Heckle GSC AL3

Faction Tyranids - Genestealers Cults
Points 2000
Name Competitive
Game system Warhammer 40k 8th edition
Score 0
User Heckle
Country
Linked tournaments

Army list details

++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [33 PL, 2CP, 501pts] ++
Rules: Brood Brothers

+ No Force Org Slot [3CP] +

Battle-forged CP [3CP]
Categories: No Force Org Slot

Cult Creed: Cult of the Four-Armed Emperor
Categories: No Force Org Slot
Abilities: Cult Creed, Subterranean Ambushers
Profiles:
Cult Creed: Description:If your army is Battle-forged, all GENESTEALER CULTS Detachments gain the Cult Creed ability. All <CULT> INFANTRY and BIKER units with this ability gain a Cult Creed, so long as every unit in its Detachment is from the same cult. The Cult Creed gained depends on the cult they are from, as shown in the table. Note that due to their purely xenos nature and physiology, GENESTEALER units are an exception and do not gain a Cult Creed.
Subterranean Ambushers: Description:Until the end of the first battle round, add 1 to Advance and charge rolls made for units with this Cult Creed. Starting from the second battle round, if a unit with this Cult Creed is set up on the battlefield, then until the end of that turn, add 1 to Advance and charge rolls made for that unit.

Detachment CP [5CP]
Categories: No Force Org Slot

Specialist Detachment: Deliverance Broodsurge [-1CP]
Categories: Specialist Detachment, No Force Org Slot
Abilities: Deliverance Broodsurge
Profiles:
Deliverance Broodsurge: Description:Use this stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be a Deliverance Broodsurge Specialist Detachment. ACOLYTE ICONWARDS, NEOPHYTE HYBRIDS, ACOLYTE HYBRIDS and GOLIATH TRUCKS in that Detachment gain the DELIVERANCE BROODSURGE keyword.

Stratagem: Broodcoven [-1CP]
Categories: No Force Org Slot
Abilities: Broodcoven
Profiles:
Broodcoven: Description:Use this Stratagem before the battle if your Warlord is a PATRIARCH. Select up to one MAGUS and up to one PRIMUS from your army. Generate a Warlord Trait for each selected model (note that these models are only regarded as your Warlord for the purposes of these Warlord Traits). All three models must have a different Warlord Trait. This Stratagem can only be used once per battle.

Stratagem: Grandsire's Gifts [-3CP]: 2 Extra Sacred Relics [-3CP]
Categories: No Force Org Slot
Abilities: Grandsire's Gifts
Profiles:
Grandsire's Gifts: Description:Use this Stratagem before the battle. Your army can have one extra Sacred Relic of the Cult for 1 CP, or two extra Sacred Relics of the Cult for 3 CPs. All of the Sacred Relics of the Cult that you include must be different and be given to different GENESTEALER CULTS CHARACTERS. This Stratagem can only be used once per battle.

+ HQ [7 PL, -1CP, 128pts] +

Acolyte Iconward [3 PL, -1CP, 53pts]: Autopistol, Blasting Charges, Icon of the Cult Ascendant, Rending Claw, Stratagem: Field Commander [-1CP], Warlord Trait: Augur of the Insurgent
Categories: Faction: Tyranids, Faction: Genestealer Cults, Character, Infantry, HQ
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Augur of the Insurgent, Bestial Devotion, Field Commander, Icon of the Cult Ascendant, Nexus of Devotion, Sacred Cult Banner, Unit: Acolyte Iconward, Weapon: Autopistol, Blasting Charge, Rending Claw(s)
Profiles:
Augur of the Insurgent: Description:You can re-roll Advance and charge rolls for friendly DELIVERANCE BROODSURGE units if they are within 6" of your Warlord when the roll is made.
Bestial Devotion: Description:Re-roll Bestial Vigour rolls of 1 for friendly <CULT> ABERRANT models whilst their unit is within 6" of this model.
Field Commander: Description:Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can only be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters can have the same Warlord Trait.
Icon of the Cult Ascendant: Description:Add 1 to the Strength characteristic of friendly <CULT> INFANTRY and BIKER units while they are within 6" of the bearer.
Nexus of Devotion: Description:Roll a D6 each time a <CULT> INFANTRY or BIKER model (other than an ABERRANT) loses a wound whilst its unit is within 6" of any friendly <CULT> ACOLYTE ICONWARDS; on a 6 that wound is not lost.
Sacred Cult Banner: Description:You can re-roll Morale tests for friendly <CULT> units whilst they are within 6" of this model.
Acolyte Iconward: M:6"|WS:3+|BS:3+|S:4|T:3|W:4|A:4|Ld:8|Save:5+
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Rending Claw(s): Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.

