Genestealer Cult Codex for 6th Edition

March 24, 2018 | Author: forishm | Category: Land Mine, Ammunition, Military Science, Military Technology, Armed Conflict
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This is a Genestealer Cult Codex for 6th Edition Warhammer 40,000....

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CODEX GENESTEALER CULT By: Matthew Forish

DESIGNER’S NOTES When I finished work on my Adeptus Arbites Codex, I knew that my next project had to be one of their adversaries. Of course, there are Chaos Cults, citizen uprisings, traitors, heretics and more, but to me nothing screams “CALL THE ARBITES” like a nice Genestealer Cult insurgency. I’ve also had ideas stirring in my head and on paper for some awesome conversions, and the new Chaos Cultist models from the Dark Vengeance boxed set are just screaming out to be used as Genestealer Cultists. Many people play Genestealer Cults as “counts as” forces using several different Codex lists – including Imperial Guard, Tyranids and even Orks. While this has a certain appeal – mostly for being widely accepted and likely tournament legal – none of the lists truly capture the full on feel of the Genestealer Cult. The Imperial Guard lacks anything that can faithfully represent purestrain Genestealers or the Patriarch. Tyranids lack the stolen vehicles and human-type weaponry that the cult is often associated with. Orks simply have too low of an Initiative value to work as a cult. When 6th edition came out, I was hopeful that the new Allies rules would finally allow a well-done cult using “counts as”, but alas, the best possible choices for such a list – that of Imperial Guard allied with Tyranids (for Patriarch and Purestrain goodness), is simply not allowed (due to them being noted as “Come the Apocalypse” on the Allies table). Thus, I set out on my journey to craft another home-brew list I would love to use in friendly games, as well as having the potential to be used in more competitive environments. As before with the Arbites, I wanted a force that had its own unique flavor – distinct from the official army lists we already have. I have tried to create a force that is held together by the Patriarch and his children (the Magus, Hierarchs and Hybrids) by allowing the lower-leadership Brood Brother units to gain Stubborn or Fearless in their presence. Things start to fall apart a bit when these important figures fall – the Brood Brothers are less brave, potentially falling back – but they also become more fierce as they seek retribution for the deaths of their leaders. I also added in ways for the Genestealer Cult to improve their own Reserves and special deployment, while at the same time hampering their enemies’ ability to use the same. Things like the Hidden Tunnels fortification allows the Cult to deploy their reserves from more forward locations, while The Cult Ascendant is a special rule that forces the enemy to pass Leadership tests in order to use their Infiltrators, Scouts and to Outflank, and also makes their Reserves rolls less reliable. To further define their own unique flavor, and as a nod to the fact that the Genestealer Cult’s true task is to destabilize the structure of their host society rather than actual conquest, I added in several “suicide” type units, including Initiate Packs and Zealots armed with “human bomb” Martyr Harnesses, as well as “car bomb” Rigged Systems on their vehicles. If things start going badly for the Cult, a few well-placed suicide bombers can either turn the tide, or at least allow you to claim a moral victory as your opponent’s troops go up in flames thanks to the selfless sacrifice of your loyal minions. Another bit of flavor is the inclusion of the Poorly Maintained and Specialist Munitions rules, which represent the dilapidated nature of the stolen and salvaged vehicles the Cult often calls upon. While these tanks and support vehicles can add powerful fire support for your army, they aren’t quite as reliable as their Imperial Guard counterparts – they might not be able to get where you want them or lend their firepower when it is needed most. Finally, the Warlord Traits and Psychic Powers available to the Patriarch and Magus are designed to mesh well with their alien will and the sacrificial nature of their troops. Things like Catalyst, Stand for the Cause! and For the Father! aid or reward the Cult when they throw their forces into the front lines, while things like Aura of Despair and Will of the Brood (and the Die Another Day special rule) help the Cult’s leaders to weather the advance of the enemy, keeping them alive to guide their Brood to victory.

Codex: Genestealer Cult

Updated 09/27/2013

1

GENESTEALER CULT SPECIAL RULES Brood Focus: The entirety of a Genestealer cult is bound together by a psychic bond that is focused on the Patriarch. Every member contributes their psychic potential, no matter how great or small, to the whole. While the main purpose for this focus is the creation of a strong psychic beacon to draw in the Patriarch’s parent Hive Fleet, it also acts to increase the psychic might of the cult’s progenitor.

