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GF - Soul-Snatcher Cults v2.50(1)
GF - Soul-Snatcher Cults v2.50(1)
50
Gaetano Ferrara
Brandon Gillam
Game Design:
Illustrations:
1
GF - Soul-Snatcher Cults v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Soul-Snatcher Patriarch [1] 3+ 3+ Heavy Piercing Claws (A6, AP(1), Rending) Fast, Fear, Hero, Psychic(1), Scout, A 150pts
Strider, Tough(3)
Cult Leader [1] 4+ 5+ Pistol (12”, A1), CCW (A2) Hero, Scout, Tough(3) B 40pts
Cult Hitman [1] 4+ 5+ Pistol (12”, A1), CCW (A2) Hero, Scout, Takedown, Tough(3) C 70pts
Brute Champion [1] 3+ 4+ Sledgehammer (A2, Blast(3), AP(2)) Hero, Regeneration, Scout, Tough(3) A 95pts
Minions [10] 5+ 5+ Rifles (24”, A1), CCWs (A1) - D 120pts
Support Minions [3] 5+ 5+ Mortars (30”, A1, Blast(3), Indirect), Crews (A2) Tough(3) E 120pts
Neophytes [5] 4+ 5+ Rifles (24”, A1), CCWs (A1) Scout F, G 95pts
Acolytes [5] 4+ 5+ Pistols (12”, A1), Mutant Claws (A2, AP(1)) Scout, Strider G, H 115pts
Mutant Brutes [5] 3+ 4+ Heavy Picks (A2, AP(1), Rending) Regeneration, Scout I 155pts
Soul-Snatchers [5] 3+ 4+ Piercing Claws (A3, AP(1), Rending) Fast, Scout, Strider J 195pts
Elite Snatchers [5] 3+ 3+ Piercing Claws (A3, AP(1), Rending) Ambush, Fast, Regeneration, Strider J 235pts
Minion Bikers [3] 5+ 5+ Burst Pistols (12”, A3), CCWs (A2) Fast, Scout, Tough(3) K 120pts
Minion Quadbike [1] 5+ 5+ Burst Pistol (12”, A3), Fast, Scout, Tough(6) L 85pts
Heavy Flamethrower (12”, A6, AP(1)), CCW (A2)
A Upgrade with any:
Pet Familiar (Warning Cry)
H Replace up to two Pistols:
+10pts Flamethrower Pistol (6”, A6)
Psychic Spells
+5pts Mind Poison (4+): Target enemy unit within 12”
Psychic Idol (Resistance) +10pts Replace up to two Pistols and Mutant Claws: takes 3 hits with AP(1).
B Replace Pistol: Heavy Drill (A3, AP(1), Rending) +5pts Stimulant (4+): Target 2 friendly units within 6”
Burst Pistol (12", A3) +5pts Demo-Charges (A2, Blast(3)) +5pts get Furious next time they charge.
Sniper Rifle (30", A1, AP(1), Sniper) +30pts Heavy Heavy
Buzz Saw (A3, AP(4))
Cutter (A2, AP(2), Deadly(3))
+5pts Brain Burst (5+): Target enemy model within 12”
+15pts takes 2 hits with AP(4).
Replace Pistol and CCW: Replace any Mutant Claws:
Sabotage Charges (A1, Blast(3), AP(1)) +5pts Piercing Claws
+5pts Toxic Whip Limb(A2, Rending) free Hypnosis (5+): Target 2 friendly units within 12”
Syringe Goad (A1, AP(2), Deadly(3))
Array of CCWs (A3, AP(1), Poison) +10pts (A2, Poison) +5pts Mind Control (6+):next
get +1 to defense time they take hits.
Target 2 enemy units within
Replace one Mutant Claws:
Prime (Agitator)
Upgrade with one:
+20pts SwordReplace Claw (A1, AP(2), Deadly(3)) +5pts 6”timegetthey
-3" next time they Advance, or -6" next
Charge/Rush.
Mad Scientist (Experiments) +20pts Whip Limb andoneSword Pistol and Mutant Claws:
Claw +5pts Psychic Blaze (6+): Target 2 enemy units within
Mage (Psychic(1)) +25pts 6” take 6 hits with AP(1) each.
