Post by kurtangle2 on Feb 8, 2020 11:50:31 GMT
Cult Creeds
Hunter's Instincts
Until the end of the first battle round, add 1 to Advance and charge rolls made for units with this Cult Creed
Innate Fighters
When resolving an attack made with a melee weapon by a model with this Cult Creed in a turn in which it made a charge move, was charged or performed a Heroic intervention, re-roll a hit roll of 1.
Thralls of the Patriarch
When a morale test is taken for a unit with this Cult Creed, halve the number of models that flee (rounding up).
Seasoned Enforced
Infantry models with this Cult Creed do not suffer the penalty for moving and firing with Heavy weapons.
Agile Outriders
Biker models with this Cult Creed do not suffer the penalty for moving and firing Heavy weapons and do not suffer the panlty for Advancing and firing Assault Weapons.
Armour-piercing Ammunition
When resolving an attack made with an autopistol, autogun or heavy stubber by a model with this Cult Creed against a unit that is within half range, that weapon has an Armour Pentration characteristic of -1 for that attack.
Munition Experts
Add 1 to the Strenght characteristic of Grenade weapons models with this Cult Creed are equipped with.
Unnatural Symbiosis
Whena psychic test is taken for a <CULT> model with this Cult Creed and within 6" of another friendly <CULT> unit,you can reroll any or all dice rolls of 1
Workers Arisen
When resolving an attack made with a weapon from the Heavy Mining Weapons List by a model with this Cult Creed, you can reroll the Hit Roll.
Devout Worshippers
When a charge roll is made for a <CULT> unit with this Cult Creed whilst withing 3" of a friendly <CULT> Hybrid Metamorphs unit, you can reroll the dice. This Cult Creed cannot be selected together with Hunter's Instincts Cult Creed
Poisoned Blades
When resolving an attack made with a bonesword, a lash whip and bonesword or a cultist knife by a model with this Cult Creed, on an unmodified hit roll of 6 you can make one additional attack agains the same unit using the same weapon. This additional attack cannot generate another attack
Stratagems
1 CP
Use this stratagem at the start of your Shooting phase. Select one Neophyte Hybrids unit from your army that was set up on the battlefield using the Cult Ambush ability in this battle round. Until the end of that phase, autoguns models in that unit are equipped with have a Type characteristic of Assault 2
1 CP
Use this stratagem in your Charge Phase when a Goliath Rockgrinder unit from your army finishes a charge move. Select one enemy Infantry unit within 1" of that unit and roll a D6: on a 2+ the enemy unit suffers D3 mortal wounds.
2 CP
At the start of your Shooting phase, select one Jackal Alphus model form your army. Until the end of that phase, replace the model Priority Target Sighted ability with this rule:
Vox Contact: At the start of your shooting phase select one enemy unit within 36" and visible to this model. Until the end of that phase, when resolving an attack made by a friendly <CULT> model against that unit whilst models unit is within 18" of this model, add 1 to Hit Roll (basically improves the current aura to 18" for 2 CP). An enemy unit can only be selected as the target of this ability or the Priority Target Sighted ability once per phase.
1 CP
Use this stratagem in your Shooting phase when an Atalan Jackals unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a Pistol or Assault weapon by a model in that unit against an enemy unit within 12", you can reroll the wound roll.
1 CP
Use this stratagem in the Fight phase whne a Hybrid Metamorphs unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Attacks characteristic of models in that unit
1 CP
Use this Stratagem before the battle. Select one Clavamus model from your army. The range of that model's Proclamator Hailer ability is increased by 3. The same model cannot be selected by this Stratagem more than once per battle.
1 CP
Use this stratagem before the battle. Select one Abominant unit from your army. That unit's The Chosen One ability affects friendly <CULT> Aberrants units within 9" of that unit instead of within 6". You can only use this Stratagem once per battle.
1 CP
Use this stratagem in your Shooting phase. Select one Achilles Ridgerunners unit from your army. Until the end of the turn, when resolving an attack made with a heavy stubber model by a model in that unit. add 1 to the Hit and Wound rolls.
1 CP
Use this stratagem before the battle. Select one <CULT> Magus unit from your army. That unit can attempt to manifest one additional Psychic power in your Psychic Phase. When a Psychic test is taken for that unit, Add 1 to the total for each other friendly <CULT> Psyker unit withing 3" (to a maximum of 3+) You can only use this stratagem once per battle
1 CP
Use this stratagem in your Movement phase, when a Sanctus unit it chosen to move. Until the end of that phase, when that unit advances, add 6" to the Move characteristic until the end of the phase instead of making an Advance roll. In addition, until the end of the turn, that unit can be chosen to charge with even if it Advanced this turn.
