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Included in the platform or vehicle cost



Troop Type M WS BS S T W I A Ld
Warrior 3 4 3 3 4 1 2 1 9

Each Squat crew (13) member has the above stats. All wear Flak Armour (105, 6+ save) and are armed with a

Laspistol (240), Frag (256) and Krak (256) grenades.

Options

Any model may purchase an Assault (184) or Special (184) weapon.


 

 

Weapon Team

Points

Includes a crew (187) of 2 Squats. The team may purchase one Support Weapon (185).

 

Bike Squad

Points

Consists of 5 Bikes, each with a driver (187). Bike weapons include a Targeter (221, +1 to hit).

Weapons

Each bike carries twin-linked Boltguns (224) with a 90° forward arc of fire.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast
5

D4

-2

10‖

15‖ 30‖
 

 

Armour

 

D6

Location

Front

Side/Rear

1-2

Squat Rider

-

-

3-6

Bike

10

10

D6

Bike Damage Table

1

Twin bolters are destroyed.

2

The bike‘s maximum speed is reduced to Slow Rate for the rest of the game.

3

Controls are damaged; roll D6 at the start of each of your subsequent movement phases

(23); on a 4+, you may move and fire with the bike as normal; otherwise, the land speeder moves out of control (26) for that turn.

4

Wheels buckle; bike flips over, killing the crew. The wreck crashes tot he ground D6”

in a random direction. Any model under the bike when it lands takes D3 S6 hits with a

–2 save modifier.

5

Engine blows up, killing the rider. The wreck moves out of control next turn, then

comes to a permanent halt.

6

Fuel explodes, killing rider. The flaming wreck hurtles out of control next turn, then

explodes, causing D3 S8 hits with a –3 save modifier to all models within 3”.

 

Crew Damage Table

 

Roll to see if the rider is slain as normal. If the rider is slain, then the bike will move out

of control for the remainder of the game or until the gunner takes over.

                   

 

Heavy Weapons Bike

Points per model

Includes a crew (187) of 1 driver and 1 gunner. Bike weapons come with a Targeter (221, +1 to hit).

Weapons

Gunner controls a Multi-Melta (236), with a 180° arc of fire to the front. Driver controls twin-linked Boltguns

(224), with a 90° forward arc.

 

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat Fast 6

D6

-3

8‖

18‖ 24‖  

 

Armour

 

D6

Location

Front

Side/Rear

1-3

Crew

-

-

4-6

Bike

10

10

D6

Bike Damage Table

1

Twin Boltguns are destroyed.

2

Multi-Melta is destroyed.

3

Controls are damaged; roll D6 at the start of each of your subsequent movement phases

(23); on a 4+, you may move and fire with the bike as normal; otherwise, the land speeder moves out of control (26) for that turn.

                   

 

 

4 Wheels buckle; bike flips over, killing the crew. The wreck crashes tot he ground D6” in a random direction. Any model under the bike when it lands takes D6 S7 hits with a –2 save modifier.
5 Engine blows up, killing the crew. The wreck moves out of control next turn, then comes to a permanent halt.
6 Fuel explodes, killing crew. The flaming wreck hurtles out of control next turn, then explodes, causing D3 S8 hits with a –3 save modifier to all models within 3”.
  Crew Damage Table
  Hit the crew nearest to the attacker, or randomize if it is unclear. Roll to see if the crewman is slain as normal. If the driver is slain, then the land speeder will move out of control for the remainder of the game or until the gunner takes over.

 

 

Tyranid Rules

 

Gargoyles

 

Gargoyles (197) fly up to 20" as their sole form of movement, and ignores all penalties for terrain (24). Even when running (24) or charging (23), Gargoyles may still only move up to 20" per turn.