Propagandist (Megaphone) +45pts (A2, Rending, Deadly(3))
Commander (Tactical Console) +50pts I Replace any Heavy Pick:
Warden (Banner) +75pts Heavy Hammer (A1, Blast(3)) free
Upgrade with: Pick Hammer (A1, AP(2), Deadly(3)) +5pts
Combat Bike (Fast) +10pts Replace one Heavy Pick:
C Replace Pistol: Great Weapon (A3, AP(4)) +15pts
Burst Pistol (12”, A3) +5pts J Upgrade one model with:
Duelist Pistols (12”, A2, Sniper) +15pts Mind Snatcher (Psychic(1)) +25pts
Replace Pistol and CCW: Replace any Burst Pistol:
Dual Swords (A4, AP(1), Rending) +10pts K
Toxin Blade (A4, AP(1), Poison) +20pts Shotgun (12”, A2, AP(1))
Rifle (24”, A1)
free
free
D Replace up to two Rifles: Grenade Launcher (24”,A1,Blast(3)) +5pts
Plasma Rifle (24”, A1, AP(4)) +5pts Replace one CCW:
Fusion Rifle (12", A1, AP(4), Deadly(3)) +10pts Heavy Hammer (A1, Blast(3)) +5pts
Flamethrower (12”, A6) +10pts Heavy Pick (A2, AP(1), Rending) +5pts
Shred Rifle (18”, A3, Rending) +10pts Heavy Axe (A1, AP(2), Deadly(3)) +5pts
Grenade Launcher (24”,A1,Blast(3)) +10pts Heavy Mace (A2, AP(4)) +5pts
E Replace any Mortar: L Replace Heavy Flamethrower:
Heavy Machinegun (30", A3, AP(1)) +5pts Mining Laser (18”, A1, AP(3), Deadly(3)) free
Missile Launcher +10pts Heavy Machinegun (30”, A3, AP(1)) +5pts
(30", A1, AP(2), Deadly(3), Lock-On)
Laser Cannon
(36”, A1, AP(3), Deadly(3))
+15pts Special Rules
Agitator: The hero and its unit get +1 attack in
Autocannon (36”, A3, AP(2)) +15pts melee when charging.
F Replace any Rifle: Banner: The hero and its unit get the
Shotgun (12”, A2, AP(1)) +5pts Regeneration special rule.
Experiments: When in melee, roll one die and
Replace one Rifle:
Flamethrower (12”, A6) +10pts apply1-3: one bonus to models with this rule:
Attacks get Rending
Grenade Launcher (24”,A1,Blast(3)) +10pts 4-6: Attacks get AP(+1)
Web Carbine (18”, A2, Blast(3)) +15pts Megaphone:
Mining Laser (18”, A1, AP(3), Deadly(3)) +15pts Advance, andThe hero and its unit move +2” on
+4” on Rush/Charge actions.
Quake Cannon +15pts Resistance: Counts as having Regeneration on
(24", A1, Blast(3), Rending)
Heavy Machinegun (30”, A3, AP(1)) +25pts rolls of 4+ against spell attacks, and on rolls of
Sniper Rifle (30", A1, AP(1), Sniper) +25pts 6+ against non-spell attacks (this stacks with
Regeneration).
Replace one Rifle and CCW:
Pistol (12", A1), CCW (A2) free Tactical Console: Once per activation, before
Web Pistol (12", A1, Blast(3)), CCW (A2) +5pts attacking, pick one other friendly unit within 12”
of this model, which may move by up to 6".
Replace one CCW:
Heavy Pick (A2, AP(1), Rending) +5pts Takedown: When this model attacks in melee,
Heavy Mace (A2, AP(4)) +10pts you may pick one model in the unit as its target,
G Upgrade one model with: and make 1 attack at Quality 2+ with AP(1) and
Cult Standard (Fear) +20pts Deadly(3), which is resolved as if it's a unit of 1.
Warning Cry: Enemy units can’t be set up within
18” of this model when using Ambush.
