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+++ New Roster (200pts) +++

++ Genestealer Cults: HoR (Grey Knights Kill Team List) (200pts) ++


+ Team Leader (25pts) +

Genestealer Hierarch (25pts) [Close Combat Weapon, Flak Armour, Frag grenade (1p
ts), Infra-red Goggles (5pts), Krak grenade (1pts), Shotgun, Targeter (5pts)]
Rules: Inspiring Presence
Profiles:
Genestealer Hierarch: Unit Type:Infantery (Character)|WS:4|BS:4|S:3|T:3|W:2|I:4|A:1
|Save:5+
Flak Armour: Description:5+ armour save
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Infra-red Goggles: Description:This enables the wearer to see foes who are hiding o
are partially concealed behind cover. The model may shoot at hidden models and
gains the Night Vision rule.
Targeter: Description:If a model with a Targeter has not moved in the previous Move
phase it may re-roll To Hit rolls of 1 when shooting.
Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Wh40k: The Rules
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Krak grenade: Range:8"|Strength:6|AP:4|Type:Assault 1|Wh40k: The Rules
Krak grenade (melee): Range:-|Strength:6|AP:4|Type:-|Wh40k: The Rules
Shotgun: Range:12"|Strength:3|AP:-|Type:Assault 2
+ Core (95pts) +

Brood Brother Comrade Squad (50pts)


5x Brood Brother Comrade (50pts) [5x Boltgun (10pts), 5x Close Combat Weapon, 5x Fir
ebomb (10pts), 5x Flak Armour, 5x Frag grenade (5pts), 5x Krak grenade (5pts)]
Profiles:
Brood Brother Comrade: Unit Type:Infantry|WS:2|BS:2|S:3|T:3|W:1|I:3|A:1|Ld:6|Save:6
Flak Armour: Description:5+ armour save
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Wh40k: The Rules
Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Wh40k: The Rules
Firebomb: Range:8''|Strength:3|AP:-|Type:One Use, Assault 1, Flamer
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Krak grenade: Range:8"|Strength:6|AP:4|Type:Assault 1|Wh40k: The Rules
Krak grenade (melee): Range:-|Strength:6|AP:4|Type:-|Wh40k: The Rules

Brood Brother Initiates Squad (20pts)


5x Brood Brother Initiate (20pts) [5x Close Combat Weapon, 5x Frag grenade (5pts), 5
x Improvised armour, 5x Shotgun]
Rules: Infiltrate
Profiles:
Brood Brother Initiate: Unit Type:Infantry|WS:2|BS:2|S:3|T:3|W:1|I:3|A:1|Ld:6|Save:
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Improvised Armour: Description:6+ armour save
Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Wh40k: The Rules
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Shotgun: Range:12"|Strength:3|AP:-|Type:Assault 2
Brood Brother Initiates Squad (25pts)
5x Brood Brother Initiate (20pts) [5x Autogun, 5x Close Combat Weapon, 5x Frag grena
de (5pts), 5x Improvised armour]
Rules: Infiltrate

One Brood Brother Initiate replaces ranged weapon with (5pts) [Heavy Stubber (5pts)]
Profiles:
Brood Brother Initiate: Unit Type:Infantry|WS:2|BS:2|S:3|T:3|W:1|I:3|A:1|Ld:6|Save:
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Improvised Armour: Description:6+ armour save
Autogun: Range:24"|Strength:3|AP:-|Type:Rapid Fire
Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Melee|Wh40k: The Rules
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules
Heavy Stubber: Range:36"|Strength:4|AP:6|Type:Heavy 3
+ Special (80pts) +

Brood Brother Heavy Weapon Team (34pts) [Autocannon, Autogun, 4x Firebomb (8pts)
, Flak Armour, 2x Frag grenade (2pts)]
Profiles:
Brood Brother Heavy Weapon Team: Unit Type:Infantry|WS:3|BS:3|S:3|T:3|W:2|I:3|A:2|L
ave:5+
Flak Armour: Description:5+ armour save
Frag grenade (melee): Description:Fight at normal Initiative, despite charging thro
ifficult terrain.|Wh40k: The Rules
Autocannon: Range:48|Strength:7|AP:4|Type:Heavy 2|Codex: Astra Militarum
Autogun: Range:24"|Strength:3|AP:-|Type:Rapid Fire
Firebomb: Range:8''|Strength:3|AP:-|Type:One Use, Assault 1, Flamer
Frag grenade: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast|Wh40k: The Rules

