Cult 200pt

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    ····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 thrifficult 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|ave:5+········Flak Armour: Description:5+ armour save

    ········Frag grenade (melee): Description:Fight at normal Initiative, despite charging thrifficult 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 Launchers (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:Vehiclker, Open Topped)

    ········Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehas 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 used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook········Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Outunning 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 turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemys Shooting phase, the smoke disperses 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 shooting 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 Presence 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 the 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 Leadership 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

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