генокрады 6 (Warhammer 40,000 10th Edition) [1,000pts]
Army Roster (Xenos - Genestealer Cults) [1,000pts]
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
They Each time a GENESTEALER CULTS unit from your army is set up on the
Came battlefield as Reinforcements, until the end of your next Fight phase, weapons
From equipped by models in that unit have the [SUSTAINED HITS 1] and
Below [IGNORES COVER] abilities
Show/Hide Options
Selections: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are
visible
Categories: CONFIGURATION
Character [295pts]
Abominant [75pts]
Selections: Power Sledgehammer
Categories: ABOMINANT, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER, GREAT DEVOURER
Rules: Deep Strike, Feel No Pain, Leader, Sustained Hits 1
Abilities: Feel No Pain 4+, Leader, The Chosen One, Melee Weapons: Power Sledgehammer,
Transport: Regenerating Gene-mass, Unit: Abominant
Abilities Description Ref
Feel No
This model has a 4+ Feel No Pain
Pain 4+
This model can be attached to the following unit:
Leader
- ABERRANTS
The
While this model is leading a unit, melee weapons equipped by models in
Chosen
that unit have the [SUSTAINED HITS 1] ability.
One
Melee Weapons Range A WS S AP D Keywords Ref
Power Sledgehammer Melee 3 3+ 12 -2 D6+1 -
Transport Capacity Ref
The first time this model is destroyed, roll one D6 at the end of the
Regenerating phase. On a 2+, set this model back up on the battlefield as close as
Gene-mass possible to where it was destroyed and not within Engagement Range
of any enemy units, with its full wounds remaining.
Unit M T SV W LD OC Ref
Abominant 6" 6 5+ 5 7+ 1
Locus [55pts]
Selections: Focus of Adoration [10pts], Locus Blades
Categories: LOCUS, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER
Rules: Deep Strike, Fights First, Leader
Abilities: Bodyguard, Focus of Adoration, Invulnerable Save 4+, Leader, Sudden Assault,
Melee Weapons: Locus Blades, Unit: Locus
Abilities Description Ref
While this model is leading a unit, other Character models attached to that
Bodyguard
unit have the Feel No Pain 4+ ability
GENESTEALER CULTS model only. While the bearer is leading a unit,
Focus of you can target that unit with the Heroic Intervention Stratagem for 0CP,
Adoration and can do so even if you have already targeted a different unit with that
Stratagem this phase.
Invulnerable
This Model has a 4+ Invulnerable Save
Save 4+
This model can be attached to the following units:
- ACOLYTE HYBRIDS
- HYBRID METAMORPHS
- NEOPHYTE HYBRIDS
Leader You can attach this model to a GENESTEALER CULTS BATTLELINE
unit, even if a PRIMUS, MAGUS, or ACOLYTE ICONWARD model has
already been attached to it. If you do, and that Bodyguard unit is
destroyed, the Leader units attached to it become separate units, with
their original Starting Strengths.
Sudden While this model is leading a unit, models in that unit have the Fights First
Assault ability
Melee Weapons Range A WS S AP D Keywords Ref
Locus Blades Melee 5 2+ 5 -2 2 -
Unit M T SV W LD OC Ref
Locus 6" 4 5+ 3 7+ 1
Nexos [60pts]
Selections: Autopistol, Close Combat Weapon, Warlord
Categories: NEXOS, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER, WARLORD
Rules: Deep Strike, Leader, Pistol
Abilities: Battlefield Analysis, Cult Infiltration, Leader, Melee Weapons: Close Combat
Weapon, Ranged Weapons: Autopistol, Unit: Nexos
Abilities Description Ref
Once per turn, you can select one model or unit from your army with this
Battlefield ability as the target of a Stratagem for 0CP, even if you have already
Analysis selected a model or unit from your army as the target of that Stratagem this
phase.
At the start of each player’s Command phase, if this model is on the
Cult
battlefield, you can select one of your Cult Ambush markers that is on the
Infiltration
battlefield and move it up to 6"
This model can be attached to the following units:
- ACOLYTE HYBRIDS
- HYBRID METAMORPHS
- NEOPHYTE HYBRIDS
Leader You can attach this model to a GENESTEALER CULTS BATTLELINE unit,
even if a PRIMUS, MAGUS, or ACOLYTE ICONWARD model has already
been attached to it. If you do, and that Bodyguard unit is destroyed, the
Leader units attached to it become separate units, with their original Starting
Strengths.
