p104
      • Brood Brothers Infantry Squad [3 PL, 60pts]

        Categories: Faction: Genestealer Cults, Faction: Tyranids, Faction: Brood Brothers, Infantry, Troops

        Rules: Cult Ambush, Unquestioning Loyalty

        • 9x Brood Brother [54pts]

          Selections: 9x Frag Grenades, 9x Lasgun

          Unit: Brood Brother, Weapon: Frag Grenade, Lasgun

        • Brood Brothers Leader [6pts]

          Selections: Chainsword, Frag Grenades, Laspistol

          Unit: Brood Brothers Leader, Weapon: Chainsword, Frag Grenade, Laspistol


        UnitMWSBSSTWALdSaveRef
        Brood Brother6"4+4+331175+Codex: Genestealer Cults p86
        Brood Brothers Leader6"4+4+331285+Codex: Genestealer Cults p86
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag Grenade6"Grenade D6301BlastCodex: Genestealer Cults p102
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Neophyte Hybrids [4 PL, 75pts]

        Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>

        Rules: Cult Ambush, Unquestioning Loyalty

        • 7x Neophyte Hybrid [42pts]

          Selections: 7x Autogun, 7x Autopistol, 7x Blasting Charges

          Unit: Neophyte Hybrid, Weapon: Autogun, Autopistol, Blasting Charge

        • Neophyte Hybrid (Mining) [16pts]

          Selections: Autopistol, Blasting Charges, Mining Laser [10pts]

          Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charge, Mining Laser

        • Neophyte Hybrid (Stubber) [11pts]

          Selections: Autopistol, Blasting Charges, Heavy Stubber [5pts]

          Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charge, Heavy stubber

        • Neophyte Leader [6pts]

          Selections: Autogun, Autopistol, Blasting Charges

          Unit: Neophyte Leader, Weapon: Autogun, Autopistol, Blasting Charge


        UnitMWSBSSTWALdSaveRef
        Neophyte Hybrid6"4+4+331175+Codex: Genestealer Cults p85
        Neophyte Leader6"4+4+331285+Codex: Genestealer Cults p85
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
        Autopistol12"Pistol 1301-
        Blasting Charge6"Grenade D6301BlastCodex: Genestealer Cults p102
        Heavy stubber36"Heavy 3401-
        Mining Laser24"Heavy 19-3D6-Codex: Genestealer Cults p102
      • Neophyte Hybrids [4 PL, 80pts]

        Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>

        Rules: Cult Ambush, Unquestioning Loyalty

        • 6x Neophyte Hybrid [36pts]

          Selections: 6x Autogun, 6x Autopistol, 6x Blasting Charges

          Unit: Neophyte Hybrid, Weapon: Autogun, Autopistol, Blasting Charge

        • 2x Neophyte Hybrid (Flamer) [22pts]

          Selections: 2x Autopistol, 2x Blasting Charges, 2x Flamer [10pts]

          Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charge, Flamer

        • Neophyte Hybrid (Seismic) [16pts]

          Selections: Autopistol, Blasting Charges, Seismic Cannon [10pts]

          Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charge, Seismic Cannon (Long-wave), Seismic Cannon (Short-wave)

        • Neophyte Leader [6pts]

          Selections: Autogun, Autopistol, Blasting Charges

          Unit: Neophyte Leader, Weapon: Autogun, Autopistol, Blasting Charge


        UnitMWSBSSTWALdSaveRef
        Neophyte Hybrid6"4+4+331175+Codex: Genestealer Cults p85
        Neophyte Leader6"4+4+331285+Codex: Genestealer Cults p85
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
        Autopistol12"Pistol 1301-
        Blasting Charge6"Grenade D6301BlastCodex: Genestealer Cults p102
        Flamer12"Assault D6401Each time an attack is made with this weapon, that attack automatically hits the target.Warhammer 40,000 Core Book
        Seismic Cannon (Long-wave)24"Heavy 6301All wound rolls of 6+ have an AP of -4.Codex: Genestealer Cults p103
        Seismic Cannon (Short-wave)12"Heavy 36-12All wound rolls of 6+ have an AP of -4.Codex: Genestealer Cults p103
    • Elites [3 PL, 60pts]
      • Clamavus [3 PL, 60pts]

        Selections: Autopistol

        Categories: Faction: Tyranids, Faction: Genestealer Cults, Faction: <Cult>, Character, Infantry, Elites