Primus [4 PL, 75pts]: Blasting Charges, Bonesword [3pts], Broodcoven Primus, Needle Pistol, Toxin Injector Claw, Warlord Trait: Alien Majesty
Categories: HQ, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Character
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Alien Majesty, Cult Demagogue, Meticulous Planner, Unit: Primus, Weapon: Blasting Charge, Bonesword, Needle Pistol, Toxin Injector Claw
Profiles:
Alien Majesty: Description:Add 3" to the range of your Warlord's aura abilities.
Cult Demagogue: Description:Add 1 to hit rolls for attacks made by <CULT> units in the Fight phase whilst they are within 6" of any friendly <CULT> PRIMUSES.
Meticulous Planner: Description:The first time this model is set up on the battlefield, select one enemy unit on the battlefield. Re-roll wound rolls of 1 for attacks made by friendly <CULT> units that have the Cult Ambush ability whilst they are within 6" of this model when targeting that enemy unit.
Primus: M:6"|WS:2+|BS:3+|S:4|T:3|W:5|A:4|Ld:9|Save:5+
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Bonesword: Range:Melee|Type:Melee|S:User|AP:-2|D:1|Abilities:-
Needle Pistol: Range:12"|Type:Pistol 1|S:2|AP:0|D:D3|Abilities:This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.
Toxin Injector Claw: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. Each time you roll a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.

+ Troops [18 PL, 218pts] +

Acolyte Hybrids [6 PL, 80pts]
Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>
Rules: Cult Ambush, Unquestioning Loyalty
9x Acolyte Hybrid (Hand Flamer) [72pts]: 9x Blasting Charges, 9x Cultist Knife, 9x Hand Flamer [9pts], 9x Rending Claw
Unit: Acolyte Hybrid, Weapon: Blasting Charge, Cultist Knife, Hand Flamer, Rending Claw(s)
Acolyte Leader [8pts]: Blasting Charges, Cultist Knife, Hand Flamer [1pts], Rending Claw
Unit: Acolyte Leader, Weapon: Blasting Charge, Cultist Knife, Hand Flamer, Rending Claw(s)
Profiles:
Acolyte Hybrid: M:6"|WS:3+|BS:4+|S:4|T:3|W:1|A:2|Ld:7|Save:5+
Acolyte Leader: M:6"|WS:3+|BS:4+|S:4|T:3|W:1|A:3|Ld:8|Save:5+
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Cultist Knife: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
Hand Flamer: Range:6"|Type:Pistol D6|S:3|AP:0|D:1|Abilities:This weapon automatically hits its target.
Rending Claw(s): Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.

Acolyte Hybrids [6 PL, 69pts]: Cult Icon [10pts]
Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Cult Icon
4x Acolyte Hybrid [28pts]: 4x Autopistol, 4x Blasting Charges, 4x Cultist Knife, 4x Rending Claw
Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charge, Cultist Knife, Rending Claw(s)
Acolyte Hybrid (Heavy Weapon) [24pts]: Autopistol, Blasting Charges, Heavy Rock Drill [17pts]
Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charge, Heavy Rock Drill
Acolyte Leader [7pts]: Autopistol, Blasting Charges, Cultist Knife, Rending Claw
Unit: Acolyte Leader, Weapon: Autopistol, Blasting Charge, Cultist Knife, Rending Claw(s)
Profiles:
Cult Icon: Description:Re-roll hit rolls of 1 for a unit's attacks in the Fight phase if it contains a model with a cult icon.
Acolyte Hybrid: M:6"|WS:3+|BS:4+|S:4|T:3|W:1|A:2|Ld:7|Save:5+
Acolyte Leader: M:6"|WS:3+|BS:4+|S:4|T:3|W:1|A:3|Ld:8|Save:5+
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Cultist Knife: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
Heavy Rock Drill: Range:Melee|Type:Melee|S:x2|AP:-3|D:1|Abilities:Roll a D6 each time a model suffers damage from this weapon; on a 2+ the model suffers a mortal wound and you can roll another D6. This time, the model suffers a mortal wound on a 3+. Keep rolling a D6 increasing the score required to cause a mortal wound by 1 each time, until the model is slain or the roll is failed.
Rending Claw(s): Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.

Acolyte Hybrids [6 PL, 69pts]: Cult Icon [10pts]
Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Cult Icon
4x Acolyte Hybrid [28pts]: 4x Autopistol, 4x Blasting Charges, 4x Cultist Knife, 4x Rending Claw
Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charge, Cultist Knife, Rending Claw(s)
Acolyte Hybrid (Heavy Weapon) [24pts]: Autopistol, Blasting Charges, Heavy Rock Drill [17pts]
Unit: Acolyte Hybrid, Weapon: Autopistol, Blasting Charge, Heavy Rock Drill
Acolyte Leader [7pts]: Autopistol, Blasting Charges, Cultist Knife, Rending Claw
Unit: Acolyte Leader, Weapon: Autopistol, Blasting Charge, Cultist Knife, Rending Claw(s)
Profiles:
Cult Icon: Description:Re-roll hit rolls of 1 for a unit's attacks in the Fight phase if it contains a model with a cult icon.
Acolyte Hybrid: M:6"|WS:3+|BS:4+|S:4|T:3|W:1|A:2|Ld:7|Save:5+
Acolyte Leader: M:6"|WS:3+|BS:4+|S:4|T:3|W:1|A:3|Ld:8|Save:5+
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Cultist Knife: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
Heavy Rock Drill: Range:Melee|Type:Melee|S:x2|AP:-3|D:1|Abilities:Roll a D6 each time a model suffers damage from this weapon; on a 2+ the model suffers a mortal wound and you can roll another D6. This time, the model suffers a mortal wound on a 3+. Keep rolling a D6 increasing the score required to cause a mortal wound by 1 each time, until the model is slain or the roll is failed.
Rending Claw(s): Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.