 

Flying High

At the start of its movement phase (23), a Gargoyle brood may declare that it is flying away from the battlefield and the models are removed from the table. They may take no other actions on the table that turn. Models may  disengage (32) from hand-to-hand combat (32) in this way without penalty. A brood which has left the battle in a

previous turn may land back on the table anywhere it wishes during its next movement phase (23). It may not

make any other movement that turn. Models diving into hand-to-hand combat (32) count the +1 Weapon Skill bonus for charging (23).

 

Weapon Immunities

 

Tyranids are curious genetic monstrosities which are completely unlike other humanoid lifeforms. As a result, their physiology is naturally resistant to many types of weapons and effects. Unless a weapon or effect is specifically mentioned here, it affects all Tyranids normally.

 

Flamers

Tyranids caught on fire (20) may ignore the flames and keep fighting, though they take damage as normal.

 

Needle Weapons, Shuriken Screamer Ammo

Tyranids are completely immune to these weapons.

 

Heavy Bolter Hellfire Shells

Tyranids are vulnerable to this weapon and take damage as normal from it.

 

Grenades

Tyranids are immune (214) to Choke, Hallucinogen, Scare, Toxin, and Virus grenades.

 

Conversion Field/Photon Flash Flare

Tyranids count as Unprotected troops against these devices; Tyranids recover from being blinded on a 3+ instead of

the normal 5+.

 

Smasha Gun

Tyranid Warriors, Zoanthropes, and Lictors count as Terminator-sized targets. Hive Tyrants and Carnifexes count as Dreadnought-sized targets.

 

Pulsa Rokkit, Shokk Attack Gun

All Tyranids are counted as ―foot troops‖ against these weapons.

 

Squig Catapult

Tyranids not specifically mentioned count as ―Tyranids‖ and have a 4+ save against Buzzer Squigs.

 

Strategy Cards

 

As a Tyranid player, you do not draw Strategy Cards (17) as normal. Instead, you get to roll on the following tables before either side deploys at the start of the game. You roll a D6 for each squad, vehicle, Dreadnought and character model in the opposing force. In addition, the opposing player must remove the Virus Outbreak, Malfunction and Traitor Strategy Cards from the deck before drawing, since they don‘t make sense when used against Tyranids.


 

 

Squad Event Table

Roll D6 for each of your opponent‘s squads.

 

6 “They’re all around us!” The squad does not deploy as normal on the first turn, but may instead move from your opponent‘s edge of the table in his second turn. In addition, roll another D6; on a 4+, a random member of the squad vanishes without a trace. This is the only result that will affect Eldar Wraithguard (85).
5 “Jones is acting strangely.” Roll a D6 at the start of each of your turns; on a 6, randomly select a model from the squad‘s original numbers. If the model is already gone, ignore this effect. Otherwise, the model is slain as a Barbed  Strangler (233) bursts out of it and attempts to destroy everything nearby.
4 “We can’t take any more!” This squad Fears (47) all Tyranids; those Tyranids which already cause Fear cause Terror (48) for this squad instead.
1-2 No effect.

 

Dreadnought/Walker Event Table

Roll D6 for each of your opponent‘s Dreadnoughts or Walker units.

 

6 Corrosive Damage. In the Dreadnought‘s first turn, roll for a random hit location on the vehicle‘s datafax and then roll a D3 on the appropriate damage table for the effect. Re-roll the dice if the damage hits a crewman (13).
5 “They’re all around us!” The Dreadnought is not deployed as normal at the beginning of the game, and may instead be deployed from its controller‘s table edge during the beginning of his second turn.
4 Low on Fuel. Roll a D6 each time the vehicle moves; add +2 if it ran or charged this turn. Any total of 6+ means the Dreadnought is immobilized for the rest of the game due to lack of fuel.
1-3 No effect.

 

Vehicle Event Table

Roll a D6 for each of your opponent‘s non-Dreadnought vehicles.

 

6

Corrosive Damage. On its first turn, roll a random hit location and roll a D3 on

the appropriate damage table, re-rolling if the damage is done to a crewman

(13).