Mob Mentality Massed mobs of untrained but zealous Brood Brothers make effective and expendable units, but are not always the most reliable in terms of holding their ground against determined opposition. When they are not under the guidance of their masters, they tend to be skittish, finding courage only in large numbers of their fellows.

A Patriarch or Ancient Patriarch may generate an additional psychic power at the beginning of the game. A Patriarch may always choose whether or not to re-roll Warp Charge 2 powers. When a Patriarch or Ancient Patriarch generates his Warp Charge points at the start of each turn, for every two units (rounding down) of Neophytes, Acolytes, Hulking Hybrids, Hierarchs and Purestrains within 12”, he generates +1 Warp Charge, to a maximum of +2 Warp Charge points.

A Brood Brother Initiate Mob’s Leadership value is based on the number of Initiate Packs remaining in the unit, multiplied by 2. For example, a Mob of four Initiate Packs would have a Leadership value of 8, while a Mob of two Initiate Packs would only have a Leadership value of 4. Remember that the maximum Leadership value is 10.

In addition, if the Patriarch or Ancient Patriarch is slain in a mission that uses Victory Points, your opponent gains one additional Victory Point. (Note that the additional victory point is not gained if the Patriarch or Ancient Patriarch is removed as a casualty due to Falling Back off the table. It is assumed that he has made good his escape – he shall return!) Children of the Father: The Patriarch and the Magus hold the cult together in a number of ways, and their “children” are so infused with belief in the destiny of the cult that the loss of their leaders comes as a powerful blow. They will often falter at first, but surge forth seeking vengeance and the blood of those who have slain their masters. As long as either the Patriarch or Magus remains on the table or in Reserve, this rule has no effect. Otherwise, if either the Patriarch or Magus is slain, units with this rule that are not already Falling Back or locked in combat must take a Morale Test at the end of the current turn. If the test is failed, they immediately Fall Back, following all of the normal rules for doing so. All units with this rule also gain the Hatred and Rage special rules for the remainder of the battle. Note that this rule does not take effect if the Patriarch or Magus is removed as a casualty due to Falling Back off the table. It is assumed that they have made their escape and their children will keep on fighting, secure in the knowledge that their masters are safe. Dedicated to the Cause: Due to the alterations made to them by the “Genestealer’s kiss”, brood brothers are fiercely loyal to the cult and will gladly give their lives in the defense of the cult’s “chosen” hybrids, purestrains and Patriarch. Any unit with this rule becomes Stubborn as long as they are within 6” of Hybrid Neophytes, Hybrid Acolytes, Hulking Hybrids, Genestealer Purestrains, a Hierarch or a Hierarch High Council. They become Fearless as long as they are within 6” of the Magus or Patriarch. Die Another Day: The Patriarch and Magus are more than figureheads. The cult can withstand the loss of one or the other, but if both are lost, the cult will lose cohesion and their grand crusade will falter. A new Patriarch and Magus will eventually emerge, but only given sufficient time – a luxury an exposed cult is rarely afforded. Because of this, much of the cult’s focus will be on protecting its leaders, especially when they are forced to take to the field of battle themselves. The rest of the cult would gladly lay down their lives to allow their leaders to escape. If a Patriarch and/or Magus are locked in combat and there is at least one other non-HQ Genestealer Cult unit locked in the same combat, the Patriarch and/or Magus are treated as having the Hit and Run special rule, but no other unit in that combat may attempt to Hit and Run if the Patriarch and/or Magus choose to do so. If the Patriarch and/or Magus choose to use Hit and Run in this manner, they will automatically leave any unit they are currently joined to without penalty.