+ Elites [8 PL, 155pts] +

Clamavus [3 PL, 55pts]: Autopistol
Categories: Faction: Tyranids, Faction: Genestealer Cults, Faction: <Cult>, Character, Infantry, Elites
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Proclamator Hailer, Scrambler Array, Unit: Clamavus, Weapon: Autopistol
Profiles:
Proclamator Hailer: Description:Add 1 to the Leadership characteristic of <CULT> units whilst they are within 6" of any friendly <CULT> CLAMAVUSES. In addition, add 1 to Advance and charge rolls made for <CULT> units that are within 6" of any friendly <CULT> CLAMAVUSES when the roll is made.
Scrambler Array: Description:Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. In addition, at the start of your Shooting phase, roll a D6 for each enemy unit that is within 6" of any CLAMAVUSES from your army; on a 6 that enemy unit suffers 1 mortal wound.
Clamavus: M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:8|Save:5+
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-

Locus [2 PL, 40pts]: Hypermorph Tail, Locus Blades, Sword of the Four-armed Emperor
Categories: Character, Faction: <Cult>, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Elites
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Neurotrauma Rod, Quicksilver Dodge, Quicksilver Strike, Sudden Strike, Sword of the Four-armed Emperor, Unquestioning Bodyguard, Unit: Locus, Weapon: Hypermorph Tail, Locus Blades, Sword of the Four-armed Emperor
Profiles:
Neurotrauma Rod: Description:Subtract 1 from the Leadership characteristic of units whilst they are within 6" of any enemy LOCUSES.
Quicksilver Dodge: Description:This model has a 5+ invulnerable save.
Quicksilver Strike: Description:This model always fights first in the Fight phase, even if it did not charge. If the enemy has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn it is.
Sudden Strike: Description:In the Charge phase, if this model is within 3" of any enemy units after your opponent has completed all of their charge moves, it can perform a Heroic Intervention. This model can move up to 6" when performing Heroic Interventions and can choose to move towards the nearest enemy CHARACTER within 6" rather than the nearest enemy model.
Sword of the Four-armed Emperor: Description:CULT OF THE FOUR-ARMED EMPEROR only. The Sword of the Four-armed Emperor replaces the model's bonesword or Locus blades.
Unquestioning Bodyguard: Description:Each time a <CULT> CHARACTER model (other than a LOCUS) loses a wound whilst within 3" of any friendly <CULT> LOCUSES, you can select one of those LOCUSES to use this ability instead of using the Unquestioning Loyalty ability. If you do so, roll a D6; on a 2+ the character does not lose a wound but the selected model suffers 1 mortal wound. You cannot then use the Unquestioning Loyalty ability to avoid this. On a 1 the original character loses a wound as normal.
Locus: M:6"|WS:2+|BS:3+|S:4|T:3|W:4|A:4|Ld:8|Save:5+/5++
Hypermorph Tail: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make one additional attack with this weapon.
Locus Blades: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:Increase the Damage characteristic of this weapon to 2 if the bearer made a charge move, was charged or performed a Heroic Intervention this turn.
Sword of the Four-armed Emperor: Range:Melee|Type:Melee|S:User|AP:-3|D:1|Abilities:Each time the bearer fights, it can make 4 additional attacks with this weapon.

Sanctus [3 PL, 60pts]: Familiar Claws, Silencer Sniper Rifle [5pts]
Categories: Character, Faction: <Cult>, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Elites
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Camo Cloak, Cult Assassin, Soulsight Familiar, Unit: Sanctus, Weapon: Familiar Claws, Silencer Sniper Rifle
Profiles:
Camo Cloak: Description:Add 2 to saving throws made for this model when it receives the benefit of cover, instead of 1.
Cult Assassin: Description:This model can never have a Warlord Trait. In addition, the 'A Perfect Ambush' Stratagem has a Command Point cost of 0 if it is being used to affect this model.
Soulsight Familiar: Description:Units do not receive the benefit of cover to their saving throws for attacks made by this model.
Sanctus: M:6"|WS:2+|BS:2+|S:3|T:3|W:4|A:4|Ld:8|Save:5+
Familiar Claws: Range:Melee|Type:Melee|S:4|AP:0|D:1|Abilities:Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon.
Silencer Sniper Rifle: Range:36"|Type:Heavy 1|S:4|AP:-1|D:D3|Abilities:This weapon can target CHARACTERS even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage. If a PSYKER unit loses any wounds as a result of an attack made by this weapon, it suffers Perils of the Warp after the attack has been resolved.

++ Brigade Detachment +12CP (Tyranids - Genestealer Cults) [97 PL, 10CP, 1,499pts] ++
Rules: Brood Brothers

+ No Force Org Slot [11CP] +

Cult Creed: Cult of the Four-Armed Emperor
Categories: No Force Org Slot
Abilities: Cult Creed, Subterranean Ambushers
Profiles:
Cult Creed: Description:If your army is Battle-forged, all GENESTEALER CULTS Detachments gain the Cult Creed ability. All <CULT> INFANTRY and BIKER units with this ability gain a Cult Creed, so long as every unit in its Detachment is from the same cult. The Cult Creed gained depends on the cult they are from, as shown in the table. Note that due to their purely xenos nature and physiology, GENESTEALER units are an exception and do not gain a Cult Creed.
Subterranean Ambushers: Description:Until the end of the first battle round, add 1 to Advance and charge rolls made for units with this Cult Creed. Starting from the second battle round, if a unit with this Cult Creed is set up on the battlefield, then until the end of that turn, add 1 to Advance and charge rolls made for that unit.