Melee Weapons Range A WS S AP D Keywords Ref
Close Combat Weapon Melee 2 3+ 3 0 1 -
Ranged Weapons Range A BS S AP D Keywords Ref
Autopistol 12" 1 3+ 3 0 1 Pistol
Unit M T SV W LD OC Ref
Nexos 6" 3 5+ 3 7+ 1
Primus [105pts]
Selections: Cult Bonesword, Prowling Agitant [15pts], Scoped Needle Pistol, Toxin Injector
Claw
Categories: PRIMUS, FACTION: GENESTEALER CULTS, INFANTRY, CHARACTER
Rules: Anti- Infantry 2+, Deep Strike, Extra Attacks, Ignores Cover, Leader, Pistol
Abilities: Cult Demagogue, Decoys and Misdirection, Invulnerable Save 5+, Leader, Prowling
Agitant, Melee Weapons: Cult Bonesword, Toxin Injector Claw, Ranged Weapons: Scoped
Needle Pistol, Unit: Primus
Abilities Description Ref
Cult While this model is leading a unit, each time a model in that unit makes an
Demagogue attack, you can re-roll the Hit roll.
If your army includes one or more models with this ability, after both
players have deployed their armies, select up to three GENESTEALER
Decoys and
CULTS units from your army and redeploy them. When doing so, you can
Misdirection
set those units up in Strategic Reserves if you wish, regardless of how
many units are already in Strategic Reserves.
Invulnerable
This Model has a 5+ Invulnerable Save
Save 5+
This model can be attached to the following units:
- ACOLYTE HYBRIDS
Leader
- HYBRID METAMORPHS
- NEOPHYTE HYBRIDS
GENESTEALER CULTS model only. Once per turn, when an enemy unit
Prowling ends a Normal, Advance or Fall Back move within 9" of the bearer’s unit,
Agitant if the bearer’s unit is not within Engagement Range of any enemy units, it
can make a Normal move of up to D6".
Melee Weapons Range A WS S AP D Keywords Ref
Cult Bonesword Melee 5 2+ 5 -2 1 -
Toxin Injector Claw Melee 2 2+ 2 0 D3 Anti-infantry 2+, Extra Attacks
Ranged Weapons Range A BS S AP D Keywords Ref
Scoped Needle Anti-infantry 2+, Ignores Cover,
18" 1 2+ 1 0 D3
Pistol Pistol
Unit M T SV W LD OC Ref
Primus 6" 3 5+ 4 6+ 1
Battleline [355pts]
Acolyte Hybrids [85pts]
Categories: ACOLYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT DEVOURER,
BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: Vile Insurrectionists:
3x Acolyte Hybrid w/ Auto Pistol
Selections: 3x Autopistol, 3x Cult Claws and Knife
Rules: Pistol
Melee Weapons: Cult Claws and Knife, Ranged Weapons: Autopistol, Unit: Acolyte Hybrid
Acolyte Hybrid w/ Heavy Mining Tool
Selections: Heavy Mining Tool
Melee Weapons: Heavy Mining Tool, Unit: Acolyte Hybrid
Acolyte Leader
Selections: Autopistol, Leader's Cult Weapons
Rules: Pistol
Melee Weapons: Leader's Cult Weapons, Ranged Weapons: Autopistol, Unit: Acolyte
Hybrid
Abilities Description Ref
Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If
Vile
the target of that attack is an enemy unit within range of an objective
Insurrectionists:
marker, re-roll a Wound roll of 1 as well.
