You are on page 1of 3

1.

WHOLE GAME
a. Use ​A Plan Generations in the Making (3CP)​ to ‘vect’ an opponent’s
stratagem. Only once per game.
2. PRE-GAME
a. Use ​The Cult’s Psyche (1CP) ​to upgrade a Magus to let him cast an extra
power each turn and get bonuses for being around other Psykers.
b. Use ​Commanding Amplification (1CP)​ to upgrade a Clamavus to have +3” of
range on his abilities.
c. Use ​Heart of the Creed (1CP)​ to upgrade a Primus to let him mark 2 units
instead of one.
d. Use ​Grandsire’s Gift (3CP)​ to give 2 extra relics to Characters in the army.
e. Use ​Broodcoven (1CP) ​to give Warlord Traits to the Magus and Primus in the
army.
f. Use ​Deliverance Broodsurge (1CP)​ to turn the Cult of the 4AE detachment into
a specialist detachment.
g. Use ​Field Commander (1CP)​ to give the Deliverance Broodsurge Acolyte
Iconward a Warlord Trait.
h. Before the game begins, roll a D3 and gain that much CP due to the Inscrutable
Cunning Warlord Trait.
i. Before the game begins, choose an enemy unit. All Bladed Cog units within 6” of
the Magus in your army re-roll all wound rolls against that unit.
j. Use ​Scanner Decoys (1CP) ​during deployment to place 4 additional Ambush
Markers.
3. MOVEMENT PHASE
a. START OF MOVEMENT PHASE
st​
i. ​Reveal Ambush Markers at the Start of the 1​ Movement Phase if you

have 1​st​ turn, or at the end of the 1​st​ Movement Phase if your opponent
has 1​st​ turn.
ii. Use ​They Came From Below…(1CP) ​to change 3 non-Vehicle units to
being underground instead of Ambush Markers.
iii. Use ​Meticulous Planning (1CP) t​ o move up to 3 Ambush Markers up to
12”.
iv. ​Use ​Cult Reinforcements (1CP) ​to return D6 models to a Troops unit.

v. ​Use ​Hyper Metabolism (1CP)​ to heal D3 wounds to a Character.

vi. ​1/game, a Biker unit within 6” of a model with a Flare Launcher can

auto-advance 6”.
b. ​DURING MOVEMENT PHASE
i. Use ​A Perfect Ambush (3CP)​ to allow a unit that just arrived via Cult
Ambush to either move D6” or shoot with all of its ranged weapons (this
does not prevent them from Charging or Shooting again this turn).
ii. Deliverance Broodsurge units can re-roll Advance rolls made while within
6” of the DB Acolyte Iconward.
iii. Cult of the 4AE units get +1 to Advance rolls on the turn they are set up
on the battlefield.
c. END OF MOVEMENT PHASE
i. ​Use ​Return to the Shadows (1CP)​ to return one Infantry or Biker unit

that is 3” away from enemy models back to Deep Strike Reserves.


ii. Use ​Lying in Wait (2CP)​ to allow a unit arriving by Deep Strike to arrive
outside of 3” instead of 9”, in return for not being able to charge.
4. ​SHOOTING PHASE
a. START OF THE SHOOTING PHASE
i. OPPONENT’S PHASE:​ Use ​Lurk in the Shadows (2CP) ​to select a
friendly Infantry unit on or within terrain – until the end of the phase, that
unit has Character rules.
ii. Use ​Detonate Concealed Explosives (2CP) ​to select an enemy unit and
attempt to do Mortal Wounds to it.
iii. Use ​Prepared Ambush (1CP) t​ o select a Neophyte Hybrids unit that was
set up on the table this round – their autoguns are Assault 2 this phase.
iv. Use ​Integrated Vox-Net (2CP) ​to increase the range of a Jackal Alphus’
buff to 18”.
v. Use ​Extra Explosives (1CP) t​ o pick a unit - up to 10 models from that
unit can use grenades this phase.
b. DURING SHOOTING PHASE
i. Use ​Close-Range Shoot-Out (1CP)​ to choose an Atalan Jackals unit -
that unit re-rolls all wounds against enemies within 12” when using Pistol
or Assault weapons.
ii. Use ​Raking Fire (1CP) t​ o choose a Ridgerunners unit - when using
Heavy Stubbers this phase, add 1 to the hit and wound rolls.
iii. Use ​Overcharged Weaponry (1CP) t​ o choose a unit - all heavy mining
weapons that unit fires gets +1 to wound.
iv. Bladed Cog Infantry units do not suffer the penalty to moving and
shooting Heavy weapons.
5. CHARGE PHASE
a. Use ​Genetic Lineage (1CP)​ to allow a unit of Acolyte Hybrids to charge after
advancing.
b. Enemy units cannot fire Overwatch at the Patriarch.
c. Deliverance Broodsurge units can re-roll Charge rolls while within 6” of the DB
Acolyte Iconward.
d. Cult of the 4AE units get +1 to Charge rolls on the turn they arrive on the
battlefield.
6. FIGHT PHASE
a. START OF THE FIGHT PHASE
i. Use​ First to Draw Blood (1CP) ​to pick a Deliverance Broodsurge unit
that charged this turn - that unit adds +1 to Wound rolls this phase.
b. DURING THE FIGHT PHASE
i. Use ​Overthrow the Oppressors (1CP) t​ o pick a Bladed Cog unit that is
about to fight. Until the end of the phase, whenever you roll a 6 to hit, you
may roll another attack that does not generate further attacks. This
triggers on a 5-6 vs Imperium units, and a 4-6 against Mechanicus units.
ii. Cult of the 4AE units within 6” of the DB Acolyte Iconward get +1 to
Strength.

You might also like