Detachment CP [12CP]
Categories: No Force Org Slot

Specialist Detachment: Anointed Throng [-1CP]
Categories: Specialist Detachment, No Force Org Slot
Abilities: Anointed Throng
Profiles:
Anointed Throng: Description:Use this stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be an Anointed Throng Specialist Detachment. ABOMINANTS and ABERANTS in that Detachment gain the ANOINTED THRONG keyword.

+ HQ [18 PL, -1CP, 322pts] +

Abominant [6 PL, -1CP, 105pts]: Familiar Claws, Power Sledgehammer, Rending Claw, Stratagem: Field Commander [-1CP], Warlord Trait: Insidious Mindwyrm
Categories: Aberrant, Character, Faction: Genestealer Cults, Faction: Tyranids, Infantry, HQ
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Bestial Vigour, Field Commander, Insidious Mindwyrm, Mindwyrm Familiar, Regenerative Flesh, The Chosen One, Unit: Abominant, Weapon: Familiar Claws, Power Sledgehammer, Rending Claw(s)
Profiles:
Bestial Vigour: Description:When inflicting damage upon this model, reduce the Damage characteristic of the attack by 1 (to a minimum of 1). In addition, roll a D6 each time this model loses a wound; on a 5+ that wound is not lost.
Field Commander: Description:Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can only be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters can have the same Warlord Trait.
Insidious Mindwyrm: Description:Add 1 to charge rolls for your Warlord and friendly ANOINTED THRONG units that are within 6" of your Warlord when the roll is made.
Mindwyrm Familiar: Description:Subtract 1 from Psychic tests taken for PSYKERS that are within 12" of any enemy ABOMINANTS. TYRANID PSYKERS are not affected.
Regenerative Flesh: Description:At the start of each of your turns, this model regains D3 lost wounds.
The Chosen One: Description:Each unmodified hit roll of 6 made in the Fight phase by friendly <CULT> ABERRANT units within 6" of this model scores 2 hits instead of 1.
Abominant: M:6"|WS:3+|BS:6+|S:6|T:5|W:5|A:3|Ld:8|Save:5+
Familiar Claws: Range:Melee|Type:Melee|S:4|AP:0|D:1|Abilities:Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon.
Power Sledgehammer: Range:Melee|Type:Melee|S:x2|AP:-3|D:D6|Abilities:When attacking with this weapon, subtract 1 from the hit roll. Damage rolls of 1 or 2 made for this weapon count as 3 instead.
Rending Claw(s): Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.

Magus [4 PL, 80pts]: Autopistol, Broodcoven Magus, Cultist Knife, Force stave, Power: Mass Hypnosis, Power: Psychic Stimulus, Warlord Trait: Inscrutable Cunning
Categories: HQ, Character, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Psyker
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Inscrutable Cunning, Spiritual Leader, Psychic Power: Mass Hypnosis, Psychic Stimulus, Psyker: Magus, Unit: Magus, Weapon: Autopistol, Cultist Knife, Force stave
Profiles:
Inscrutable Cunning: Description:Once per battle, if this Warlord is on the battlefield, you can re-roll one hit roll, wound roll or saving throw made for a friendly CULT OF THE FOUR-ARMED EMPEROR unit. In addition, if your army is Battle-forged, roll a D3 before the battle begins; you gain a number of additional Command Points equal to the result.
Spiritual Leader: Description:<CULT> units (other than PSYKERS) within 6" of any friendly <CULT> MAGUS models at the start of your opponent's Psychic phase can attempt to deny one psychic power manifested within 12" of them that phase as if they were themselves a PSYKER (measure range to any model in the unit).
Mass Hypnosis: Warp Charge:7|Range:18"|Details:Select an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, the target cannot fire Overwatch, fights last in the Fight phase even if it charged, and must subtract 1 from its hit rolls. If the target has a rule that allows it to fight first in the Fight phase even if it did not charge, then instead of fighting last in the Fight phase, it fights as if it did not have that ability and did not charge.
Psychic Stimulus: Warp Charge:6|Range:18"|Details:Select a friendly GENESTEALER CULTS unit within 18" of the psyker. Until the start of your next Psychic phase, that unit can charge even if it Advanced (though not if it Fell Back) and they always fight first in the Fight phase, even if they didn't charge. If your opponent has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Magus: Cast:1|Deny:1|Powers Known:Smite + 2 Broodmind|Other:-
Magus: M:6"|WS:3+|BS:3+|S:3|T:3|W:4|A:3|Ld:8|Save:5+
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Cultist Knife: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
Force stave: Range:Melee|Type:Melee|S:+2|AP:-1|D:D3|Abilities:-