Melee Weapons Range A WS S AP D Keywords Ref
Cult Claws and Knife Melee 3 3+ 4 -1 1 -
Heavy Mining Tool Melee 2 3+ 10 -2 3 -
Leader's Cult Weapons Melee 5 3+ 5 -2 1 -
Ranged Weapons Range A BS S AP D Keywords Ref
Autopistol 12" 1 4+ 3 0 1 Pistol
Unit M T SV W LD OC Ref
Acolyte Hybrid 6" 4 5+ 1 7+ 2
Neophyte Hybrids [90pts]
Categories: NEOPHYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT
DEVOURER, BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making
8x Neophyte Hybrid w/ Hybrid Firearm
Selections: 8x Autopistol, 8x Close Combat Weapon, 8x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm,
Unit: Neophyte Hybrid
Neophyte Hybrid w/ Hybrid Firearm & Cult Icon
Selections: Autopistol, Close Combat Weapon, Cult Icon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Abilities: Cult Icon, Melee Weapons: Close Combat Weapon, Ranged Weapons:
Autopistol, Hybrid Firearm, Unit: Neophyte Hybrid
Neophyte Leader
Unit: Neophyte Hybrid
Autopistol, Hybrid Firearm, and Close Combat Weapon
Selections: Autopistol, Close Combat Weapon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm
Abilities Description Ref
A Plan At the start of your Command phase, roll one D6 for each objective
Generations marker you control that has one or more units from your army with this
in the ability within range of it. If one or more of the results is a 4+, you gain
Making 1CP.
In the Reinforcements step of your Movement phase, you can return up to
3 destroyed models to the bearer’s unit. If the bearer’s unit is within range
Cult Icon 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.
Melee Weapons Range A WS S AP D Keywords Ref
Close Combat Weapon Melee 1 4+ 3 0 1 -
Ranged Weapons Range A BS S AP D Keywords Ref
Autopistol 12" 1 4+ 3 0 1 Pistol
Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1
Unit M T SV W LD OC Ref
Neophyte Hybrid 6" 3 5+ 1 7+ 2
Neophyte Hybrids [90pts]
Categories: NEOPHYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT
DEVOURER, BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making
8x Neophyte Hybrid w/ Hybrid Firearm
Selections: 8x Autopistol, 8x Close Combat Weapon, 8x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm,
Unit: Neophyte Hybrid
Neophyte Hybrid w/ Hybrid Firearm & Cult Icon
Selections: Autopistol, Close Combat Weapon, Cult Icon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Abilities: Cult Icon, Melee Weapons: Close Combat Weapon, Ranged Weapons:
Autopistol, Hybrid Firearm, Unit: Neophyte Hybrid
Neophyte Leader
Unit: Neophyte Hybrid
Autopistol, Hybrid Firearm, and Close Combat Weapon
Selections: Autopistol, Close Combat Weapon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm
Abilities Description Ref
A Plan At the start of your Command phase, roll one D6 for each objective
Generations marker you control that has one or more units from your army with this
in the ability within range of it. If one or more of the results is a 4+, you gain
Making 1CP.
In the Reinforcements step of your Movement phase, you can return up to
3 destroyed models to the bearer’s unit. If the bearer’s unit is within range
Cult Icon 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.
Melee Weapons Range A WS S AP D Keywords Ref
Close Combat Weapon Melee 1 4+ 3 0 1 -
Ranged Weapons Range A BS S AP D Keywords Ref
Autopistol 12" 1 4+ 3 0 1 Pistol
Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1
Unit M T SV W LD OC Ref
Neophyte Hybrid 6" 3 5+ 1 7+ 2
Neophyte Hybrids [90pts]
Categories: NEOPHYTE HYBRIDS, FACTION: GENESTEALER CULTS, INFANTRY, GRENADES, GREAT
DEVOURER, BATTLELINE
Rules: Cult Ambush, Deep Strike
Abilities: A Plan Generations in the Making
8x Neophyte Hybrid w/ Hybrid Firearm
Selections: 8x Autopistol, 8x Close Combat Weapon, 8x Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm,
Unit: Neophyte Hybrid
Neophyte Hybrid w/ Hybrid Firearm & Cult Icon
Selections: Autopistol, Close Combat Weapon, Cult Icon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Abilities: Cult Icon, Melee Weapons: Close Combat Weapon, Ranged Weapons:
Autopistol, Hybrid Firearm, Unit: Neophyte Hybrid
Neophyte Leader
Unit: Neophyte Hybrid
Autopistol, Hybrid Firearm, and Close Combat Weapon
Selections: Autopistol, Close Combat Weapon, Hybrid Firearm
Rules: Pistol, Rapid Fire 1
Melee Weapons: Close Combat Weapon, Ranged Weapons: Autopistol, Hybrid Firearm
Abilities Description Ref
A Plan At the start of your Command phase, roll one D6 for each objective
Generations marker you control that has one or more units from your army with this
in the ability within range of it. If one or more of the results is a 4+, you gain
Making 1CP.
