VOXROSTER
CodexFactionsChaos Space MarinesCultist Mob with Firearms [Legends]

Cultist Mob with Firearms [Legends]

M6"
T3
SV6+
W1
LD7+
OC1

Composition & Wargear

9-19× Cultist
Each model one of: Autopistol / autogun and close combat weapon / Flamer (max 2) / Cultist grenade launcher (max 2) / Heavy stubber (max 2)

Ranged Weapons

WeaponRangeABSSAPD
Bolt pistol 12"14+ 401
Autopistol 12"14+ 301
Flamer 12"D6N/A 401
Cultist grenade launcher - frag 24"D34+ 401
Cultist grenade launcher - krak 24"14+ 9-2D3
Heavy stubber 36"45+ 401

Melee Weapons

WeaponRangeAWSSAPD
The Murder Blade Melee62+ 8-23

Abilities

For the Dark Gods Datasheet

At the end of your Command phase, if this unit is within range of an objective marker  you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Dark Pacts Core

If your Army Faction is Heretic Astartes, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: ■ [LETHAL HITS] ■ [SUSTAINED HITS 1]

Pistol Core

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. 

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:  - One or more of its [CLOSE-QUARTERS] weapons.  - One or more of its other ranged weapons.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).

Ignores Cover Core

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

Torrent Core

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

Blast Core

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.  Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).

Heavy Core

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:  - That unit is unengaged.  - That unit was not set up on the battlefield this turn.  - No model in that unit has moved more than 3" this turn.