Patriarch [8 PL, 137pts]: Familiar [12pts], Monstrous Rending Claws, Power: Mass Hypnosis, Power: Mental Onslaught, The Crouchling, Warlord, Warlord Trait: Biomorph Adaptation
Categories: Faction: Tyranids, Faction: Genestealer Cults, Character, HQ, Psyker, Infantry, Genestealer, Faction: <Cult>, Warlord
Rules: Cult Ambush
Abilities: Biomorph Adaptation, Brood Telepathy, Familiars, Lightning Reflexes, Living Idol, Swift and Deadly, The Crouchling, Psychic Power: Mass Hypnosis, Mental Onslaught, Psyker: Patriarch, Unit: Familiar, Patriarch, Weapon: Monstrous Rending Claws
Profiles:
Biomorph Adaptation: Description:Add 1 to your Warlord's Attack and Strength characteristics.
Brood Telepathy: Description:Add 1 to hit rolls for attacks made by <CULT> GENESTEALER units in the Fight phase whilst they are within 6" of of any friendly <CULT> PATRIARCH models.
Familiars: Description:If a character is accompanied by any Familiars, then once per game, at the end of the controlling player's psychic phase, its Familiars can lend it additional power. If they do so, the character can immediately attempt to manifest an additional psychic power. When rolling to wound this unit, always use the character's Toughness while it is on the battlefield. The death of a Familiar is ignored for the purposes of Morale tests. Familiars are considered to have the CHARACTER keyword for the purposes of shooting attacks.
Lightning Reflexes: Description:Models in this unit have a 5+ invulnerable save.
Living Idol: Description:<CULT> and BROOD BROTHERS units automatically pass Morale tests whilst they are within 6" of any friendly <CULT> PATRIARCH models.
Swift and Deadly: Description:This unit can charge even if it Advanced during its turn.
The Crouchling: Description:The Crouchling replaces one of the model's Familiars. The Crouchling follows all the normal rules for a Familiar with the following additions: whilst the Crouchling is alive, the Patriarch or Magus it accompanies knows one additional psychic power from the Broodmind discipline and adds 1 to any Psychic tests it takes when attempting to manifest a psychic power from the Broodmind discipline.
Mass Hypnosis: Warp Charge:7|Range:18"|Details:Select an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, the target cannot fire Overwatch, fights last in the Fight phase even if it charged, and must subtract 1 from its hit rolls. If the target has a rule that allows it to fight first in the Fight phase even if it did not charge, then instead of fighting last in the Fight phase, it fights as if it did not have that ability and did not charge.
Mental Onslaught: Warp Charge:6|Range:18"|Details:Select an enemy model within 18" of and visible to the psyker. Each player rolls a D6 and adds their model's Leadership characteristic to their result. If your score is higher, the enemy model's unit suffers 1 mortal wound; if the selected model is still alive you then repeat this process (each player rolling a D6 and adding their respective Leadership) until either the selected model is destroyed, your opponent rolls a 6, and/or your opponent's result is equal to or higher than yours.
Patriarch: Cast:1|Deny:1|Powers Known:Smite + 2 Broodmind|Other:-
Familiar: M:6"|WS:3+|BS:-|S:4|T:3|W:1|A:2|Ld:8|Save:6+
Patriarch: M:8"|WS:2+|BS:5+|S:6|T:5|W:6|A:6|Ld:10|Save:4+/5++
Monstrous Rending Claws: Range:Melee|Type:Melee|S:User|AP:-3|D:D3|Abilities:You may re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -6 and Damage of 3.

+ Troops [21 PL, 291pts] +

Brood Brothers Infantry Squad [3 PL, 47pts]
Categories: Faction: Genestealer Cults, Faction: Tyranids, Faction: Brood Brothers, Infantry, Troops
Rules: Cult Ambush, Unquestioning Loyalty
7x Brood Brother [28pts]: 7x Frag Grenades, 7x Lasgun
Unit: Brood Brother, Weapon: Frag Grenade, Lasgun
Brood Brothers Leader [4pts]: Chainsword, Frag Grenades, Laspistol
Unit: Brood Brothers Leader, Weapon: Chainsword, Frag Grenade, Laspistol
Brood Brothers Weapons Team [15pts]: Frag Grenades, Lasgun, Mortar [7pts]
Unit: Brood Brothers Weapons Team, Weapon: Frag Grenade, Lasgun, Mortar
Profiles:
Brood Brother: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:7|Save:5+
Brood Brothers Leader: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:8|Save:5+
Brood Brothers Weapons Team: M:6"|WS:4+|BS:4+|S:3|T:3|W:2|A:2|Ld:7|Save:5+
Chainsword: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag Grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Lasgun: Range:24|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
Laspistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Mortar: Range:48"|Type:Heavy D6|S:4|AP:0|D:1|Abilities:Mortars can target units that are not visible to the firing model.

Brood Brothers Infantry Squad [3 PL, 47pts]
Categories: Faction: Genestealer Cults, Faction: Tyranids, Faction: Brood Brothers, Infantry, Troops
Rules: Cult Ambush, Unquestioning Loyalty
7x Brood Brother [28pts]: 7x Frag Grenades, 7x Lasgun
Unit: Brood Brother, Weapon: Frag Grenade, Lasgun
Brood Brothers Leader [4pts]: Chainsword, Frag Grenades, Laspistol
Unit: Brood Brothers Leader, Weapon: Chainsword, Frag Grenade, Laspistol
Brood Brothers Weapons Team [15pts]: Frag Grenades, Lasgun, Mortar [7pts]
Unit: Brood Brothers Weapons Team, Weapon: Frag Grenade, Lasgun, Mortar
Profiles:
Brood Brother: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:7|Save:5+
Brood Brothers Leader: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:8|Save:5+
Brood Brothers Weapons Team: M:6"|WS:4+|BS:4+|S:3|T:3|W:2|A:2|Ld:7|Save:5+
Chainsword: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag Grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Lasgun: Range:24|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
Laspistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Mortar: Range:48"|Type:Heavy D6|S:4|AP:0|D:1|Abilities:Mortars can target units that are not visible to the firing model.