5

“They’re  all  around  us!”   The  vehicle  does  not  deploy  at  the  beginning  of  the game, but may enter on its controller‘s table edge at the start of his second turn.

4

“What the ****?!?” A Skulker has gotten onboard the vehicle. Roll a D6 each

time the vehicle moves: on a 4+, the Skulker attacks a random crew member

(13) in hand-to-hand combat (32). If the driver is attacked, the vehicle will move out of control (26) that turn; if a gunner is targeted, one randomly- determined weapon may not fire. Neither side counts as charging (23), and other crew can‘t help the attacked one. If the creature slays its target, it will attack another in the next turn and continue until the whole crew (or it) is dead.

Profile WS S T W I A
Skulker 3 3 1 1 4 1
1-3

No effect.

 

Character Event Table

Roll a D6 for each of your opponent‘s characters (12).

 

6 Wounded. The character starts the game at –1 Wounds.
2-5 No effect.
1 Hatred. The character hates (48) the Tyranids.

 

 

Mission Cards

 

Due to the unusual nature of Tyranids, only the Engage and Destroy (15), Assassins (15), Witch Hunt (15), Hold the  Line (15), and Take and Hold (15) Mission Cards (15) may be taken against them. All others either do not apply or are disallowed. Tyranids select their mission random from the following list:

 

1 Bunker Assault (15)
2 Engage and Destroy (15)
3 Dawn Raid (15)
4 Terrorize (15)
5 Tyranid Attack (15)
6 Trap (15)

 

Biomorphs

 

Some  models  may take  Biomorphs,  the  Tyranid  bio-equivalent  of Wargear.  Where  applicable,  the  ability to  take these alterations and the number which may be taken are noted in the model‘s description.

 

Acute Senses

+0; Lictor only

May detect hidden (23) models within 2x its Initiative characteristic in inches.

 

Acid Blood

+5 points per model

If the creature is wounded or slain, all models in base-to-base contact with it will suffer an automatic hit with a Strength equal to the slain creature‘s Toughness. The acid will cause 1 Wound and has a save modifier of –1 for each point of its Strength over 3.

 

Adrenaline Sac

+10 points per model

Once per game, the creature may either charge (23) and fire or run (24) and fire in the shooting phase (27) in the same turn even if it using a move or fire weapon or charging into hand-to-hand combat (32).

 

Aura of Torment

+10 points per model

All non-Tyranids within 8” of the creature suffer a –2 modifier to their Leadership for the purposes of Break (47),

Rally (46), and Leadership-based psychology (47) tests.

 

Bio-Plasma Attack

+40 points per model

May fire a Bio-Plasma (233) attack once per round. Counts as a move-or-fire support weapon (28).

 

Chameleon Scales

+0; Lictor only

Any shots fired at a Lictor which did not move in its previous turn are at an additional –1 to hit. If it hides, it can‘t be spotted — it can only be detected. A Scanner (218) or Bionic Eye (206) can only detect a hidden Lictor on a D6 roll of 4+. While hiding, it may only be attacked by weapons with a blast template (29).

 

Enhanced Senses

+2 points per model

May detect hidden (23) models within 3x its Initiative characteristic in inches. Enemy models may not infiltrate (13)

within line of sight. Cameleoline (207) is ineffective against this sense.


 

 

Flesh Hooks

+7 points per model

The creature may fire up to 2 Flesh Hooks (226) in the shooting phase (27), but may not use its flesh hooks and fire another ranged weapon in the same turn.

 

Hardened Carapace

+10 points per model

The creature is granted a 2+ saving throw on D6; note that this armour save is used in lieu of any others it might have had. Note also that Lictors‘ saving throws cannot be reduced to less than 5+ by modifiers.

 

Null Zone

+35 points per model

If the creature is to be affected by a psychic power, it may nullify (37) it on a D6 roll of 4+ automatically. This nullify may be used against powers targeted directly at the creature and against powers which affect an area or marker including the creature. Distortion cannons (243), Wraithcannons (229) and Vortex (259) grenades are

weapons which use Warp energy, and the Null Zone protects against them.