        Rules: Cult Ambush, Unquestioning Loyalty

        Abilities: Proclamator Hailer, Scrambler Array, Unit: Clamavus, Weapon: Autopistol


        AbilitiesDescriptionRef
        Proclamator HailerAdd 1 to the Leadership characteristic of <CULT> units whilst they are within 6" of any friendly <CULT> CLAMAVUSES. In addition, add 1 to Advance and charge rolls made for <CULT> units that are within 6" of any friendly <CULT> CLAMAVUSES when the roll is made.Codex: Genestealer Cults p90
        Scrambler ArrayEnemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. In addition, at the start of your Shooting phase, roll a D6 for each enemy unit that is within 6" of any CLAMAVUSES from your army; on a 6 that enemy unit suffers 1 mortal wound.Codex: Genestealer Cults p90
        UnitMWSBSSTWALdSaveRef
        Clamavus6"3+3+334385+Codex: Genestealer Cults p90
        WeaponRangeTypeSAPDAbilitiesRef
        Autopistol12"Pistol 1301-
    • Fast Attack [10 PL, 201pts]
      • Achilles Ridgerunners [4 PL, 70pts]

        Categories: Faction: <Cult>, Faction: Genestealer Cults, Faction: Tyranids, Vehicle, Fast Attack

        Rules: Cult Ambush

        Abilities: Explodes (6+/3"/1), Scout Vehicle

        • Achilles Ridgerunner [4 PL, 70pts]

          Selections: Flare Launcher, Heavy Mining Laser, 2x Heavy Stubber

          Abilities: Flare Launcher, Unit: Achilles Ridgerunner, Weapon: Heavy Mining Laser, Heavy stubber


        AbilitiesDescriptionRef
        Explodes (6+/3"/1)If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.Codex: Genestealer Cults
        Flare LauncherIf a model is equipped with a flare launcher, roll a D6 each time it loses a wound. On a 6, that wound is not lost. In addition, once per game, at the start of your Movement phase, you can select one <CULT> BIKER unit within 6" of this model, that unit moves and additional 6" if it Advances this phase - no dice roll is necessary.Codex: Genestealer Cults p103
        Scout VehicleAt the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.Codex: Genestealer Cults p94
        UnitMWSBSSTWALdSaveRef
        Achilles Ridgerunner14"6+4+558374+Codex: Genestealer Cults p94
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy Mining Laser36"Heavy D39-3D6BlastCodex: Genestealer Cults p102
        Heavy stubber36"Heavy 3401-
      • Atalan Jackals [6 PL, 131pts]

        Categories: Biker, Faction: <Cult>, Faction: Genestealer Cults, Faction: Tyranids, Fast Attack

        Rules: Cult Ambush, Unquestioning Loyalty

        Abilities: Skilled Outriders

        • Atalan Jackal [24pts]

          Selections: Autopistol, Blasting Charges, Demolition Charge [10pts], Shotgun

          Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun

        • Atalan Jackal [24pts]

          Selections: Autopistol, Blasting Charges, Demolition Charge [10pts], Shotgun

          Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun

        • Atalan Jackal [24pts]

          Selections: Autopistol, Blasting Charges, Demolition Charge [10pts], Shotgun

          Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun

        • Atalan Leader [24pts]

          Selections: Autopistol, Blasting Charges, Demolition Charge [10pts], Shotgun

          Unit: Atalan Leader, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun

        • Atalan Wolfquad [2 PL, 35pts]

          Selections: Atalan Incinerator [10pts], Autopistol, Blasting Charges, Shotgun

          Unit: Atalan Wolfquad, Weapon: Atalan Incinerator, Autopistol, Blasting Charge, Shotgun


        AbilitiesDescriptionRef
        Skilled OutridersSubtract 1 from hit rolls for attacks that target this unit in the Shooting phase.Codex: Genestealer Cults p95
        UnitMWSBSSTWALdSaveRef
        Atalan Jackal14"4+4+342175+Codex: Genestealer Cults p95
        Atalan Leader14"4+4+342285+Codex: Genestealer Cults p95
        Atalan Wolfquad14"4+4+344175+Codex: Genestealer Cults p95
        WeaponRangeTypeSAPDAbilitiesRef
        Atalan Incinerator12"Heavy D65-11This weapon automatically hits its target.Codex: Genestealer Cults p102
        Autopistol12"Pistol 1301-
        Blasting Charge6"Grenade D6301BlastCodex: Genestealer Cults p102
        Demolition Charge6"Grenade D68-3D3The bearer can only use this weapon once per battle. BlastCodex: Genestealer Cults p102
        Shotgun12"Assault 2301If the target is within half range, add 1 to this weapon's Strength.
    • Heavy Support [6 PL, 100pts]
      • Brood Brothers Heavy Weapons Squad [3 PL, 50pts]

