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

Artillery Team

Model NameMTSvWLdOC
Artillery Team
130mm
3"73+ 107+3
Ranged WeaponsRangeABSSAPD
Heavy quad launcher
blast, heavy, indirect fire, twin-linked
48"2D65+501
Lasgun
rapid fire 1
24"14+301
Multiple rocket launcher
anti-infantry 3+, blast, heavy, indirect fire
48"D6+35+2-11
Siege cannon
blast, heavy, indirect fire
48"D65+12-23
Heavy mortar
blast, heavy, indirect fire
48"D6+35+8-12
Melee WeaponsRangeAWSSAPD
Crew close combat weapons
Melee34+301
Keywords:
Genestealer Cults, Astra Militarum, Regiment, Artillery, Imperium, Infantry, Grenades, Artillery Team

Abilities

Remorseless Barrage:In your Shooting phase, after this model has shot, if one or more of those attacks made with an Indirect Fire weapon scored a hit against an enemy unit, that unit must take a Battle-shock test (if an INFANTRY unit is hit by one or more attacks made by a multiple rocket launcher, they must subtract 1 from their Battle-shock test when doing so).
Core:
Faction:

Wargear Options

This model’s heavy mortar can be replaced with one of the following:
  • 1 siege cannon
  • 1 heavy quad launcher
  • 1 multiple rocket launcher

Wargear Abilities

Unit Composition

1 Artillery Team
This model is equipped with: heavy mortar; lasgun; crew close combat weapons.

Costs

1 model - 95pts

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 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 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 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 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.