 

Optic Membranes

+1 point per model

The creature gets a 2+ saving throw on D6 against being blinded by a Photon Flash Flare (257), Conversion field

(208) or similar effect.

 

Regenerate

+10 points per model per Wound the model has

If the creature is reduced to 0 Wounds, place it on its side; the model may still be fired at or hit in close combat as normal. In the Rally phase of the next Tyranid turn, roll to Regenerate each Wound the creature has suffered

(including Wounds taken on previous turns). Roll a die for each Wound; on a 4+, the Wound is removed. All

unhealed Wounds remain. If after rolling to regenerate, the creature has more Wound markers remaining than it has in its Wounds (W) characteristic, the model is removed as a casualty..

 

Toughened Exoskeleton

+10 points per model

The creature‘s Toughness is at +1 to a maximum of 10.

 

Sharpened Claws

+5 points per model

The Strength of the creature in close combat (32) is boosted by +2, and its hits in close combat count as psychic attacks for the purposes of penetrating demonic auras (51), etc.

 

Venom Sacs

+5 points per model

Any hits the creature inflicts in close combat (32) cause D3 Wounds instead of 1.

 

Voltage Field

+20 points per model

The creature gains an additional unmodified saving throw of 4+ on D6. If the creature is within 4” of a field of any

kind, the voltage field will burn it out (rendering it disabled for the rest of the game) on a 4+ on D6. In addition, the creature gains a +1 bonus to its Strength in close combat (32).

 

Warp Field

+40 points per model

Roll 2D6 against each attack that hits the creature. If the roll beats the Strength value of the attack, the psychic shield stops it harming the creature in any way. If the roll is equal to or less than the Strength, it the attack pierces the shield; make Wound and armour save rolls as normal. Weapons lacking a Strength value such as a Wraithcannon (229), Needle Rifles (227), Shokk Attack Guns (237), Vortex (259) grenades and the like count as having Strength

6. Psychic attacks may be blocked but only if they have an explicit Strength value in their description.


 

 

Warp Blast

+0; Zoanthropes only

In the psychic phase (36), Zoanthropes may unleash a Warp Blast (255) that acts just like a normal ranged weapon. The standard choosing a target (28) rules apply. Though this does not require any Force cards, you may use one or more to fuel its power. See the weapon profile (255) for more information.

 

Psychic Powers

 

Each power may only be purchased once.

 

Psychic Powers Cost
Catalyst (45) 40
Horror (45) 25
Hypnotic Gaze (45) 20
Psychic Scream (45) 15

 

 

Tyranid Units

Individuals                                                                                                                              <50%

 

Hive Tyrant

164 points (1+)

Troop Type M WS BS S T W I A Ld
Hive Tyrant 6 9 7 6 6 5 8 5 10

Chitinous carapace (4+ save). Armed with claws (S6 equals -3 save modifier) and a bad attitude. Tyranid armies

must contain at least one Hive Tyrant as the commander, and may have up to 1 more for each thousand points or fraction thereof. Hive Tyrants have a Strategy Rating (8) of 1. Hive Tyrants have an effective psychic  Mastery Level (36) of 4; powers are purchased separately. Hive Tyrants cause Terror (48). Any Tyranids within 18" automatically pass any Leadership test (47). Broken (46) broods within 18" during the Rally Phase (46) automatically rally.