2
GF - Soul-Snatcher Cults v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Attack Vehicle [1] 4+ 2+ Twin Heavy Machinegun (30”, A6, AP(1)), Fast, Impact(6), Scout, Tough(6) A 245pts
Heavy Mining Laser (24”, A1, AP(3), Deadly(3))
Light APC [1] 4+ 2+ 2x Heavy Flamethrowers (12”, A6, AP(1)) Fast, Impact(6), Tough(6), Transport(11) B, C 215pts
Grinder Truck [1] 4+ 2+ Heavy Machinegun (30”, A3, AP(1)), Fast, Impact(9), Strider, Tough(6), Transport(6) D 235pts
Heavy Mining Laser (24”, A1, AP(3), Deadly(3))
Mining Truck [1] 4+ 2+ Twin Autocannon (36”, A6, AP(2)), Fast, Impact(6), Tough(6), Transport(11) - 295pts
Heavy Machinegun (30”, A3, AP(1))
Battle Tank [1] 4+ 2+ Nova Cannon (36”, A1, Blast(6), AP(1)), Fast, Impact(6), Tough(12) B, E 345pts
Twin Heavy Flamethrowers (12”, A12, AP(1))
Light Walker [1] 4+ 2+ Twin Heavy Flamethrower (12”, A12, AP(1)), Fear, Tough(6) F 170pts
Stomp (A2, AP(1))
+5pts Flare Gun: OnceSpecial Rules
A Replace Heavy Mining Laser:
Heavy Mortar per activation, pick one friendly
(30”, A1, Blast(3), AP(1), Indirect) unit within 12”, which gets +2" on Advance and
Upgrade with one: +4" on Rush/Charge actions next time it moves.
Spotter +20pts Spotter: Once per activation, before attacking,
Survey Vehicle +30pts
Flare Gun +45pts pick one friendly unit within 6”. That unit’s
weapons get +6” range next time it shoots.
B Upgrade with any: Survey Vehicle: Once per activation, before
Dozer Blade (Strider) +20pts attacking, pick one enemy unit within 24”. Next
Camouflage Netting (Stealth) +60pts time that a friendly unit shoots at it, that units
Hunter Missiles +35pts gets +1 to its hit rolls.
(24", A1, AP(2), Deadly(3), Lock-On)
Upgrade with one:
Storm Rifle (24”, A3, AP(1)) +25pts
Heavy Machinegun (30”, A3, AP(1)) +35pts
C Replace any Heavy Flamethrower:
Heavy Machinegun (30”, A3, AP(1)) +5pts
Replace one Heavy Flamethrower:
Laser Machinegun (30”, A3, AP(3)) +20pts
D Replace Heavy Mining Laser:
Heavy Incinerator (18", A6, AP(1)) +5pts
Heavy Quake Cannon +10pts
(24", A2, Blast(3), Rending)
E Replace Nova Cannon:
Battle Cannon (30”, A2, Blast(3), AP(2)) +15pts
Gatling Cannon (24”, A12) +15pts
Anti-Tank Cannon +15pts
(30”, A1, AP(3), Deadly(6))
Heavy Plasma Cannon +25pts
(30”, A1, Blast(6), AP(4))
Heavy Autocannon (36”,A6,AP(2)) +45pts
Siege Cannon +80pts
(24”, A3, Blast(3), AP(3), Indirect)
Replace Twin Heavy Flamethrowers:
Twin Heavy Machineguns +15pts
(30”, A6, AP(1))
Twin Plasma Cannons +40pts
(30”, A2, Blast(3), AP(4))
Twin Heavy Fusion Rifles +45pts
(18", A2, AP(4), Deadly(6))
Upgrade with one:
Heavy Flamethrower (12”,A6,AP(1)) +25pts
Heavy Machinegun (30”, A3, AP(1)) +35pts
Laser Cannon +50pts
(36”, A1, AP(3), Deadly(3))
F Replace Twin Heavy Flamethrower:
Twin Heavy Machinegun +10pts
(30”, A6, AP(1))
Twin Missile Launcher +35pts
(30", A2, AP(2), Deadly(3), Lock-On)
Twin Plasma Cannon +35pts
(30”, A2, Blast(3), AP(4))
Twin Laser Machinegun +45pts
(30”, A6, AP(3))
Twin Laser Cannon +45pts
(36”, A2, AP(3), Deadly(3))
Twin Autocannon (36”, A6, AP(2)) +45pts