Poorly Maintained: Military vehicles used by the Genestealer cult are typically limited to those they can “liberate” from loyalist armouries or those they can salvage after ambushes, raids or battles. The cult’s lack of resources means they often cannot fully repair damage or replace failed parts, leaving their vehicles in less than pristine condition. At the start of each of the Genestealer Cult player’s turns, roll a D6 for each vehicle with this rule on the table. On a roll of 5+, something has shaken loose or otherwise broken. For the rest of the battle, the vehicle may no longer move at Cruising Speed, nor may it move Flat Out. Walkers will instead move as if they are in Difficult Terrain for the rest of the battle, including when they launch an Assault. Vehicles with the Move Through Cover special rule also lose it for the rest of the battle. Specialised Munitions: Some of the vehicles the cult “liberates” from Imperial armouries use highly specialised weapons for which ammunition is difficult to come by. The cult will be very selective about the distribution of these specialist munitions to ensure the vehicle does not become totally useless to the cause. A vehicle with this rule has limited ammunition for its main weapon (marked with a * in the vehicle’s Wargear listing in the army list). Before deployment, count the number of vehicles with the Specialist Munitions rule and roll that many D6. This is the total number of ammo counters you will have available for the battle. Before deployment, you may allocate any number of ammo counters to each vehicle with the Specialist Munitions rule, but each vehicle must be given at least one ammo counter. Every time the primary weapon on the vehicle fires, remove one ammo counter. When a vehicle has no ammo counters remaining, its primary weapon is out of ammunition. If the primary weapon is destroyed, the vehicle loses all remaining ammo counters. The Cult Ascendant: When a Genestealer Cult is finally exposed, or chooses to reveal itself, it generally throws its host society into a state of panic and chaos as the cultists prosecute a campaign of terror and insurrection designed to destabilize civil authorities and bureaucracies, hamper supply lines and communications and generally cause havoc. When facing a Genestealer Cult force as a Primary Detachment, the enemy forces will be less able to utilise reserves and special deployment. Enemy units wishing to Infiltrate must pass a Leadership test or be deployed in their own Deployment Zone. Enemy Scouts must pass a Leadership test in order to use their Scout move. Enemy Outflankers must pass a Leadership test or be forced to arrive from their own table edge. Vehicles are counted as Leadership 10 for the purposes of this test. In addition, the Genestealer Cult player may force the opponent to re-roll one successful Reserves roll each turn. We Die That He May Live!: The leaders of a Genestealer Cult will often surround themselves with their most fanatically loyal and zealous followers, who will defend them to the death without a second thought. You may re-roll any failed Look Out Sir! rolls for the Magus or Patriarch if they are joined to the Brood Brother Bodyguard Squad. A model with this rule may accept challenges like a character if the Magus or Patriarch is joined to the unit.

Codex: Genestealer Cult

Updated 09/27/2013

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GENESTEALER CULT WARGEAR WEAPONS Firearms The masses of untrained Brood Brothers are typically armed with whatever the cult can scrape together, steal or manufacture themselves. This hodge-podge of weaponry is crude, and the combination of untrained fighters and questionable quality means their overall effectiveness is a bit unpredictable. Range 12”

Strength 3

AP -

Type Assault D3+1

Roll once each Shooting phase for each unit armed with Firearms to determine the unit’s rate of fire. Rending Claws Genestealers (and some of their progeny) have short but incredibly sharp claws tipped in extremely dense diamond-hard chitin. When combined with their overdeveloped musculature and steel-like tendons, these claws are capable of crushing reinforced ceramite and ripping through the thickest of armour with frightening ease.

Range -

Strength User

AP 5

Type Melee, Rending

Martyr Harness When a Genestealer Cult finally reveals itself and goes into full scale insurrection, they will often outfit those members deemed most expendable with harnesses packed full of explosives. Oft times these are fitted with “dead-man switches” to facilitate their primary use – that of suicide bombing raids. A model equipped with a Martyr Harness may choose to detonate it during the assault phase rather than making its normal Attacks. This is done at the Initiative 10 step. If a model bearing a Martyr Harness is removed as a casualty before detonating it, it will detonate immediately on a D6 roll of 4+. When a Martyr Harness is detonated, place a large blast marker centered over the model and resolve damage as normal for blast weapons, using the profile below. In any event, if the Martyr Harness is detonated, the model must be removed as a casualty, even if no wounds were inflicted on his unit. Wounds caused by a Martyr Harness during the Assault Phase count towards Combat Resolution. Note that Wounds caused by a Martyr Harness to friendly models count as having been inflicted by the opposing side. Range -

Strength 8

AP 2

Type Large Blast, Ignores Cover

OTHER EQUIPMENT Guard Shield Brood brother bodyguards are sometimes armed with large improvised shields which they use to provide additional cover for their leaders as they move about. A model equipped with a guard shield has a 5+ invulnerable save, but may never claim the +1 Attack bonus for being armed with two close combat weapons in an assault. Refractor Field This is an all-enclosing energy field that partially refracts energy around the bearer, protecting him from otherwise fatal damage. A refractor field grants the bearer a 5+ invulnerable save.

