Neophyte Hybrids
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Hybrid firearm | 24" | 1 | 4+ | 3 | 0 | 1 |
| Autopistol | 12" | 1 | 4+ | 3 | 0 | 1 |
| Mining laser | 24" | 1 | 5+ | 10 | -3 | D6+1 |
| Seismic cannon | 24" | 2 | 5+ | 6 | -1 | D3 |
| Heavy stubber | 36" | 3 | 4+ | 4 | 0 | 1 |
| Webber | 12" | D6 | N/A | 2 | 0 | 1 |
| Flamer | 12" | D6 | N/A | 4 | 0 | 1 |
| Grenade launcher - frag | 24" | D3 | 4+ | 4 | 0 | 1 |
| Grenade launcher - krak | 24" | 1 | 4+ | 9 | -2 | D3 |
| Anointed pistol | 12" | 1 | 4+ | 4 | 0 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Close combat weapon | Melee | 1 | 4+ | 3 | 0 | 1 |
| Power weapon | Melee | 1 | 4+ | 4 | -2 | 1 |
| Chainsword | Melee | 2 | 4+ | 3 | 0 | 1 |
Abilities
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.
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.
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.
In your Command phase, you can return up to 3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to D3+3 destroyed models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached units and any [ONE SHOT] weapons equipped with by returned models that were shot before they were destroyed are still considered to have been shot.
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.
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).