Options

May take up to 3 Biomorphs (192). May purchase up to 4 psychic powers (194). The Tyrant may choose one of the following weapons:

 

Bio-Weapon Cost
Deathspitter (225) 13
Devourer (225) 9
Barbed Strangler (233) 31
VenomCannon (239) 40

 

Additionally, the Tyrant may take up to 2 of the following weapons:

 

Melee Bio-Weapon Cost
Lash Whip (230) 9
Bonesword (230) 6
Spinefist (241) 7

 

Zoanthrope

Points

Troop Type M WS BS S T W I A Ld
Zoanthrope 4 4 5 4 4 3 3 2 10

Zoanthropes are psykers of Mastery Level (36) 2; they always have the following two powers: Warp Field (193)

and Warp Blast (194). Affected by all weapons and psychic events which affect daemons and/or psykers, including Psychic Duels (38). All hand-to-hand combat (32) attacks count as psychic attacks for the purposes of penetrating demonic auras (51). Zoanthropes cause Fear (47), are immune to psychology (47) and will pass any  Break tests (47).

 

Lictor

Points

Troop Type M WS BS S T W I A Ld
Lictor 6 7 4 6 5 3 8 4 10

Chitinous hide and Dodge (5+ unmodified save). The dodge may be used against effects which normally allow

no saving throw, including Vortex (259) grenades and Wraithcannons (229), and allows a 2" move to avoid  template (29) weapons. Armed with claws (S6 equals a –3 save mod) and two Flesh Hooks (226). Lictors have  Acute Senses (192) and Chameleon Scales (192, enemy -1 to hit). Opponents wounded in close combat (32) suffer additional D6-Toughness wounds from poison at the end of the combat phase. Lictors may infiltrate (13), are immune to psychology (47) and automatically pass any Leadership tests (47). Lictors cause Fear (47) in enemy models and players.

Options

Lictors may have one additional 1 Biomorph (192).


 

 

Broods                                                                                                                                    25%+

Equivalent to squads.

 

Tyranid Warrior Brood

Points per model

Troop Type M WS BS S T W I A Ld
Tyranid Warrior 6 6 4 5 5 2 5 3 10

A brood has between 3 and 6 models, all with the above stats. Each has Chitinous armour (5+ save) and comes

with 2 Boneswords (230). Any Tyranids within 12" automatically pass any Leadership tests (47). Immune to

psychology (47). Causes Fear (47).

Options

Each Tyranid Warrior may have up to 1 Biomorph (192). Any number of models may replace both Boneswords with one of the following options:

 

Bio-Weapon Cost
Deathspitter (225) 6
Devourer (225) 2
Lash Whip (230) & Bonesword (230) 8
Spinefist (241) & Bonesword (230) 6

 

Up to 1 Warrior in the brood may replace its Boneswords with one of these weapons:

 

Bio-Weapon Cost
Barbed Strangler (233) 24
VenomCannon (239) 33

 

Genestealer Brood

Points per model

Troop Type M WS BS S T W I A Ld
Genestealer 6 7 0 6 4 1 7 4 10

A brood has between 6 and 12 models, all with the above stats. Each has Chitinous armour (5+ save). Armed

with claws (S6 is a –3 save mod). Immune to psychology (47). Cause Fear (47).

 

Termagant Brood

Points per model

Troop Type M WS BS S T W I A Ld
Termagant 6 4 3 3 3 1 4 1 5

A brood has between 6 and 24 models, all with the above stats. Each is armed with a Fleshborer (226), and has

no armour.

 

Options

Any model may replace their Fleshborer with either a Spike Rifle (228) for +1 point per model or a Strangleweb

(228) for +6 points per model.

 

Hormagaunt Brood

Points per model

Troop Type M WS BS S T W I A Ld
Hormagaunt 6 4 0 4 3 1 4 2 5

A brood has between 6 and 24 models, all with the above stats. Armed with claws (S4, –1 save mod). Gains a 6" leap when running (24) or charging (23) — thus a total move of up to 18"; the leap ignores terrain up to 3" in size. Hormagaunts must still charge (23) the closest unengaged enemy model.


 

 

Gargoyle Brood

Points per model

Troop Type M WS BS S T W I A Ld
Gargoyle 20 3 3 3 3 1 3 1 5

A brood has between 6 and 12 models, all with the above stats. Armed with Flamespurts (225). Gargoyles fly

(190), ignoring all terrain, and may choose to Fly High (190).

