WH40K GSC Test (HTML)

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WH40K GSC test (Warhammer 40,000 10th Edition) [1,340pts]

Army Roster (Xenos - Genestealer Cults) [1,340pts]


Rules: Brood Brothers

Configuration

Battle Size
Selections: 1. Incursion (1000 Point limit)
Categories: Configuration

Detachment
Selections: Ascension Day

Categories: Configuration
Abilities: They Came From Below

Abilities Description Ref

Each time a GENESTEALER CULTS unit from your army is set up on the battlefield as Reinforcements,
They Came
until the end of your next Fight phase, weapons equipped by models in that unit have the [SUSTAINED
From Below
HITS 1] and [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 Horror
At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test.
(Psychic)

Invulnerable Save
This Model has a 4+ Invulnerable 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 that unit have the
Beyond [DEVASTATING WOUNDS] ability.

Once per battle, at the start of the Fight phase, this model can use its psychic familiar. If it does, until
Psychic Familiar
the end of the phase, double the range of 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

Battleline [85pts]
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

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

Infantry [1,170pts]
Aberrants [360pts]
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
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
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 Pain 4+ This unit has a 4+ Feel No Pain

While a CHARACTER is leading this unit, each time an attack targets this unit, if the Strength
Hulking
characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the
Bodyguards
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


Aberrants [360pts]
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
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
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 Pain 4+ This unit has a 4+ Feel No Pain

While a CHARACTER is leading this unit, each time an attack targets this unit, if the Strength
Hulking
characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the
Bodyguards
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 5+ This Model has a 5+ Invulnerable Save

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

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

Swift and Deadly This unit is eligible to declare a charge in a turn in which it 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

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
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). ()

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)
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)
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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