Hybrid Metamorphs

Model NameMTSvWLdOC
Hybrid Metamorphs
32mm
6"45+ 17+1
Keywords:
Genestealer Cults, Infantry, Grenades, Great Devourer, Hybrid Metamorphs
Ranged WeaponsRangeABSSAPD
Autopistol
pistol
12"14301
Hand flamer
ignores cover, pistol, torrent
12"D6N/A301
Melee WeaponsRangeABSSAPD
Leader’s bio-weapons
Melee535-12
Metamorph mutations – strike
Melee335-12
Metamorph mutations – sweep
Melee534-11

Abilities

Brood Surge:Each time an enemy unit is selected to shoot, after that unit has shot, if any models from this unit were destroyed as a result of those attacks, this unit can make a Brood Surge move. To do so, roll one D6: this unit can be moved a number of inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.

If, at the start of the battle, no model in this unit is equipped with a hand flamer, each time this unit makes a Brood Surge move, it can be moved up to 6" instead of up to D6". A unit cannot make a Brood Surge move while it is Battle-shocked.

Wargear Options

Any number of models can each have their autopistol replaced with 1 hand flamer.
One Hybrid Metamorph’s autopistol can be replaced with 1 cult icon.

Wargear Abilities

Cult Icon:In your Command phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed Character models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot.

Unit Composition

1 Metamorph Leader
4-9 Hybrid Metamorphs
The Metamorph Leader is equipped with: autopistol; Leader’s bio-weapons.

Every Hybrid Metamorph is equipped with: autopistol; Metamorph mutations.

Costs

5 models - 70pts
10 models - 140pts

Leader

Stratagems

NameDescription
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP EVASIVE VANGUARD
Detachment: Biosanctic Broodsurge
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.

TARGET: Select one of those Cult Ambush markers.

EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
1CP A DARK NETWORK
Detachment: Brood Brother Auxilia
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.

TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
1CP SYMBIOTIC DESTRUCTION
Detachment: Brood Brother Auxilia
WHEN: Your Shooting phase.

TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.

EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
1CP RESISTANCE TUNNELS
Detachment: Final Day
WHEN: End of your opponent’s Fight phase.

TARGET: One Genestealer Cults or Tyranids unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1CP HYPERFEROCITY
Detachment: Final Day
WHEN: Fight phase.

TARGET: One Genestealer Cults unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly Tyranids units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
1CP DIVINE IMPERATIVE
Detachment: Final Day
WHEN: Your Charge phase.

TARGET: One Genestealer Cults unit from your army that has not declared a charge this phase.

EFFECT: Select one enemy unit within Engagement Range of one or more Tyranids units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re-roll the Charge roll.
1CP SOLDIERS OF THE STAR CHILDREN
Detachment: Genespawn Onslaught
WHEN: Your Shooting phase, just after a HYBRID METAMORPHS unit from your army is selected to perform the Set Overwatch Tactical Manoeuvre.

TARGET: That HYBRID METAMORPHS unit.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.
1CP MONSTROUS MOMENTUM
Detachment: Genespawn Onslaught
WHEN: Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit.

TARGET: That GENESTEALER CULTS unit.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway.
1CP GROWING DREAD
Detachment: Genespawn Onslaught
WHEN: Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre.

TARGET: One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit.

EFFECT: That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally).
2CP PRIMED AND READIED
Detachment: Host of Ascension
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
2CP COORDINATED TRAP
Detachment: Host of Ascension
WHEN: The start of your Shooting phase or the start of the Fight phase.

TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
1CP TUNNEL CRAWLERS
Detachment: Host of Ascension
WHEN: Your Movement phase.

TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
1CP RETURN TO THE SHADOWS
Detachment: Host of Ascension
WHEN: End of your opponent’s Fight phase.

TARGET: One Genestealer Cults Infantry unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1CP A DEADLY SNARE
Detachment: Host of Ascension
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One Genestealer Cults Infantry unit from your army that was selected as a target of that charge.

EFFECT: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
1CP ALONG SHADOWED TRAILS
Detachment: Outlander Claw
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.

TARGET: Select one of those Cult Ambush markers.

EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
2CP THE DOWNTRODDEN RISE
Detachment: Xenocreed Congregation
WHEN: End of the Reinforcements step of your opponent’s Movement phase.

TARGET: One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army in Cult Ambush.

EFFECT: Until the end of the phase, you can set up your unit on the battlefield without using a Cult Ambush marker. When doing so, set up your unit anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
1CP TRANSCENDENT CELERITY
Detachment: Xenocreed Congregation
WHEN: Your Shooting phase.

TARGET: One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability.
1CP TIRELESS FERVOUR
Detachment: Xenocreed Congregation
WHEN: Your Charge phase.

TARGET: One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not declared a charge this phase.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. When doing so, if it targets an enemy unit within Engagement Range of one or more friendly Character units, you can re-roll the Charge roll.
1CP FRENZIED DEVOTION
Detachment: Xenocreed Congregation
WHEN: Fight phase.

TARGET: One Acolyte Hybrids, Hybrid Metamorphs or Neophyte Hybrids unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, improve the Attacks and Weapon Skill characteristics of melee weapons equipped by models (excluding Characters) in your unit by 1 and those weapons have the [HAZARDOUS] ability.