Brood Brothers Infantry Squad [3 PL, 47pts]
Categories: Faction: Genestealer Cults, Faction: Tyranids, Faction: Brood Brothers, Infantry, Troops
Rules: Cult Ambush, Unquestioning Loyalty
7x Brood Brother [28pts]: 7x Frag Grenades, 7x Lasgun
Unit: Brood Brother, Weapon: Frag Grenade, Lasgun
Brood Brothers Leader [4pts]: Chainsword, Frag Grenades, Laspistol
Unit: Brood Brothers Leader, Weapon: Chainsword, Frag Grenade, Laspistol
Brood Brothers Weapons Team [15pts]: Frag Grenades, Lasgun, Mortar [7pts]
Unit: Brood Brothers Weapons Team, Weapon: Frag Grenade, Lasgun, Mortar
Profiles:
Brood Brother: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:7|Save:5+
Brood Brothers Leader: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:8|Save:5+
Brood Brothers Weapons Team: M:6"|WS:4+|BS:4+|S:3|T:3|W:2|A:2|Ld:7|Save:5+
Chainsword: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag Grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Lasgun: Range:24|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
Laspistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Mortar: Range:48"|Type:Heavy D6|S:4|AP:0|D:1|Abilities:Mortars can target units that are not visible to the firing model.

Neophyte Hybrids [4 PL, 50pts]
Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>
Rules: Cult Ambush, Unquestioning Loyalty
9x Neophyte Hybrid (Shotgun) [45pts]: 9x Autopistol, 9x Blasting Charges, 9x Shotgun
Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charge, Shotgun
Neophyte Leader [5pts]: Autogun, Autopistol, Blasting Charges
Unit: Neophyte Leader, Weapon: Autogun, Autopistol, Blasting Charge
Profiles:
Neophyte Hybrid: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:7|Save:5+
Neophyte Leader: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:8|Save:5+
Autogun: Range:24"|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Shotgun: Range:12"|Type:Assault 2|S:3|AP:0|D:1|Abilities:If the target is within half range, add 1 to this weapon's Strength.

Neophyte Hybrids [4 PL, 50pts]
Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>
Rules: Cult Ambush, Unquestioning Loyalty
9x Neophyte Hybrid (Shotgun) [45pts]: 9x Autopistol, 9x Blasting Charges, 9x Shotgun
Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charge, Shotgun
Neophyte Leader [5pts]: Autogun, Autopistol, Blasting Charges
Unit: Neophyte Leader, Weapon: Autogun, Autopistol, Blasting Charge
Profiles:
Neophyte Hybrid: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:7|Save:5+
Neophyte Leader: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:8|Save:5+
Autogun: Range:24"|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Shotgun: Range:12"|Type:Assault 2|S:3|AP:0|D:1|Abilities:If the target is within half range, add 1 to this weapon's Strength.

Neophyte Hybrids [4 PL, 50pts]
Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Faction: <Cult>
Rules: Cult Ambush, Unquestioning Loyalty
9x Neophyte Hybrid (Shotgun) [45pts]: 9x Autopistol, 9x Blasting Charges, 9x Shotgun
Unit: Neophyte Hybrid, Weapon: Autopistol, Blasting Charge, Shotgun
Neophyte Leader [5pts]: Autogun, Autopistol, Blasting Charges
Unit: Neophyte Leader, Weapon: Autogun, Autopistol, Blasting Charge
Profiles:
Neophyte Hybrid: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:1|Ld:7|Save:5+
Neophyte Leader: M:6"|WS:4+|BS:4+|S:3|T:3|W:1|A:2|Ld:8|Save:5+
Autogun: Range:24"|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Shotgun: Range:12"|Type:Assault 2|S:3|AP:0|D:1|Abilities:If the target is within half range, add 1 to this weapon's Strength.

+ Elites [31 PL, 564pts] +

Aberrants [14 PL, 252pts]
Categories: Elites, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Aberrant, Faction: <Cult>
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Bestial Vigour
8x Aberrant (Pick) [200pts]: 8x Power Pick [72pts], 8x Rending Claw
Unit: Aberrant, Weapon: Power Pick, Rending Claw(s)
2x Aberrant Hypermorph (Improvised) [52pts]: 2x Heavy Improvised Weapon [20pts], 2x Hypermorph Tail, 2x Rending Claw
Unit: Aberrant Hypermorph, Weapon: Heavy Improvised Weapon, Hypermorph Tail, Rending Claw(s)
Profiles:
Bestial Vigour: Description:When inflicting damage upon this model, reduce the Damage characteristic of the attack by 1 (to a minimum of 1). In addition, roll a D6 each time this model loses a wound; on a 5+ that wound is not lost.
Aberrant: M:6"|WS:3+|BS:6+|S:5|T:4|W:2|A:2|Ld:7|Save:5+
Aberrant Hypermorph: M:6"|WS:3+|BS:6+|S:5|T:4|W:2|A:3|Ld:7|Save:5+
Heavy Improvised Weapon: Range:Melee|Type:Melee|S:x2|AP:-1|D:2|Abilities:Make 2 hit rolls for each attack made with this weapon, instead of 1.
Hypermorph Tail: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make one additional attack with this weapon.
Power Pick: Range:Melee|Type:Melee|S:User|AP:-2|D:D3|Abilities:Each time a model with a rending claw makes an attack with this weapon, it can make one additional attack with its rending claw.
Rending Claw(s): Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.