 

Support                                                                                                                                   <50%

 

Allies

A Tyranid swarm may not include any allies.

 

Carnifex

Points

Troop Type M WS BS S T W I A Ld
Carnifex 6 6 4 7 8 10 6 4 10

Chitinous armour (3+ save on 2D6). Armed with claws (S7, –4 save mod) and bio-plasma attack (233). Causes

Terror (48). May choose to roll only one attack die at Strength 10, causing D3 Wounds.

Options

A Carnifex may have up to 2 Biomorphs (192).

 

Ripper Swarm

Points per base (0-1x)

Troop Type M WS BS S T W I A Ld
Ripper Base 4 3 0 4 3 5 1 5 10

A swarm consists of any number of Ripper bases. Armed with claws (S4, –1 save mod). Immune to psychology

(47) Enemy models in hand-to-hand combat (32) do not count the normal bonuses for multiple combatants (33). Any organic terrain that a base moves over should be removed from the tabletop. Rippers ignore all penalties for terrain (24) and can even slither up vertical surfaces.

 

Spore Mines

Points per Mine

Troop Type M WS BS S T W I A Ld
Spore Mine 2D6 0 0 1 4 1 1 0 10

Spore mines move 2D6” in a random direction each of your movement phases (23). If they move within 1" of a

non-Tyranid model, they explode, hitting everything within D6”. Hits are at S5 and cause D3 Wounds apiece with a –2 save modifier. Armour penetration (31) is 10+2D3+D6. Tyranid creatures hit by an exploding spore mine suffer an S5 hit causing 1 damage with no save modifier. Spore Mines are never worth any Victory Points

(13) to the enemy.

 

Biovore

Points

Troop Type M WS BS S T W I A Ld
Biovore 4 3 3 4 4 2 1 1 10

Armed with claws (S4, –1 save mod). You may have up to 1 Biovore per 750 points. May include up to 6 Spore

Mines (197) and may fire one each shooting phase (27) with a range of up to 100”; when doing so, you may pick any target on the battlefield. Instead of rolling to hit normally, roll the Scatter die; a roll of a Hit means the spore mine drifts down D6 inches away from the nominated target point in a random direction indicated. An arrow means the mine drifts 3D6 inches in that direction.


 

 

Tyranid Bio-Tanks

 

Credit Where Credit is Due

These are Armourcast (www.armorcast.com) models and the rules are approved by Games Workshop..

 

Exocrine

Points

Slug/Tracked (25). Causes fear (47). Immune to psychology (47). May fight in close combat (32) — because the Exocrine is so large, bonuses for additional attackers do not apply.

Options

Armed with one Bio-Cannon (Error! Bookmark not defined.) with a 45° forward arc, and Spore Cysts

(Error! Bookmark not defined.) with a 360° arc of fire.

Special Rules

If the Exocrine‘s link with the Hive Mind is severed, it will Nest. While Nesting, it will remain stationary and fire its chitin shells at the nearest enemy target, whether vehicle or infantry. When a Tyranid vehicle rams or charges another vehicle, work out damage to the other vehicle as normal. For the Tyranid vehicle the location

that actually touches the other vehicles is hit on a D6 roll of 4+ and other locations are hit on a D6 roll of 6. Work out damage for any hit locations as normal.

 

M

WS

BS

S

I

A

Ld

 

-

4

4

8

4

2

10

Ram

Speed

 

Str

Dmg

Save Mod

Slow

Combat

Fast

8

D12

-5

5‖

10‖

15‖

 

 

Armour

 

D6

Location

Front

Side/Rear

1

Pseudopod

20

18

2-4

Body

22

18

5-6

Bio-Cannon

18

18

D6

Pseudopod Damage Table

1

The foot is damaged but keeps sliming. The Exocrine may only move Slow speed for

the rest of the game.

2-5

The foot is destroyed. The Exocrine comes to a permanent halt for the rest of the battle.

