VOXROSTER
CodexFactionsGenestealer CultsNeophyte Hybrids

Neophyte Hybrids

M6"
T3
SV5+
W1
LD7+
OC2

Composition & Wargear

9-19× Neophyte Hybrid
Each model one of: Hybrid Firearm / Hybrid Firearm & Cult Icon (max 1) / Heavy Weapon (max 4) / Special Weapon (max 4)
Neophyte Leader

Ranged Weapons

WeaponRangeABSSAPD
Hybrid firearm 24"14+ 301
Autopistol 12"14+ 301
Mining laser 24"15+ 10-3D6+1
Seismic cannon 24"25+ 6-1D3
Heavy stubber 36"34+ 401
Webber 12"D6N/A 201
Flamer 12"D6N/A 401
Grenade launcher - frag 24"D34+ 401
Grenade launcher - krak 24"14+ 9-2D3
Anointed pistol 12"14+ 401

Melee Weapons

WeaponRangeAWSSAPD
Close combat weapon Melee14+ 301
Power weapon Melee14+ 4-21
Chainsword Melee24+ 301

Abilities

A Plan Generations in the Making 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.

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.

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.

Cult Icon Datasheet

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.

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.

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).