1 CP
Use this stratagem in the Charge phase. Select one Acolyte Hybrid unit from your ramy. Until the end of the phase, the unit can be chosen to charge even if it advanced this turn.
1 CP
Use this stratagem in your opponent's Shooting phase, when a Goliath Rockgrinder or Goliath Truck unit from your army is chosen as the target of an attack made with a ranged weapon. Until the end of that phase, weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving an attack against that unit.
1 CP
Use this stratagem in your Shooting phase, when a <CULT> unit from your army is chosen to shoot with it. Until the end of that phase, when resolving an attack made with a Clearance incinerator, heavy mining laser or heavy seismic cannon by a model in that unit, add 1 to the wound rolls.
1 CP
Use this stratagem before the battle. Select one <CULT> Primus model from your army. when that model is setup up on the battleifeld for the first time, you can select one additional enemy unit for that model's Meticolous Planner ability. You can only use this Stratagem once per battle.
Psychic Powers
C4AE WC 8
Select one enemy Infantry unit within 18" of this Psyker. Until the start of your next Psychic Phase, halve the movement characteristic of models in that unit and halve any Advance or charge rolls madefor that unit (rounding up).
Hive Cult WC 6
Select one enemy unit within 18" and visible to this Psyker. Roll a D6 equal to the number of Hive Cult models from your army within 3" of that unit. For each roll of 6 that unit suffers 1 mortal wound.
Bladed Cog WC 6
Select one BLADED COG unit within 12" of this Psyker. Until the next Psychic phase, that unit gets a 5+ FNP.
Rusted Claw WC 6
Select one enemy vehicle unit within 18" of and visibile to this psyker. Until the end of the turn, when resolving an attack made with a weapon against that unit, improvde the Armour Penetration characteristic of that weapon by 1 for that attack.
The Pauper Princes WC 7
Select one PAUPER PRINCES unit from your army within 12" of this psyker. Until the start of your next Psychic phase, when a model in that unit is destroyed, roll a D6 before removing that model from play. On a 4+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight Phase.
Twisted Helix WC 6
Select one enemy Infantry unit within 12" of this Psyker. Until the start of your next psychic Phase, when resolving an attack made with a melee weapon by a Twisted Helix model from your army against that unit, add 1 to the wound roll.
The errata is just the same thing we got from FAQs rewritten there to give the impression that GSC has got something worthwhile
Hunter's Instincts
Until the end of the first battle round, add 1 to Advance and charge rolls made for units with this Cult Creed
Innate Fighters
When resolving an attack made with a melee weapon by a model with this Cult Creed in a turn in which it made a charge move, was charged or performed a Heroic intervention, re-roll a hit roll of 1.
Thralls of the Patriarch
When a morale test is taken for a unit with this Cult Creed, halve the number of models that flee (rounding up).
Seasoned Enforced
Infantry models with this Cult Creed do not suffer the penalty for moving and firing with Heavy weapons.
Agile Outriders
Biker models with this Cult Creed do not suffer the penalty for moving and firing Heavy weapons and do not suffer the panlty for Advancing and firing Assault Weapons.
Armour-piercing Ammunition
When resolving an attack made with an autopistol, autogun or heavy stubber by a model with this Cult Creed against a unit that is within half range, that weapon has an Armour Pentration characteristic of -1 for that attack.
Munition Experts
Add 1 to the Strenght characteristic of Grenade weapons models with this Cult Creed are equipped with.
Unnatural Symbiosis
Whena psychic test is taken for a <CULT> model with this Cult Creed and within 6" of another friendly <CULT> unit,you can reroll any or all dice rolls of 1
Workers Arisen
When resolving an attack made with a weapon from the Heavy Mining Weapons List by a model with this Cult Creed, you can reroll the Hit Roll.
Devout Worshippers
When a charge roll is made for a <CULT> unit with this Cult Creed whilst withing 3" of a friendly <CULT> Hybrid Metamorphs unit, you can reroll the dice. This Cult Creed cannot be selected together with Hunter's Instincts Cult Creed
Poisoned Blades
When resolving an attack made with a bonesword, a lash whip and bonesword or a cultist knife by a model with this Cult Creed, on an unmodified hit roll of 6 you can make one additional attack agains the same unit using the same weapon. This additional attack cannot generate another attack
Stratagems
1 CP
Use this stratagem at the start of your Shooting phase. Select one Neophyte Hybrids unit from your army that was set up on the battlefield using the Cult Ambush ability in this battle round. Until the end of that phase, autoguns models in that unit are equipped with have a Type characteristic of Assault 2
1 CP
Use this stratagem in your Charge Phase when a Goliath Rockgrinder unit from your army finishes a charge move. Select one enemy Infantry unit within 1" of that unit and roll a D6: on a 2+ the enemy unit suffers D3 mortal wounds.
