Final Day
Final Day
Configuration
Battle Size Strike Force (2000 Point limit)
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible
Rules: Deep Strike, Cult Ambush, Pistol, Heavy, Rapid Fire 2, Rapid Fire 1, Torrent, Devastating Wounds,
Blast
Abilities: A Plan Generations in the Making, Cult Icon[1]
Unit: Neophyte Hybrid (x20) (x140)
Ranged Weapons: Anointed Pistol, Autopistol (x3) (x3), Autopistol (x7) (x42), Mining Laser[1], Seismic
Cannon, Hybrid Firearm (x2) (x4), Webber, Grenade Launcher - Frag (x2) (x2), Grenade Launcher - Krak
(x2) (x2)
Melee Weapons: Power Weapon, Close Combat Weapon (x6) (x36)
Infantry (750 pts)
Hybrid Metamorphs (10) • Hybrid Metamorph w/ Cult Icon
(160 pts) • 8x Hybrid Metamorph w/ Hand Flamer
• Metamorph Leader: Autopistol
Rules: Deep Strike, Scouts 6", Cult Ambush, Feel No Pain 5+, Pistol, Ignores Cover, Torrent
Abilities: Brood Surge, Cult Icon[2]
Unit: Hybrid Leader, Hybrid Metamorph (x9) (x18)
Melee Weapons: Leader's Cult Weapons, Metamorph Mutations - Strike (x2) (x4), Metamorph Mutations -
Sweep (x2) (x4)
Ranged Weapons: Autopistol (x7) (x7), Hand Flamer
Lictor (1) Rules: Fights First, Infiltrators, Lone Operative, Stealth, Precision
(60 pts) Unit: Lictor (x2) (x2)
Abilities: Pheromone Trail, Feeder Tendrils[1]
Melee Weapons: Lictor Claws and Talons (x3) (x3)
Lictor (1) Rules: Fights First, Infiltrators, Lone Operative, Stealth, Precision
(60 pts) Unit: Lictor (x2) (x2)
Abilities: Pheromone Trail, Feeder Tendrils[1]
Melee Weapons: Lictor Claws and Talons (x3) (x3)
Achilles Ridgerunners (1) • Achilles Ridgerunner: Heavy Mining Laser, Survey Augur
(85 pts)
Rules: Deadly Demise 1, Scouts 9", Twin-linked, Rapid Fire 3, Ignores Cover, Blast
Abilities: Crossfire, Survey Augur
Unit: Achilles Ridge Runner (x4) (x4)
Melee Weapons: Armoured Hull (x3) (x3)
Ranged Weapons: Twin Heavy Stubber, Heavy Mining Laser
The Star Children's You can include TYRANIDS VANGUARD INVADER units (excluding AIRCRAFT, BROODLORD and GENESTEALERS units)
Blessings in your army. The combined points cost of such units depends on your battle size:
Psionic Parasitism At the end of your Movement phase, for each TYRANIDS SYNAPSE unit from your army, you can select one friendly
GENESTEALER CULTS unit (excluding PURESTRAIN GENESTEALER and PATRIARCH units) and one friendly TYRANIDS
unit each within 9" of and visible to that SYNAPSE unit. If you do, that GENESTEALER CULTS unit from your army suffers
D3+1 mortal wounds and one model in the selected TYRANIDS unit regains up to that many lost wounds and until the start of
your next Movement phase, each time a model in the selected TYRANIDS unit makes an attack, add 1 to the Hit roll.
Catalyst (Aura): While an enemy unit is within 6" of this unit, each time a friendly GENESTEALER CULTS unit makes an
attack that targets that enemy unit, add 1 to the Hit roll.
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.
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.
Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".
Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.
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.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.
Scouts 6" 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", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).
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.
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 successfully 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.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.
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.
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. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
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.
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.
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.
Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more
Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes
attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The
number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is
explicitly specified in that rule.
Sustained Hits 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’
Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.
Cult Ambush If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the
battle size, as shown below.
Each time a unit from your army is destroyed, if every model in that unit has this ability you can spend the relevant number of
Resurgence points shown below based on that unit's Starting Strength.
---Aberrants---
5 models = 5 Resurgence Points
10 models = 8 Resurgence Points
---Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs---
5 models = 2 Resurgence Points
10 models = 4 Resurgence Points
---Atalan Jackals---
5 models = 3 Resurgence Points
10 models = 6 Resurgence Points
---Neophyte Hybrids---
5 models = 3 Resurgence Points
10 models = 6 Resurgence Points
---Purestrain Genestealers---
5 models = 3 Resurgence Points
10 models = 6 Resurgence Points
If you do:
- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds
remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.
- Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy
units (if this is not possible, not marker is placed).
Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.
Rapid Fire 2 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’.
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’.
Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.
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).
Feel No Pain 5+ 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.
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", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).
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.
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").
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’.
Indirect Fire Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
may have been visible to the attacking unit when you selected that target.
If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
[TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.
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 whose units have not already shot this phase. Then, for
each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding
weapons with the [ONE SHOT] ability). 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. Until the end of the phase, those
selected models’ units are not eligible to shoot.
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").
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):
% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Unit M T SV W LD OC
Deathleaper 8" 6 3+ 7 7+ 1
Clamavus 6" 3 5+ 3 6+ 1
Patriarch 8" 5 4+ 6 6+ 1
Primus 6" 3 5+ 4 6+ 1
While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your
opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test.
Hunter Organism
Feeder Tendrils[1]
Each time this model destroys an enemy Character model, you gain 1CP.
Nexus of Devotion
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the HYBRID METAMORPHS keyword, models in that
unit have the Feel No Pain 4+ ability instead.
Once per battle, when you have to remove a Cult Ambush marker because your opponent has moved too close to it, if one or more models from your army
with this ability are on the battlefield, you can use this ability. If you do, instead of removing that marker, you can place it anywhere on the battlefield that is
within 12" of a model from your army with this ability and more than 9" horizontally away from all enemy units (if this is not possible, this ability is not
considered to have been used and that marker is removed as normal).
In your Command phase, one model from your army with this ability can use it, if it does, select one enemy unit with 18" of it, that enemy unit must take a
Battle-shock test.
Scrambler Array
Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model.
While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test.
Psychic Familiar
Once per battle, at the start of the Fight phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6" to the range of its Cosmic
Horror ability.
Invulnerable Save 4+
Enraptured Damnation
GENESTEALER CULTS model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.
Cult Demagogue
While this model is leading a unit, each time a model in that unit makes an 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 CULTS units from
your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in
Strategic Reserves.
Invulnerable Save 5+
Inhuman Integration
GENESTEALER CULTS model only. Weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit
within 6" of one or more friendly TYRANIDS units.
Winged Swarm
In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until
the end of the turn, this unit is not eligible to declare a charge.
At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you
have no models within range of it, until your opponent controls it at the start or and of any turn.
Cult Icon[1]
In the Command phase, you can return up to 3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control,
you can return up to D3+3 destroyed models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached units and
any [ONE SHOT] weapons equipped with by returned models that were shot before they were destroyed are still considered to have been shot.
Brood Surge
Each time an enemy unit is selected to shoot, after that unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can
make a Brood Surge move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but it must end that move as close as possible to
the closest enemy unit (excluding AIRCRAFT). When doing so those models can be within Engagement Range of that enemy unit.
If, at the start of the battle, no model in this unit is equipped with a hand flamer, each time this unit makes a Brood Surge move, it can be moved up to 6"
instead of up to D6". A unit cannot make a Brood Surge move while it is Battle-shocked.
Cult Icon[2]
In the Command phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control,
you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached units and any
[ONE SHOT] weapons equipped with by returned models that were shot before they were destroyed are still considered to have been shot.
Pheromone Trail
Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP.
Feeder Tendrils[2]
Each time this model destroys an enemy CHARACTER model, you gain 1CP
Neural Disruption
In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test
While an enemy unit is with 12" of this model, if that unit is Battle-shocked:
- Each time a model in that unit makes an attack, subtract 1 from the Hit roll
- Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll.
Pouncing Leap
You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this
phase.
Outrider Gangs
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 wholly
within 9" of a battlefield edge and at least one of its models must be 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.
Demolition Run
Once per battle round, in your Movement phase, when this unit ends a Normal, Advance, or Fall Back move, you can select one enemy unit within 6" of and
visible to this unit and roll one D6 for each ATALAN JACKALS model in this unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6
mortal wounds.)
Crossfire
in your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each 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 turn.
Spotter
Survey Augur
Each time the bearer’s unit has shot, select one enemy unit that was hit by one or more attacks made by the bearer this phase. Until the end of the phase,
each time a friendly GENESTEALER CULTS model makes an attack against that unit, that attack has the [IGNORES COVER] ability.
Fire Support
In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a
friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
Melee Weapons Range A WS S AP D
Precision
Precision
-
Ranged Weapons Range A BS S AP D
Pistol
Fleshborer 18" 1 4+ 5 0 1
Assault
Pistol
Pistol
Heavy
Rapid Fire 1
Blast
Pistol
Blast
Blast
Demolition Charge Cache 8" D6 5+ 9 -2 2
Rapid Fire 3
Twin-linked
Transport
Transport
Abilities
Leader[1]
Leader[2]
Leader[3]