        Categories: Faction: Brood Brothers, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Heavy Support

        Rules: Cult Ambush, Unquestioning Loyalty

        • 3x Brood Brothers Weapons Team

          Selections: 3x Autocannon, 3x Frag Grenades, 3x Lasgun

          Unit: Brood Brothers Weapons Team, Weapon: Autocannon, Frag Grenade, Lasgun


        UnitMWSBSSTWALdSaveRef
        Brood Brothers Weapons Team6"4+4+332275+Codex: Genestealer Cults p99
        WeaponRangeTypeSAPDAbilitiesRef
        Autocannon48"Heavy 27-12-
        Frag Grenade6"Grenade D6301BlastCodex: Genestealer Cults p102
        Lasgun24Rapid Fire 1301-
      • Brood Brothers Heavy Weapons Squad [3 PL, 50pts]

        Categories: Faction: Brood Brothers, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Heavy Support

        Rules: Cult Ambush, Unquestioning Loyalty

        • 3x Brood Brothers Weapons Team

          Selections: 3x Frag Grenades, 3x Lasgun, 3x Mortar

          Unit: Brood Brothers Weapons Team, Weapon: Frag Grenade, Lasgun, Mortar


        UnitMWSBSSTWALdSaveRef
        Brood Brothers Weapons Team6"4+4+332275+Codex: Genestealer Cults p99
        WeaponRangeTypeSAPDAbilitiesRef
        Frag Grenade6"Grenade D6301BlastCodex: Genestealer Cults p102
        Lasgun24Rapid Fire 1301-
        Mortar48"Heavy D6401Mortars can target units that are not visible to the firing model. BlastCodex: Genestealer Cults p102
  • Patrol Detachment -2CP (Imperium - Astra Militarum) [18 PL, -2CP, 346pts]

    Rules: Defenders of Humanity

    • Configuration [-2CP]
      • Detachment Command Cost [-2CP]

        Categories: Configuration

      • Regimental Doctrine

        Selections: Astra Millitarum

        Categories: Configuration

    • HQ [6 PL, 95pts]
      • Primaris Psyker [3 PL, 50pts]

        Selections: Force Stave, Laspistol, Psychic Barrier, Psychic Maelstrom

        Categories: Character, Faction: Astra Telepathica, Faction: Imperium, Faction: Scholastica Psykana, Infantry, Primaris Psyker, Psyker, HQ

        Abilities: It's For Your Own Good, Psychic Power: 3) Psychic Barrier, 6) Psychic Maelstrom, Psyker: Psyker, Unit: Primaris Psyker, Weapon: Force Stave, Laspistol


        AbilitiesDescriptionRef
        It's For Your Own GoodIf this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR they are executed before anything untoward can happen -- the power they were attempting still fails, but units within 6" of them do not suffer D3 mortal wounds as normal.
        Psychic PowerWarp ChargeRangeDetailsRef
        3) Psychic Barrier612"Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's saving throws.
        6) Psychic Maelstrom718"Select an enemy unit within 18" of the psyker. Roll a D6. On a 2+, that unit suffers a mortal wound. Unless this mortal wound is negated, you can ten roll another die. On a 3+ that enemy unit suffers another mortal wound. Continue this process, adding 1 to the die roll required each time (so the next roll would need a 4+, than 5+, etc.) until you fail to cause a mortal wound, or the enemy unit is destroyed.
        PsykerCastDenyPowers KnownOtherRef
        Psyker11Smite & 2 Psykana
        UnitMWSBSSTWALdSaveRef
        Primaris Psyker6"3+3+334385+
        WeaponRangeTypeSAPDAbilitiesRef
        Force StaveMeleeMelee+3-1D3
        Laspistol12"Pistol 1301-
      • Tempestor Prime [3 PL, 45pts]

        Selections: Frag & Krak grenades, Plasma Pistol [5pts]

        Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Character, Faction: Imperium, Faction: Militarum Tempestus, Infantry, Officer, Tempestor Prime, HQ

        Abilities: Aerial Drop, Voice of Command, Unit: Tempestor Prime, Weapon: Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge


        AbilitiesDescriptionRef
        Aerial DropDuring deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        Voice of CommandThis unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
        UnitMWSBSSTWALdSaveRef
        Tempestor Prime6"3+3+334384+Codex: Astra Militarum p39
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
    • Troops [5 PL, 101pts]
      • Militarum Tempestus Scions [5 PL, 101pts]

        Categories: Faction: Tempestus Scions, Faction: Astra Militarum, Faction: Imperium, Infantry, Troops

        Abilities: Aerial Drop

        • 6x Scion [54pts]

          Selections: 6x Frag & Krak grenades, 6x Hot-shot Lasgun

          Unit: Tempestus Scion, Weapon: Frag grenades, Hot-shot Lasgun, Krak grenades

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Meltagun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Meltagun

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Plasma gun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenades, Krak grenades, Plasma gun, Standard, Plasma gun, Supercharge

        • Tempestor [9pts]

          Selections: Chainsword, Frag & Krak grenades, Plasma pistol

          Unit: Tempestor, Weapon: Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge


        AbilitiesDescriptionRef
        Aerial DropDuring deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        Tempestor6"3+3+331274+Codex: Astra Militarum p39
        Tempestus Scion6"4+3+331164+Codex: Astra Militarum p39
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Hot-shot Lasgun18"Rapid Fire 13-21-Warhammer 40,000 Core Book
        Krak grenades6"Grenade 16-1D3-
        Meltagun12"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
        Plasma gun, Standard24"Rapid Fire 17-31-
        Plasma gun, Supercharge24"Rapid Fire 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
    • Flyer [7 PL, 150pts]
      • Valkyries [7 PL, 150pts]

        Categories: Faction: Astra Militarum, Faction: Aeronautica Imperialis, Fly, Transport, Valkyries, Vehicle, Flyer, Faction: Imperium

        • Valkyrie [7 PL, 150pts]

          Selections: Hellstrike Missiles, Multi-laser, Stat Damage (Gunships)

          Categories: Aircraft

          Rules: Roving Gunship

          Abilities: Airborne, Crash and Burn, Grav Chute Insertion, Hard to Hit, Hover Jet, Supersonic, Vehicle Squadron, Transport: Valkyrie, Unit: Valkyrie, Weapon: Hellstrike Missile, Multi-laser, Wound Track (M,BS): Gunship 1, Gunship 2, Gunship 3

          • 2x Heavy Bolters [30pts]

            Selections: 2x Heavy bolter

            Weapon: Heavy bolter


        AbilitiesDescriptionRef
        AirborneAirborne: This model can not charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
        Crash and BurnIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
        Grav Chute InsertionModels may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the vehicle moves 20" or more, you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models.
        Hard to HitYour Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
        Hover JetBefore this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
        SupersonicEach time this model moves, first pivot it on the spot up to 90" (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
        Vehicle SquadronThe first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
        TransportCapacityRef
        ValkyrieThis model can transport 12 ASTRA MiLITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models.
        UnitMWSBSSTWALdSaveRef
        Valkyrie*6+*7714373+Codex: Astra Militarum p48
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy bolter36"Heavy 35-12-
        Hellstrike Missile72"Heavy 18-2D6Roll two dice when inflicting damage with this weapon and discard the lowest result.Codex: Astra Militarum
        Multi-laser36"Heavy 3601-
        Wound Track (M,BS)Remaining WMBSRef
        Gunship 18-14+20-45"4+
        Gunship 24-720-30"5+
        Gunship 31-320"6+
Force Rules

Brood Brothers: (Codex: Genestealer Cults p108)

Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models in range as normal. ()

Selection Rules

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

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

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

In matched play, units set up in ambush using this rule count as being set up on the battlefield for the purposes of Tactical Reserves.

For ambush markers, see Codex: Genestealer Cults p79.

Matched Play: In matched play, units set up in ambush using this rule do not count as being Strategic Reserves or Reinforcement units. (Codex: Genestealer Cults p78)

Roving Gunship: If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase. ()

Unquestioning Loyalty: Each time you fail a saving throw for a <CULT> CHARACTER model, and each time a <CULT> CHARACTER suffers a mortal wound, before allocating damage check to see if it is within 3" of any <CULT> or BROOD BROTHERS units with this ability. If it is, you can select one of those units and roll a D6; on a 4+ you do not inflict any damage on the character, but one model in the selected unit (your choice) is slain. Otherwise, the character suffers damage as normal. (Codex: Genestealer Cults p75)


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