Genestealer Cults

Epic Heros
80
Charaters
85
50
70
50
55
65
65
50
165
55
60
65
235
45
50
60
80
75
60
70
65
275
50
170
65
Battleline
65
70
65
65
65
85
65
Infantry
135
95
65
65
110
70
110
60
75
60
70
75
125
70
Walkers
65
55
Vehicles
95
65
450
420
450
140
145
415
120
420
125
95
185
190
170
170
180
150
145
165
250
55
410
430
465
110
Flyers
Dedicated Transports
85
85
75
90
105

Taurox Prime

Model NameMTSvWLdOC
Taurox Prime
Use model
12"83+ 107+2
Ranged WeaponsRangeABSSAPD
Taurox missile launcher – frag
blast, twin-linked
48"D63+401
Taurox gatling cannon
devastating wounds, twin-linked
24"83+401
Taurox battle cannon
blast
48"D63+8-12
Storm bolter
rapid fire 2
24"23+401
Twin Taurox hot-shot volley gun
rapid fire 3, twin-linked
30"33+4-11
Twin autocannon
twin-linked
48"23+9-13
Taurox missile launcher – krak
twin-linked
48"13+9-2D6
Melee WeaponsRangeAWSSAPD
Armoured tracks
Melee34+601
Keywords:
Astra Militarum, Genestealer Cults, Dedicated Transport, Taurox Prime, Vehicle, Transport, Squadron, Imperium

Abilities

Transport Support:In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Hit roll.
Core:
Deadly Demise D3
Faction:

Wargear Options

This model’s Taurox battle cannon can be replaced with one of the following:
  • 1 Taurox gatling cannon
  • 1 Taurox missile launcher
This model’s twin Taurox hot-shot volley gun can be replaced with 1 twin autocannon.
This model can be equipped with 1 storm bolter.

Wargear Abilities

Unit Composition

1 Taurox Prime
This model is equipped with: Taurox battle cannon; twin Taurox hot-shot volley gun; armoured tracks.

Costs

1 model - 90pts

Leader

Led By

Stratagems

NameDescription
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 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 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 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 TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).