VOXROSTER
CodexFactionsGenestealer CultsHybrid Metamorphs

Hybrid Metamorphs

M6"
T4
SV5+
W1
LD7+
OC1

Composition & Wargear

4-9× Hybrid Metamorph
Each model one of: Autopistol / Cult Icon (max 1) / Hand Flamer
Metamorph Leader
Equipped Leader's Bio-weapons

Ranged Weapons

WeaponRangeABSSAPD
Autopistol 12"14+ 301
Hand flamer 12"D6N/A 301

Melee Weapons

WeaponRangeAWSSAPD
Metamorph mutations - strike Melee33+ 5-12
Metamorph mutations - sweep Melee53+ 4-11
Leader's Bio-weapons Melee53+ 5-12

Abilities

Brood Surge Datasheet

In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed as a result of those attacks, this unit can make a surge move of up to D6".

Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

Scouts Core

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:  - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.  - If that unit is wholly within your deployment zone, it can make a scout move (see below).  - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

Cult Ambush Core

If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.

  • Incursion: 6 Resurgence points
  • Strike Force: 10 Resurgence points
  • Onslaught: 14 Resurgence points

Each time a unit from your army is destroyed, if every model in that unit has this ability you can spend the relevant number of Resurgence points shown below based on that unit's Starting Strength.

---Aberrants--- 5 models = 4 Resurgence Points 10 models = 8 Resurgence Points

---Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs--- 5 models = 2 Resurgence Points 10 models = 4 Resurgence Points

---Atalan Jackals--- 5 models = 2 Resurgence Points 10 models = 6 Resurgence Points

---Neophyte Hybrids--- 10 models = 3 Resurgence Points 20 models = 6 Resurgence Points

---Purestrain Genestealers--- 5 models = 2 Resurgence Points 10 models = 6 Resurgence Points

If you do: - Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. - Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

UNITS IN CULT AMBUSH Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. Units in Cult Ambush are not automically destroyed at the end of the third battle round.

CULT AMBUSH MARKERS Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 8" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush to make an ingress move. For that ingress move, set that unit up with at least one model in that unit in base contact with that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). Units in Cult Ambush can make an ingress move in the first battle round using this rule.

Feel No Pain Core

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.