Aberrants [14 PL, 252pts]
Categories: Elites, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Aberrant, Faction: <Cult>
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Bestial Vigour
8x Aberrant (Pick) [200pts]: 8x Power Pick [72pts], 8x Rending Claw
Unit: Aberrant, Weapon: Power Pick, Rending Claw(s)
2x Aberrant Hypermorph (Improvised) [52pts]: 2x Heavy Improvised Weapon [20pts], 2x Hypermorph Tail, 2x Rending Claw
Unit: Aberrant Hypermorph, Weapon: Heavy Improvised Weapon, Hypermorph Tail, Rending Claw(s)
Profiles:
Bestial Vigour: Description:When inflicting damage upon this model, reduce the Damage characteristic of the attack by 1 (to a minimum of 1). In addition, roll a D6 each time this model loses a wound; on a 5+ that wound is not lost.
Aberrant: M:6"|WS:3+|BS:6+|S:5|T:4|W:2|A:2|Ld:7|Save:5+
Aberrant Hypermorph: M:6"|WS:3+|BS:6+|S:5|T:4|W:2|A:3|Ld:7|Save:5+
Heavy Improvised Weapon: Range:Melee|Type:Melee|S:x2|AP:-1|D:2|Abilities:Make 2 hit rolls for each attack made with this weapon, instead of 1.
Hypermorph Tail: Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time the bearer fights, it can make one additional attack with this weapon.
Power Pick: Range:Melee|Type:Melee|S:User|AP:-2|D:D3|Abilities:Each time a model with a rending claw makes an attack with this weapon, it can make one additional attack with its rending claw.
Rending Claw(s): Range:Melee|Type:Melee|S:User|AP:-1|D:1|Abilities:Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.

Kelermorph [3 PL, 60pts]: Cultist Knife, 3x Liberator Autostub
Categories: Character, Faction: <Cult>, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Elites
Abilities: Gunslinger, Heroic Deeds, Heroic Inspiration, Preternatural Senses, Unit: Kelermorph, Weapon: Cultist Knife, Liberator Autostub
Profiles:
Gunslinger: Description:This model can target enemy CHARACTERS even if they are not the closest enemy model. In addition, each time this model hits an enemy with a Pistol weapon, it can immediately make one additional hit roll against that target using the same weapon. These bonus hit rolls cannot themselves generate any further hit rolls.
Heroic Deeds, Heroic Inspiration: Description:If this model kills any enemy models with its ranged weapons, then until the end of the phase, re-roll hit rolls of 1 for attacks made by friendly <CULT> INFANTRY units whilst they are within 6" of this model.
Preternatural Senses: Description:This model has a 5+ invulnerable save.
Kelermorph: M:6"|WS:3+|BS:2+|S:3|T:3|W:4|A:3|Ld:8|Save:5+/5++
Cultist Knife: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
Liberator Autostub: Range:12"|Type:Pistol 2|S:4|AP:-1|D:2|Abilities:-

+ Fast Attack [18 PL, 205pts] +

Atalan Jackals [6 PL, 75pts]
Categories: Biker, Faction: <Cult>, Faction: Genestealer Cults, Faction: Tyranids, Fast Attack
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Skilled Outriders
Atalan Jackal [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Atalan Jackal [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Atalan Jackal [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Atalan Jackal [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Atalan Leader [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Leader, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Profiles:
Skilled Outriders: Description:Subtract 1 from hit rolls for attacks that target this unit in the Shooting phase.
Atalan Jackal: M:14"|WS:4+|BS:4+|S:3|T:4|W:2|A:1|Ld:7|Save:5+
Atalan Leader: M:14"|WS:4+|BS:4+|S:3|T:4|W:2|A:2|Ld:8|Save:5+
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Demolition Charge: Range:6"|Type:Grenade D6|S:8|AP:-3|D:D3|Abilities:The bearer can only use this weapon once per battle.
Shotgun: Range:12"|Type:Assault 2|S:3|AP:0|D:1|Abilities:If the target is within half range, add 1 to this weapon's Strength.

Atalan Jackals [6 PL, 75pts]
Categories: Biker, Faction: <Cult>, Faction: Genestealer Cults, Faction: Tyranids, Fast Attack
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Skilled Outriders
Atalan Jackal [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Atalan Jackal [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Atalan Jackal [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Atalan Jackal [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Atalan Leader [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Leader, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Profiles:
Skilled Outriders: Description:Subtract 1 from hit rolls for attacks that target this unit in the Shooting phase.
Atalan Jackal: M:14"|WS:4+|BS:4+|S:3|T:4|W:2|A:1|Ld:7|Save:5+
Atalan Leader: M:14"|WS:4+|BS:4+|S:3|T:4|W:2|A:2|Ld:8|Save:5+
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Demolition Charge: Range:6"|Type:Grenade D6|S:8|AP:-3|D:D3|Abilities:The bearer can only use this weapon once per battle.
Shotgun: Range:12"|Type:Assault 2|S:3|AP:0|D:1|Abilities:If the target is within half range, add 1 to this weapon's Strength.