2 CP
At the start of your Shooting phase, select one Jackal Alphus model form your army. Until the end of that phase, replace the model Priority Target Sighted ability with this rule:
Vox Contact: At the start of your shooting phase select one enemy unit within 36" and visible to this model. Until the end of that phase, when resolving an attack made by a friendly <CULT> model against that unit whilst models unit is within 18" of this model, add 1 to Hit Roll (basically improves the current aura to 18" for 2 CP). An enemy unit can only be selected as the target of this ability or the Priority Target Sighted ability once per phase.
1 CP
Use this stratagem in your Shooting phase when an Atalan Jackals unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a Pistol or Assault weapon by a model in that unit against an enemy unit within 12", you can reroll the wound roll.
1 CP
Use this stratagem in the Fight phase whne a Hybrid Metamorphs unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Attacks characteristic of models in that unit
1 CP
Use this Stratagem before the battle. Select one Clavamus model from your army. The range of that model's Proclamator Hailer ability is increased by 3. The same model cannot be selected by this Stratagem more than once per battle.
1 CP
Use this stratagem before the battle. Select one Abominant unit from your army. That unit's The Chosen One ability affects friendly <CULT> Aberrants units within 9" of that unit instead of within 6". You can only use this Stratagem once per battle.
1 CP
Use this stratagem in your Shooting phase. Select one Achilles Ridgerunners unit from your army. Until the end of the turn, when resolving an attack made with a heavy stubber model by a model in that unit. add 1 to the Hit and Wound rolls.
1 CP
Use this stratagem before the battle. Select one <CULT> Magus unit from your army. That unit can attempt to manifest one additional Psychic power in your Psychic Phase. When a Psychic test is taken for that unit, Add 1 to the total for each other friendly <CULT> Psyker unit withing 3" (to a maximum of 3+) You can only use this stratagem once per battle
1 CP
Use this stratagem in your Movement phase, when a Sanctus unit it chosen to move. Until the end of that phase, when that unit advances, add 6" to the Move characteristic until the end of the phase instead of making an Advance roll. In addition, until the end of the turn, that unit can be chosen to charge with even if it Advanced this turn.
1 CP
Use this stratagem in the Charge phase. Select one Acolyte Hybrid unit from your ramy. Until the end of the phase, the unit can be chosen to charge even if it advanced this turn.
1 CP
Use this stratagem in your opponent's Shooting phase, when a Goliath Rockgrinder or Goliath Truck unit from your army is chosen as the target of an attack made with a ranged weapon. Until the end of that phase, weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving an attack against that unit.
1 CP
Use this stratagem in your Shooting phase, when a <CULT> unit from your army is chosen to shoot with it. Until the end of that phase, when resolving an attack made with a Clearance incinerator, heavy mining laser or heavy seismic cannon by a model in that unit, add 1 to the wound rolls.
1 CP
Use this stratagem before the battle. Select one <CULT> Primus model from your army. when that model is setup up on the battleifeld for the first time, you can select one additional enemy unit for that model's Meticolous Planner ability. You can only use this Stratagem once per battle.
Psychic Powers
C4AE WC 8
Select one enemy Infantry unit within 18" of this Psyker. Until the start of your next Psychic Phase, halve the movement characteristic of models in that unit and halve any Advance or charge rolls madefor that unit (rounding up).
Hive Cult WC 6
Select one enemy unit within 18" and visible to this Psyker. Roll a D6 equal to the number of Hive Cult models from your army within 3" of that unit. For each roll of 6 that unit suffers 1 mortal wound.
Bladed Cog WC 6
Select one BLADED COG unit within 12" of this Psyker. Until the next Psychic phase, that unit gets a 5+ FNP.
Rusted Claw WC 6
Select one enemy vehicle unit within 18" of and visibile to this psyker. Until the end of the turn, when resolving an attack made with a weapon against that unit, improvde the Armour Penetration characteristic of that weapon by 1 for that attack.
The Pauper Princes WC 7
Select one PAUPER PRINCES unit from your army within 12" of this psyker. Until the start of your next Psychic phase, when a model in that unit is destroyed, roll a D6 before removing that model from play. On a 4+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight Phase.
Twisted Helix WC 6
Select one enemy Infantry unit within 12" of this Psyker. Until the start of your next psychic Phase, when resolving an attack made with a melee weapon by a Twisted Helix model from your army against that unit, add 1 to the wound roll.
The errata is just the same thing we got from FAQs rewritten there to give the impression that GSC has got something worthwhile