Genestealer Cults · Datasheet
Krieg Combat Engineers
Other60–95 pts⌀ 25mmGenestealer Cults · Astra Militarum
M
6"
T
3
Sv
4+
Inv
-+
W
1
Ld
7+
OC
1
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
Combat shotgun assault | 12 | 2 | 4+ | 4 | 0 | 1 |
Flamer ignores cover, torrent | 12 | D6 | N/A+ | 4 | 0 | 1 |
Autopistol pistol | 12 | 1 | 4+ | 3 | 0 | 1 |
Hand flamer ignores cover, pistol, torrent | 12 | D6 | N/A+ | 3 | 0 | 1 |
Bolt pistol PISTOL | 12 | 1 | 4+ | 4 | 0 | 1 |
Plasma pistol – standard pistol | 12 | 1 | 4+ | 7 | -2 | 1 |
Plasma pistol – supercharge hazardous, pistol | 12 | 1 | 4+ | 8 | -3 | 2 |
- Combat shotgunassaultRng12A2BS4+S4AP0D1
- Flamerignores cover, torrentRng12AD6BSN/A+S4AP0D1
- AutopistolpistolRng12A1BS4+S3AP0D1
- Hand flamerignores cover, pistol, torrentRng12AD6BSN/A+S3AP0D1
- Bolt pistolPISTOLRng12A1BS4+S4AP0D1
- Plasma pistol – standardpistolRng12A1BS4+S7AP-2D1
- Plasma pistol – superchargehazardous, pistolRng12A1BS4+S8AP-3D2
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
Trench club | Melee | 2 | 4+ | 4 | 0 | 1 |
Chainsword | Melee | 4 | 4+ | 3 | 0 | 1 |
Close combat weapon | Melee | 2 | 4+ | 3 | 0 | 1 |
Power weapon | Melee | 3 | 4+ | 4 | -2 | 1 |
- Trench clubRngMeleeA2WS4+S4AP0D1
- ChainswordRngMeleeA4WS4+S3AP0D1
- Close combat weaponRngMeleeA2WS4+S3AP0D1
- Power weaponRngMeleeA3WS4+S4AP-2D1
Abilities
Core
DatasheetGrenadiers
Once per turn, you can target this unit with the Grenade Stratagem for 0CP.
WargearRemote MineShooting
Once per battle, at the start of your Shooting phase, you can select one enemy unit within 9" of and visible to the bearer and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE or FORTIFICATIONS unit.
Designer’s Note: Place a Remote Mine token next to the unit, removing it once this ability has been used.
Designer’s Note: Place a Remote Mine token next to the unit, removing it once this ability has been used.
Wargear Options
- 1 Krieg Combat Engineer's autopistol and trench club can be replaced with 1 flamer and 1 close combat weapon.
- 1 Krieg Combat Engineer’s autopistol and trench club can be replaced with 1 autopistol, 1 remote mine and 1 close combat weapon.
- Any number of models can each have their autopistol and trench club replaced with 1 combat shotgun and 1 close combat weapon.
- The Krieg Engineer Watchmaster’s autopistol can be replaced with one of the following:
- 1 bolt pistol
- 1 hand flamer
- 1 plasma pistol
- The Krieg Engineer Watchmaster’s trench club can be replaced with one of the following:
- 1 chainsword
- 1 power weapon
Leader
Can be led by