In the Reinforcements step of your Movement phase, you can return up to
3 destroyed models to the bearer’s unit. If the bearer’s unit is within range
Cult Icon 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.
Melee Weapons Range A WS S AP D Keywords Ref
Close Combat Weapon Melee 1 4+ 3 0 1 -
Ranged Weapons Range A BS S AP D Keywords Ref
Autopistol 12" 1 4+ 3 0 1 Pistol
Hybrid Firearm 24" 1 4+ 3 0 1 Rapid Fire 1
Unit M T SV W LD OC Ref
Neophyte Hybrid 6" 3 5+ 1 7+ 2
Infantry [180pts]
Aberrants [180pts]
Categories: ABERRANTS, INFANTRY, GREAT DEVOURER, FACTION: GENESTEALER CULTS
Rules: Cult Ambush, Deep Strike, Feel No Pain
Abilities: Feel No Pain 4+, Hulking Bodyguards
Aberrant
Selections: Heavy Power Weapon
Melee Weapons: Heavy Power Weapon, Unit: Aberrant
Aberrant
Selections: Heavy Power Weapon
Melee Weapons: Heavy Power Weapon, Unit: Aberrant
Aberrant
Selections: Heavy Power Weapon
Melee Weapons: Heavy Power Weapon, Unit: Aberrant
Aberrant
Selections: Heavy Power Weapon
Melee Weapons: Heavy Power Weapon, Unit: Aberrant
Aberrant Hypermorph
Selections: Heavy Power Weapon, Hypermorph Tail
Rules: Extra Attacks
Melee Weapons: Heavy Power Weapon, Hypermorph Tail, Unit: Aberrant Hypermorph
Abilities Description Ref
Feel No
This unit has a 4+ Feel No Pain
Pain 4+
While a CHARACTER is leading this unit, each time an attack targets this
Hulking
unit, if the Strength characteristic of that attack is greater than the
Bodyguards
Toughness characteristic of this unit, subtract 1 from the Wound roll.
Melee Weapons Range A WS S AP D Keywords Ref
Heavy Power Weapon Melee 3 3+ 8 -2 3 -
Hypermorph Tail Melee 1 3+ 5 0 1 Extra Attacks
Unit M T SV W LD OC Ref
Aberrant 6" 6 5+ 3 7+ 1
Aberrant Hypermorph 6" 6 5+ 3 7+ 1
Brood Brothers [170pts]
Leman Russ Battle Tank [170pts]
Selections: Armoured Tracks, Heavy Bolter, Heavy Stubber, Hunter-killer Missile, Leman Russ
Battle Cannon
Categories: LEMAN RUSS BATTLE TANK, FACTION: ASTRA MILITARUM, IMPERIUM, VEHICLE, SQUADRON,
SMOKE, ALLIED UNITS
Rules: Blast, Deadly Demise D3, One Shot, Rapid Fire 3, Sustained Hits 1
Abilities: Armoured Spearhead, Damaged: 1-4 Wounds Remaining, Melee Weapons:
Armoured Tracks, Ranged Weapons: Heavy Bolter, Heavy Stubber, Hunter-killer Missile,
Leman Russ Battle Cannon, Unit: Leman Russ Battle Tank
Abilities Description Ref
Each time this model makes an attack that targets an enemy unit, re-roll a
Armoured
Hit roll of 1 and, if that unit is within range of an objective marker you do
Spearhead
not control, you can re-roll the Hit roll instead.
Damaged: 1-
While this model has 1-4 wounds remaining, each time this model makes
4 Wounds
an attack, subtract 1 from the Hit roll.