Atalan Jackals [6 PL, 55pts]
Categories: Biker, Faction: <Cult>, Faction: Genestealer Cults, Faction: Tyranids, Fast Attack
Rules: Cult Ambush, Unquestioning Loyalty
Abilities: Skilled Outriders
Atalan Jackal [10pts]: Autopistol, Blasting Charges, Cultist Knife, Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Cultist Knife, Shotgun
Atalan Jackal [10pts]: Autopistol, Blasting Charges, Cultist Knife, Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Cultist Knife, Shotgun
Atalan Jackal [10pts]: Autopistol, Blasting Charges, Cultist Knife, Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Cultist Knife, Shotgun
Atalan Jackal [10pts]: Autopistol, Blasting Charges, Cultist Knife, Shotgun
Unit: Atalan Jackal, Weapon: Autopistol, Blasting Charge, Cultist Knife, Shotgun
Atalan Leader [15pts]: Autopistol, Blasting Charges, Demolition Charge [5pts], Shotgun
Unit: Atalan Leader, Weapon: Autopistol, Blasting Charge, Demolition Charge, Shotgun
Profiles:
Skilled Outriders: Description:Subtract 1 from hit rolls for attacks that target this unit in the Shooting phase.
Atalan Jackal: M:14"|WS:4+|BS:4+|S:3|T:4|W:2|A:1|Ld:7|Save:5+
Atalan Leader: M:14"|WS:4+|BS:4+|S:3|T:4|W:2|A:2|Ld:8|Save:5+
Autopistol: Range:12"|Type:Pistol 1|S:3|AP:0|D:1|Abilities:-
Blasting Charge: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Cultist Knife: Range:Melee|Type:Melee|S:User|AP:0|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.
Demolition Charge: Range:6"|Type:Grenade D6|S:8|AP:-3|D:D3|Abilities:The bearer can only use this weapon once per battle.
Shotgun: Range:12"|Type:Assault 2|S:3|AP:0|D:1|Abilities:If the target is within half range, add 1 to this weapon's Strength.

+ Heavy Support [9 PL, 117pts] +

Brood Brothers Heavy Weapons Squad [3 PL, 39pts]
Categories: Faction: Brood Brothers, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Heavy Support
Rules: Cult Ambush, Unquestioning Loyalty
3x Brood Brothers Weapons Team [39pts]: 3x Frag Grenades, 3x Lasgun, 3x Mortar [21pts]
Unit: Brood Brothers Weapons Team, Weapon: Frag Grenade, Lasgun, Mortar
Profiles:
Brood Brothers Weapons Team: M:6"|WS:4+|BS:4+|S:3|T:3|W:2|A:2|Ld:7|Save:5+
Frag Grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Lasgun: Range:24|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
Mortar: Range:48"|Type:Heavy D6|S:4|AP:0|D:1|Abilities:Mortars can target units that are not visible to the firing model.

Brood Brothers Heavy Weapons Squad [3 PL, 39pts]
Categories: Faction: Brood Brothers, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Heavy Support
Rules: Cult Ambush, Unquestioning Loyalty
3x Brood Brothers Weapons Team [39pts]: 3x Frag Grenades, 3x Lasgun, 3x Mortar [21pts]
Unit: Brood Brothers Weapons Team, Weapon: Frag Grenade, Lasgun, Mortar
Profiles:
Brood Brothers Weapons Team: M:6"|WS:4+|BS:4+|S:3|T:3|W:2|A:2|Ld:7|Save:5+
Frag Grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Lasgun: Range:24|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
Mortar: Range:48"|Type:Heavy D6|S:4|AP:0|D:1|Abilities:Mortars can target units that are not visible to the firing model.

Brood Brothers Heavy Weapons Squad [3 PL, 39pts]
Categories: Faction: Brood Brothers, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Heavy Support
Rules: Cult Ambush, Unquestioning Loyalty
3x Brood Brothers Weapons Team [39pts]: 3x Frag Grenades, 3x Lasgun, 3x Mortar [21pts]
Unit: Brood Brothers Weapons Team, Weapon: Frag Grenade, Lasgun, Mortar
Profiles:
Brood Brothers Weapons Team: M:6"|WS:4+|BS:4+|S:3|T:3|W:2|A:2|Ld:7|Save:5+
Frag Grenade: Range:6"|Type:Grenade D6|S:3|AP:0|D:1|Abilities:-
Lasgun: Range:24|Type:Rapid Fire 1|S:3|AP:0|D:1|Abilities:-
Mortar: Range:48"|Type:Heavy D6|S:4|AP:0|D:1|Abilities:Mortars can target units that are not visible to the firing model.

++ Roster Rules ++

Brood Brothers

++ Selection Rules ++

Cult Ambush: During deployment, you can set this unit up in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases - set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush - do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT, even if they have the Cult Ambush ability.

In matched play, units set up in ambush using this rule count as being set up on the battlefield for the purposes of Tactical Reserves.

For ambush markers, see Codex: Genestealer Cults p79.

Unquestioning Loyalty: Each time you fail a saving throw for a <CULT> CHARACTER model, and each time a <CULT> CHARACTER suffers a mortal wound, before allocating damage check to see if it is within 3" of any <CULT> or BROOD BROTHERS units with this ability. If it is, you can select one of those units and roll a D6; on a 4+ you do not inflict any damage on the character, but one model in the selected unit (your choice) is slain. Otherwise, the character suffers damage as normal.

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