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Machine Cult • 2690pts

High Priest [1] - 170pts Shock Priests [10] - 210pts Landing Craft [1] - 270pts
Joined to Cult Rangers
Quality 4+ De fe nse 5+ Quality 3+ De fe nse 2+ Tough 6
Quality 3+ De fe nse 3+ Tough 3
Fu riou s , Regen eration , Slayer Fas t, Im pact(6), Strider, Tou gh (6), Tran s port(11)
H ero, Regen eration , Tou gh (3)
We a pon RNG ATK AP SPE We a pon RNG ATK AP SPE
We a pon RNG ATK AP SPE
10x Sh ock Sta ffs - A2 - Ren din g Twin P-Ma ch in e gu n 30" A6 - Ph os ph or
Axe -Ha lbe rd - A3 4 -

Tra n s Blas t(3),


Cult Leader [1] - 60pts Crawler Tank [1] - 460pts
12" A1 1
Ca n n on Reliable Joined to Destroyer Cyborgs
Quality 3+ De fe nse 2+ Tough 12
P-Re pe a te r 18" A2 - Ph os ph or Quality 4+ De fe nse 4+ Tough 3
Fas t, Im pact(6), Strider, Tou gh (12)
Upgra de SPE
H ero, Strider, Tou gh (3)
We a pon RNG ATK AP SPE
Mach in e Lore Cas ter(2)
We a pon RNG ATK AP SPE
Twin P-Ma ch in e gu n 30" A6 - Ph os ph or
Le a de r R-Fu s il 18" A2 - Radiation
Cult Rangers [10] - 220pts Era s e r Be a m 36" A2 1 Blas t(3)
CCW - A1 - -
Quality 4+ De fe nse 4+
Upgra de SPE Iron Walker [1] - 280pts
Strider En gin eer Repair
Quality 3+ De fe nse 2+ Tough 6
We a pon RNG ATK AP SPE

10x CCWs - A1 - - Dest royer Cyborgs [6] - 530pts Fas t, Fear(1), Strider, Tou gh (6)

We a pon RNG ATK AP SPE


8x R-Fu s ils 18" A1 - Radiation Quality 4+ De fe nse 4+ Tough 3
Stom p - A2 1 -
2x Pla s m a Ca rbin e s 18" A2 4 -
Relen tles s , Slow, Tou gh (3)
Twin La s e r Ca n n on 36" A2 3 Deadly(3)
We a pon RNG ATK AP SPE
Cult Rangers [10] - 200pts
6x Cyborg Cla ws - A3 - - Arch Gunship [1] - 290pts
Quality 4+ De fe nse 4+
6x Pla s m a Ca n n on s 30" A1 4 Blas t(3)
Quality 3+ De fe nse 2+ Tough 6
Strider
Aircraft, Tou gh (6)
We a pon RNG ATK AP SPE
We a pon RNG ATK AP SPE
10x CCWs - A1 - -
Re a r La s e r Ca n n on 36" A1 3 Deadly(3)
9x R-Fu s ils 18" A1 - Radiation
Twin P-Bla ste r 18" A4 - Ph os ph or
Pla s m a Ca rbin e 18" A2 4 -
P-Ma ch in e gu n 30" A3 - Ph os ph or
Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Impact: Gets X attacks that hit on 2+ when charging.
Aircraft: Must deploy before all other units, ignores all units and terrain Pho spho r: This weapon ignores cover.
when moving/stopping, can’t seize objectives, and can’t be moved in Radiatio n: Enemies that roll to block hits from this weapon take one
contact with. May only use Advance actions, moving in a straight line by additional wound for each unmodified result of 1 that they roll.
30”-36” without turning. If it moves off-table, its activation ends, and it Regeneratio n: When taking a wound, roll one die. On a 5+ it is ignored.
must be deployed on any table edge at the beginning of the next round. Relentless: When using Hold actions and shooting, hits from unmodified
Units targeting this model get -12” range and -1 to hit rolls. rolls of 6 are multiplied by 2 (only the original hit counts as a 6).
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal Reliable: Attacks at Quality 2+.
more hits than models in the target unit. Rending: Targets get -1 to Regeneration rolls, and unmodified results of 6 to
Caster: Gets X spell tokens at the beginning of each round, but can’t hold hit count as having AP(4).
more than 6 tokens at once. At any point before attacking, spend as many Repair: Once per activation, if within 2” of a model with Tough, roll one die.
tokens as the spell’s value to try casting one or more spells (only one try per On a 2+ you may remove D3 wounds from that model.
spell). Roll one die, on 4+ resolve the effect on a target in line of sight. This Slayer: This model gets AP(+2) in melee against units where most models
model and other casters within 18” in line of sight may spend any number have Tough(3) or higher.
of tokens at the same time before rolling, to give the caster +1/-1 to the roll Slo w: Moves -2” when using Advance, and -4” when using Rush/Charge.
per token. Strider: May ignore the effects of difficult terrain when moving.
Deadly: Assign each wound to one model, and multiply it by X. Hits from To ugh: This model must take X wounds before being killed. If a model with
Deadly must be resolved first, and these wounds don't carry over to other tough joins a unit without it, then it is removed last when the unit takes
models if the target is killed. wounds. Note that you must continue to put wounds on the tough model
Defense: Gets +X to Defense rolls. with most wounds in the unit until it is killed, before starting to put them
Fast: Moves +2” when using Advance, and +4” when using Rush/Charge. on the next tough model (heroes must be assigned wounds last).
Fear: Counts as having dealt +X wounds when checking who won melee. Transpo rt: May transport up to X models or Heroes with up to Tough(6),
Furio us: When charging, hits from unmodified rolls of 6 are multiplied by 2 and non-Heroes with up to Tough(3) which occupy 3 spaces each. Units may
(only the original hit counts as a 6). deploy inside or embark by moving into contact, and may use any move
Hero : Heroes with up to Tough(6) may deploy as part of one multi-model action to disembark, but must stay within 6” of it. When a transport is
unit without another Hero. The hero may take morale tests on behalf of the destroyed, units inside must take a dangerous terrain test, are immediately
unit, but must use the unit’s Defense until all other models have been Shaken, and surviving models must be placed within 6” of the transport
killed. before removing it.

Machine Cult Army Spells


Critical Aim (1): Target friendly unit within 6" gets AP(+1) next time it shoots.
So lar Beam (1): Target enemy model within 12" takes 1 hit with AP(4).
Steel Bo dy (2): Target 2 friendly units within 12" get +1 to defense rolls next time they take hits.
Shrapnel (2): Target 2 enemy units within 9" take 4 hits each.
Co rro ded Metal (3): Target 2 enemy units within 18" get -1 to hit rolls next time they shoot.
Machine Terro r (3): Target 2 enemy units within 9" take 6 hits each.

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