Remaining
Melee Weapons Range A WS S AP D Keywords Ref
Armoured Tracks Melee 6 4+ 7 0 1 -
Ranged Weapons Range A BS S AP D Keywords Ref
Heavy Bolter 36" 3 4+ 5 -1 2 Sustained Hits 1
Heavy Stubber 36" 3 4+ 4 0 1 Rapid Fire 3
Hunter-killer Missile 48" 1 4+ 14 -3 D6 One Shot
Leman Russ Battle Cannon 48" D6+3 4+ 10 -1 3 Blast
Unit M T SV W LD OC Ref
Leman Russ Battle Tank 10" 11 2+ 13 7+ 3
Force Rules
Brood Brothers: If your Army Faction is GENESTEALER CULTS, you can include ASTRA MILITARUM
units in your army, even though they do not have the GENESTEALER CULTS Faction keyword. The
combined points cost of ASTRA MILITARUM units you can include in your army depends on your battle
size, as follows:
- Incursion: Up to 250 pts
- Strike Force: Up to 500 pts
- Onslaught: Up to 750 pts
No ASTRA MILITARUM models in your army can be your Warlord, and they cannot be given
Enhancements. You cannot include units with any of the following keywords in your army using these rules:
EPIC HERO; OGRYN; RATLING; MILITARUM TEMPESTUS; COMMISSAR; REGIMENTAL PREACHER;
REGIMENTAL ENGINSEER; MUNITORUM SERVITORS; AIRCRAFT ()
Selection Rules
Anti- Infantry 2+: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each
time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an
unmodified Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28)
Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number
of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for
every five models that were in the target unit when you selected it as the target (rounding down). Blast
weapons can never be used to make attacks against a unit that is within Engagement Range of one or more
units from the attacking model’s army (including its own unit). (10th Edition Core Rules p26)
Cult Ambush: If your Army Faction is GENESTEALER CULTS, each time a unit with this ability is
destroyed, roll one D6, adding 1 to the result if it is a BATTLELINE unit, and adding 1 to the result if it is the
first or second battle round. On a 5+, add a new unit to your army identical to your destroyed unit, in Cult
Ambush, at its Starting Strength and with all of its wounds remaining, and you can place one Cult Ambush
marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not
possible, no marker is placed).
If an enemy model (excluding Aircraft models) ends any kind of move within 9" of a Cult Ambush marker you
placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of
your opponent’s next Movement phase, for each of your Cult Ambush markers that is still on the battlefield,
you can select one unit from your army that is in Cult Ambush and set that destroyed unit back up on the
battlefield using the Deep Strike ability, containing all of its models with their full wounds remaining and with
at least one of those models touching that Cult Ambush marker (that Cult Ambush marker is then removed
from the battlefield).
CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return
to the battlefield as described above (only the Bodyguard unit returns). ()
Deadly Demise D3: Some models have 'Deadly Demise x' listed in their abilities. When such a model is
destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any
embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds
denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules
p23)
Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set
it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of
your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally
away from all enemy models. (10th Edition Core Rules p39)
Extra Attacks: Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons.
Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it
chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by
other rules. (10th Edition Core Rules p28)
Feel No Pain: Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this
ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one
D6: if the result is greater than or equal to the number denoted by 'x: that wound is ignored and is not lost. If
a model has more than one Feel No Pain ability, you can only use one of those abilities each time that
model
suffers damage and so would lose a wound. (10th Edition Core Rules p23)
Fights First: Units with this ability that are eligible to fight do so in the Fights First step, provided every
model in the unit has this ability. (10th Edition Core Rules p32)
Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons.
Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that
attack. (10th Edition Core Rules p25)
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)
One Shot: The bearer can only shoot with this weapon once per battle. ()
Pistol: Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped
with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within
Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve
attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In
such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement
Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either
shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its
Pistols or its other ranged weapons before selecting targets. (10th Edition Core Rules p25)
Rapid Fire 1: Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time
such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is
increased by the amount denoted by ‘x’. (10th Edition Core Rules p25)
Rapid Fire 3: Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time
such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is
increased by the amount denoted by ‘x’. (10th Edition Core Rules p25)
Sustained Hits 1: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits
weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a
number of additional hits on the target as denoted by ‘x’ (10th Edition Core Rules p28)
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