6

The foot is splattered across the landscape and a massive muscle contraction causes the

Exocrine to flip into the air. The Exocrine is killed and the smoking remains come to rest D6” away in a random direction. Any models under the remains take D6 S7 hits doing one point of damage each, with a -2 saving throw modifier.

D6

Body Damage Table

1

The hit disrupts the Exocrine's central nervous system, severing the link with the Hive

Mind for the next Tyranid turn.

2-3

The hit damages the Exocrine's central nervous system, severing the link with the Hive

Mind permanently.

4-5

The Exocrine looses all control and runs amok in its next movement phase, ramming

the nearest model, unit or vehicle (friend or foe), or turning and shooting at the nearest unit if there are none within movement range. At the end of the following close combat phase the Exocrine then collapses and dies.

6

The  Exocrine's  slime  fungus  ammunition  ruptures,  destroying  the  Exocrine  and

spraying slime fungus over any models within 3” of the Exocrine, causing D6 Strength

8 hits with a -3 saving throw modifier.

D6

Bio-Cannon Damage Table

1

The adaptive nerve bundles lining the Bio-Cannon are damaged and it may only be

fired if you first roll a 4 or more on a 1D6.

2-5

The Bio-Cannon is destroyed and the weapon may not fire for the rest of the game.

6

The Bio-Cannon is destroyed as above, but exploding slime fungus ammo ruptures into

the body. Roll on the Body Damage Table to find out what effect this has.

                                 

 


 


 

 

Genestealer Cult Equipment

 

Armour

 

Models picking from this list may select only one item.

 

Armour Cost
Flak Armour (105, 6+ save) 1
Mesh Armour (5+ save) 3
Carapace Armour (4+ save) 7

 

Assault Weapons

 

Models picking from this list may select as many items as you wish.

 

Weapon Cost
Axe (230) 1
Sword (232) 1
PoleArm (231) 1
Chainsword (230) 2
Autopistol (240) 1
Bolt Pistol (240) 2
Power Axe (231) 7
Power Fist (231) 10
Power Maul (231) 6
Power Sword (232) 6
Hand Flamer (240) 6
Laspistol (240) 1
Plasma Pistol (241) 4
Stub Gun (241) 1
Autopistol (240) 1

 

Basic Weapons

 

One per model.

 

Weapon Cost
Autogun (224) 1
Boltgun (224) 3
Bow (224) ½
Crossbow (224) 1
Lasgun (226) 2
Shotgun (228) 2

 

Special Weapons

 

One per model.

 

Weapon Cost
Flamer (225) 9
Meltagun (227) 8
Plasma Gun (228) 8

 

 

Grenades

 

Models picking from this list may select as many items as you wish.

 

Grenade Cost
Frag (256) grenades 2
Krak (256) grenades 3
Melta-bombs (256) 5

 

Heavy Weapons

 

One per model.

 

Weapon Cost
Autocannon (233) 25
Heavy Bolter (234) 15
Lascannon (235) 45
Missile Launcher (236) w/Frag and Super Krak missiles (256) 45
Multimelta (236) 65
Heavy Stub Gun (241) 10
Heavy Plasma Gun (235) 40

 

Genestealer Cult Units

Individuals                                                                                                                              <50%

 

Genestealer Patriarch

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Patriarch 5 7 0 6 5 4 6 4 10

Chitinous armour (5+ save). Armed with claws (S6 equals -3 save modifier). Provides a Strategy Rating (8) of

1. Acts as a Psyker with an effective Mastery Level (36) of 4; powers are purchased below. Causes Fear (47). If he is the army commander, all Cult units within 12" may use his Leadership rating for any Break tests (47). Patriarchs have all the same weapon immunities (190) as other Tyranids.

Options

May purchase up to 4 psychic powers (194).