Captured Sentinel (46pts) [Autocannon (5pts), Searchlight (1pts), Smoke Launcher


s (5pts)]
Rules: Move Through Cover, Non-Flammable, Scout
Profiles:
Captured Sentinel: WS:3|BS:3|S:5|Front:10|Side:10|Rear:10|I:3|A:1|HP:2|Type:Vehicle
ker, Open Topped)
Searchlight: Description:Used when the Night Fighting rules are in effect. If a veh
has a searchlight, it can, after firing all of its weapons, choose to illuminate
its target with the searchlight. If it does so, it also illuminates itself. You
may place markers next to the units, and next to the vehicle, to show it has us
ed its searchlights this turn. Illumination lasts until the end of the following
turn. Illuminated units gain no benefit from the Night Fighting special rule.|W
arhammer 40k rulebook
Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out
unning in the case of Walkers), a vehicle with smoke launchers can trigger them.
Place some cotton wool or some other appropriate counter next to the vehicle to
show it is obscured. The vehicle may not fire any of its weapons in the same tu
rn as it used smoke launchers, but counts as obscured in the next enemy Shooting
phase, receiving a 5+ cover save. After the enemy s Shooting phase, the smoke dis
perses with no further effect. Note that a vehicle may still use smoke launchers
even if has suffered a Crew Shaken or Stunned result or it does not have any sh
ooting weapons.|Warhammer 40k rulebook
Autocannon: Range:48|Strength:7|AP:4|Type:Heavy 2|Codex: Astra Militarum
++ Roster Rules ++
Our Father Watches Us: All Genestealer Cult Team Leaders have an Inspiring Prese
nce radius of 12 .
They Killed The Father!: Genestealer Cults are driven by the hypnotic leadership
of its elders, as such cult members are instilled with a religious belief in th
e divinity of these creatures. If the Team Leader is removed as a casualty durin
g a game every friendly model within 12 of the point it died must pass a Leadersh
ip test or Fall Back immediately. Models in close combat automatically pass this
test. From that point forward all models in the team gain the Hatred special ru

le for the rest of the game.


We Fall So He Might Live: Their absolute faith in the Cult drives its members to
protect their cult leaders at any cost. A Team Leader passes Look Out, Sir roll
s on a 2+ instead of 4+.
++ Selection Rules ++
Infiltrate: Deployed after all other units anywhere > 12" away from enemy and ou
tside their line of sight, or > 18" away within LoS. Cannot charge in first tur
n after deploying this way. Also has Outflank. (Wh40k: The Rules)
Inspiring Presence: Any friendly model within 6" of this model may use its Leade
rship for all Leadership tests.
Move Through Cover: A unit that contains at least one model with this special ru
le rolls an extra D6 when rolling to move through difficult terrain and is not s
lowed by charging through difficult terrain. In most circumstances, this will me
an that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore
, a model with the Move Through Cover special rule automatically passes Dangerou
s Terrain tests. (Wh40k: The Rules)
Non-Flammable
Scout: After both sides have deployed (including Infiltrators), but before the f
irst player begins his first turn, a unit containing at least one model with thi
s special rule can choose to redeploy. If the unit is Infantry, Artillery, a Wal
ker or a Monstrous Creature, each model can redeploy anywhere entirely within 6"
of its current position. If it is any other unit type, each model can instead r
edeploy anywhere entirely within 12" of its current position. During this redepl
oyment, Scouts can move outside the owning player s deployment zone, but must rema
in more than 12" away from any enemy unit. A unit that makes a Scout redeploymen
t cannot charge in the first game turn. A unit cannot embark or disembark as par
t of a Scout redeployment.
If both sides have Scouts, roll-off; the winner decides who redeploys first. The
n alternate redeploying Scout units.
If a unit with this special rule is deployed inside a Dedicated Transport, it co
nfers the Scout special rule to the Transport (though a disembarkation cannot be
performed as part of the redeployment). Note that a Transport with this special
rule does not lose it if a unit without this special rule is embarked upon it.
Having Scout also confers the Outflank special rule to units of Scouts that are
kept as Reserves.
Outflank
During deployment, players can declare that any unit that contains at least one
model with this special rule is attempting to Outflank the enemy. When this unit
arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a
D6: on a 1-2, the unit comes in from the table edge to the left of their control
ling player s own table edge; on a 3-4, they come on from the right; on a 5-6, the
player can choose left or right. Models move onto the table as described for ot
her Reserves. If a unit with Scouts is deployed inside a Dedicated Transport, th
ey may Outflank along with their Transport.
Iinfiltrate and Scout
If a unit has both the Infiltrate and Scout special rule, that unit can deploy a
s per the Infiltrate special rule and then redeploy as per the Scout special rul
e. (Wh40k: The Rules)
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