Codex: Genestealer Cult

Trip Mines When the cult is ready to reveal itself, the produce, steal and stockpile as many explosives and other useful improvised weapons as possible. Before moving on their targets, their covert operatives and forward scouts will set hidden snares and plant devious trip mines anywhere they might hinder the movements of their enemies. After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, each unit with trip mines in your army may booby-trip a single piece of area terrain on the table. The piece of area terrain should be marked with a small marker (a coin will do) to remind both players that it has been booby-trapped. Enemy models treat booby-trapped pieces of area terrain as dangerous terrain. Note that having multiple units booby-trap the same piece of area terrain has no additional effect. A unit with trip mines which begins the game in Reserve may still booby-trap a piece of area terrain.

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3

VEHICLE UPGRADES Improvised Armour Cultists often strap bits of scrap metal, sandbags, ferrocrete slabs and anything else they can find to their vehicles for extra protection. The effectiveness of this tactic is debatable due to reduced speeds. A vehicle with improvised armour has a 5+ invulnerable save against glancing hits, but may not choose to move Flat Out. Tube Missile In order to increase the potential firepower of their vehicles, cultists will build improvised rocket launchers and strap or bolt them on. A tube missile is an additional weapon, fired using the vehicle’s Ballistic Skill. Range 24”

Strength 7

AP 4

Type Heavy 1, Blast, One use only

Rigged Systems Many cult vehicles have been rigged so that their fuel tanks or power systems can be intentionally detonated. These rigged vehicles are often stuffed with extra explosives to make this “surprise attack” all the more effective. A vehicle with rigged systems may be intentionally detonated at any point during the Genestealer Cult player’s Movement or Shooting phases, or during either player’s Assault phase at the end of the Charge Sub-Phase after all charging models have moved. Nearby units suffer a Strength 6, AP 4 hit for each model within D6+2” of the vehicle. The vehicle is then removed and replaced with scattered wreckage (area terrain) or a crater roughly the same size as the vehicle (if you have one). A vehicle with rigged systems which suffers an Explodes! result on the Vehicle Damage Table will use the above damage and blast radius instead of the normal explosion. If the vehicle is wrecked, the rigged systems will detonate on a D6 roll of 4+.

GRENADES Firebombs These are improvised explosives typically using glass bottles or ceramic jars filled with flammable materials and capped off with old rags. The rags are lit just prior to throwing, and the container shatters upon landing, scattering the now burning liquid fuel over a wide area.

Firebombs are Assault Grenades as described in the Warhammer 40,000 Rulebook, except that they use the following profile when thrown during the Shooting Phase: Range 6”

Strength 4

AP 5

Type Assault 1, Blast, Gets Hot!, Ignores Cover

BROOD TELEPATHY PSYCHIC DISCIPLINE Primaris Power Hypnotic Gaze Warp Charge 1 The psyker subverts its prey’s willpower and smothers its conscious mind, leaving the victim enthralled at its mercy.

Hypnotic Gaze is used during your Assault phase at the start of the Fight Sub-Phase. If the power is manifested, select one model in base contact with the psyker. Both players roll a D6 and add the Leadership of their respective models. If the psyker rolls equal to or higher than the target’s score, that model may not attack during this Assault phase. This power cannot affect models that do not have a Leadership value.

(1-2) The Horror Warp Charge 1 The terrifying psychic presence of the Hive Mind radiates from the psyker, flooding the minds of the Cult’s enemies and causing them to quail and panic.

(5) Stand for the Cause! Warp Charge 2 The psyker instills a great sense of purpose in those around him, bolstering their already strong determination to fight and die for the Patriarch and his mighty cause.

The Horror is a malediction that targets a single enemy unit within 24”. The target must immediately take a Pinning test (as described for the Pinning special rule in the Warhammer 40,000 rulebook) with a -2 modifier to their Leadership.

Stand for the Cause! is a blessing that targets the psyker and lasts until the beginning of your next turn. Whilst the power is in effect, all units with the Children of the Father special rule gain the Crusader and Fearless special rules as long as they are within 12” of the psyker. Affected units that are Falling Back immediately regroup.

(3-4) Catalyst Warp Charge 1 The power of the Patriarch’s Brood focus infuses his children, flooding their systems with such unnatural vitality that they can ignore the most grievous wounds. Catalyst is a blessing that targets the Psyker’s unit and up to one unit of Neophytes, Acolytes, Hulking Hybrids, Hierarchs or Purestrains that is within 12”. Whist this power is in effect the targets gain the Feel No Pain special rule.