 

Cult Magus

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Magus 4 3 3 4 3 1 5 1 8

Wears Flak Armour (105, 6+ save). Armed with a Laspistol (240). Provides a Strategy Rating (8) of 1. Is a

Psyker with a Mastery Level (36) of 4; select one power from the Tyranid (38) list and all others from the  Adeptus (38) list. If he is the army commander, all Cult units within 12" may use his Leadership rating for  Break tests (47).

Options

May purchase from the Armour (199), Grenades (200), Basic (199), Assault (199) and Special (199) weapons lists. May have up to 3 Wargear Cards (14).

 

Cult Icon Bearer

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Magus 4 3 3 4 3 1 5 1 8

Wears Flak Armour (105, 6+ save). Armed with a Laspistol (240). All Cult units within 12" may re-roll any

failed Break tests (47) once.

Options

May purchase from the Armour (199), Grenades (200), Basic (199), Assault (199) and Special (199) weapons lists. May have up to 3 Wargear Cards (14).

 

Genestealer Hybrids Neophyte — 10 points Acolyte — 9 points

Troop Type M WS BS S T W I A Ld
Neophyte 4 4 2 4 3 1 5 1 8
Acolyte 4 3 3 4 3 1 5 1 8

Wears Flak Armour (105, 6+ save). Armed with a Laspistol (240). All Cult units within 12" may re-roll any

failed Break tests (47) once.

Options

May purchase from the Armour (199), Grenades (200), Basic (199), Assault (199), Special (199) and Heavy

(200) weapons lists.

Upgrade

An Acolyte may be a Psyker with a Mastery Level (36) of 1-2 for an additional 25 points per level; select powers from the Adeptus (38) list.


Broods/Squads                                                                                                                        25%+

 

Genestealer Broods

Points per model

Troop Type M WS BS S T W I A Ld
Genestealer 6 7 0 6 4 1 7 4 10

A brood has between 6 and 12 models, all with the above stats. Each has Chitinous armour (5+ save). Armed

with claws (S6 is a –3 save mod). Immune to psychology (47). Genestealers cause Fear (47). Genestealers have all the same weapon immunities (190) as other Tyranids.

 

Genestealer Hybrid Broods Neophyte — 9 points per model Acolyte — 8 points per model

Troop Type M WS BS S T W I A Ld
Neophyte 4 4 2 4 3 1 5 1 8
Acolyte 4 3 3 4 3 1 5 1 8

A Hybrid brood consists of between 5 and 20 models. All are armed with a Laspistol (240).

Options

Any model may purchase from the Armour (199), Grenades (200), Basic (199), Assault (199), Special (199) and Heavy (200) weapons lists.

 

Brood Brother Squads

Points per model

Troop Type M WS BS S T W I A Ld
Brood Brother 4 3 3 3 3 1 3 1 7

The squad consists of 10 to 20 models, all with the above stats. Each has a sword (232) or axe (230). Brood

Brothers hate (48) all enemy models.

Options

Any model may purchase from the Basic (199) or Assault (199) weapons lists. One model may purchase a  Special (199) weapon. One model may purchase a Heavy (200) weapon. The entire unit may be identically equipped with Grenades (200) for the listed cost per model. The entire unit may be outfitted with Flak Armour (105, 6+ save) for +1 point per model. The squad may be led by a Genestealer Hybrid (201) for the cost shown above.

 

Support                                                                                                                                   <50%

 

Vehicles

The following vehicles are available to Genestealer cults at the listed cost: Rhinos (158), Predators (159), Land  Raiders (161), Leman Russ Tanks(113), Land Speeders (157), Sentinels (118) and Chimeras (116). All cult vehicles come with Brood Brother crews (202).

 

Allies

Genestealer Cults may include Chaos Cult (72) forces as allies. Optional Rule: To represent a loyal forces which have been taken over by a cult, you may also include units from the Imperial Guard (109), Adeptus Arbites (101), and/or Sisters of Battle (142) lists.

 

Support Weapons

 

Brood Brother Crews



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