Codex: Genestealer Cult

(6) For the Father! Warp Charge 2 The psyker draws on the powerful hostility innate in the Brood to instill in them a great sense of purpose, pushing them to tear their enemies apart with unbelievable ferocity. For the Father! is a blessing that targets the psyker and lasts until the end of your current turn. Whilst the power is in effect, all units with the Children of the Father special rule gain the Hatred and Shred rules as long as they are within 12” of the psyker.

Updated 09/27/2013

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GENESTEALER CULT ARMY LIST The following army list enables you to field an army of Arbitrators to fight battles using the scenarios included in the Warhammer 40,000 rulebook. USING THE ARMY LIST The Genestealer Cult army list is split into seven sections: HQ, Elites, Troops, Fast Attack, Heavy Support, Dedicated Transports and Fortifications. All of the squads, vehicles, defensive structures and characters in the army are placed into one of these sections depending upon their role on the battlefield. Each model is also given a points value that varies depending on how effective that model is in battle. Before you choose an army, you will need to agree with your opponent upon the type of game you are going to play and the maximum number of points each of you will spend. Then you can proceed to pick your army. USING A FORCE ORGANISATION CHART The army list is used in conjunction with the Force Organisation chart from a scenario. Each chart is spit into various categories that correspond to the sections in the army list, and each category has one or more boxes. Each grey-toned box indicates that you may make one choice from that section of the army list, while a dark-toned box indicates a compulsory selection. ARMY LIST ENTRIES Each entry in the army list represents a different unit. Each unit entry in the Genestealer Cult army list is split into several sections. Name: At the start of each army list entry you will find the name of the unit alongside the points cost of the unit without any upgrades. Profile: This section will show the characteristics profile of any models the unit can include. Unit Composition: Where applicable, this section will show the number and type of models that make up the basic unit, before any upgrades are taken. If the Unit Composition includes the word ‘Unique’, then you may only include one of this unit in your army. Unit Type: This refers to the Unit Type Rules chapter of the Warhammer 40,000 rulebook. For example, a unit may be classified as infantry, vehicle or cavalry, which will subject it to a number of rules regarding movement, shooting, assault, etc. Wargear: This section details the weapons and equipment the models in the unit are armed with. The cost for all these models and their equipment is included in the points cost listed next to the unit name. Special Rules: Any special rules that apply to the models in the unit are listed here. These special rules are explained in further detail in the Special Rules section of this Codex or the Warhammer 40,000 rulebook. Dedicated Transport: Where applicable, this section refers to any transport vehicles the unit may take. These have their own army list entry. Dedicated transports do not use up any Force Organisation chart selections, but otherwise function as separate units. The Transport Vehicles section of the Warhammer 40,000 rulebook, and their entry in this book, explains how these dedicated transport vehicles work. Options: This section lists all of the upgrades you may add to the unit, should you wish to do so, alongside the associated points cost for each. Where an option states that you may exchange one weapon ‘and/or’ another, you may replace either, neither or both, provided you pay the points cost.

Codex: Genestealer Cult

ALLIES OF THE GENESTEALER CULT A Genestealer Cult will generally fight alone, though it is not unheard of for them to form alliances with other forces – usually those who are not aware of the cult’s true nature. However, when a Hive Fleet arrives, the Genestealer Cult will likely continued to fight alongside their longawaited masters – until they are led to the digestion pools themselves that is. The categories below correspond to the categories of allies as described in the Warhammer 40,000 rulebook. Battle Brothers: N/A Allies of Convenience: Imperial Guard, Tyranids Desperate Allies: Chaos Daemons, Chaos Space Marines, Necrons, Orks, Tau Come the Apocalypse: Black Templars, Blood Angels, Dark Angels, Dark Eldar, Eldar, Grey Knights, Space Marines, Sisters of Battle, Space Wolves

Updated 09/27/2013

5

HQ Genestealer Patriarch

Patriarch Ancient Patriarch

80 points WS 6 4

BS 0 0

S 5 5

T 5 5

W 4 4

I 5 4

A 3 2

Ld 10 10

Sv 4+ 4+

Unit Composition: 1 Patriarch (Unique)

Wargear: Rending Claws Hardened Carapace

Unit Type: Infantry (Character)

Special Rules: Brood Focus Bulky Independent Character Move Through Cover Psyker (Mastery Level 1)

Psyker: The Patriarch generates his powers from the Biomancy, Brood Telepathy, Telekinesis or Telepathy disciplines. Primogenitor: You may only ever have a single Patriarch or Ancient Patriarch in your army, regardless of the number of Detachments. In addition, the Patriarch or Ancient Patriarch must be chosen as your Warlord if he is included in the army as part of the Primary Detachment.

Genestealer Magus

Magus

Options: May be given a refractor field 10 points May be upgraded to an Ancient Patriarch, improving his Mastery Level to 2 10 points

50 points WS 3

Unit Composition: 1 Magus (Unique)

Unit Type: Infantry (Character)

BS 3

S 3

T 3

W 2

I 4

A 1

Ld 9

Sv 5+

Wargear: Autopistol Close combat weapon Flak Armour

Special Rules: Independent Character Psyker (Mastery Level 1)

Options: May replace autopistol and/or close combat weapon with: - Autogun or shotgun free - Bolt pistol or bolter 1 point - Power weapon or plasma pistol 10 points - Force stave or power fist 15 points May be given frag grenades 1 point May be given krak grenades 2 points May replace his flak armour with carapace armour 5 points May be given a refractor field 10 points

Psyker: The Magus generates his powers from the Biomancy, Brood Telepathy, Telekinesis or Telepathy disciplines.

GENESTEALER CULT WARLORD TRAITS TABLE If a Genestealer Patriarch or Genestealer Magus is chosen as your army’s Warlord, rather than choosing one of the standard Warlord Trait tables, you must roll on the table below to generate their Warlord Trait. 1)

The Shadow Draws Nigh!: The hive fleet approaches! Psykers begin to feel the effects of the “shadow in the warp”, making it more difficult to use their powers. All enemy models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership whilst they are within 12” of the Warlord.

2)

Will of the Brood: He must not fall. Though death claws at his body, he must stand firm! The Hive Mind wills! The Warlord gains the Feel No Pain (5+) and Eternal Warrior special rules.

5)

The Patient Hunter: Victory is often achieved by those who know the right moment to strike. The Warlord and his unit have the Counter-Attack special rule.

3)

4)

Inside Knowledge: We know exactly how you fight, and we know exactly how you die… The Warlord and his unit have the Preferred Enemy special rule.

Inspiring Aura: His mere presence gives us purpose!

Fight to the Last!: When cornered, we become even more dangerous…

The Warlord and all units within 6” gain the Hatred and Rage special rules.

The Warlord and his unit have the Rampage and Fearless special rules.

Codex: Genestealer Cult

6)

Updated 09/27/2013

6

HQ Genestealer Hierarch

20 points

Your army may always include up to one Hierarch, and may contain one additional Hierarch for every full 750 points in your army. Regardless of the number of Hierarchs taken, they only take up a single HQ slot. In an army with multiple detachments, each detachment allows you to bring a single Hierarch. Further Hierarchs are still limited to a total of one for every full 750 points in your army. (For example, a 3000 point army with two detachments may take a total of 6 Hierarchs. If all 6 are taken, this uses two HQ slots, one per detachment. If two to five are taken, you may choose whether they constitute one or two of your HQ slots, and how many Hierarchs belong to each HQ slot.)

Hierarch Hierarch (Bike)

WS 3 3

BS 3 3

S 3 3

Unit Composition: 1 Hierarchs

T 3 4

W 2 2

I 4 4

A 2 2

Ld 8 8

Sv 5+ 5+

Wargear: Autopistol Close combat weapon Flak Armour

Unit Type: Infantry (Character)

Special Rules: Children of the Father Independent Character

Psyker: If upgraded to a Psyker, the Hierarch generates his power from the Biomancy, Telekinesis or Telepathy disciplines.

Options: May replace autopistol and/or close combat weapon with: - Autogun or shotgun free - Bolt pistol or bolter 1 point - Power weapon or plasma pistol 10 points - Power fist 15 points Unless mounted on a riding beast or bike, may replace autopistol with a flamer, grenade launcher, heavy stubber or sniper rifle 10 points May be given a rending claw 3 points May be given frag grenades 1 point May be given krak grenades 2 points May replace his flak armour with carapace armour 5 points May be mounted on a riding beast, changing his unit type to Cavalry 5 points May be mounted on a bike, changing his unit type to Bike 15 points One Hierarch per army may be upgraded to a Psyker (Mastery Level 1) 10 points If upgraded to a Psyker, may replace his autopistol or close combat weapon with a force stave 15 points

ELITES Disguised Genestealers

15 points

Your army may include up to one Disguised Genestealer for every full 750 points in your army (a minimum of one may always be included). Disguised Genestealers do not take up a Forge Organization slot, and are not fielded as a unit on their own, nor are they deployed on the table at the start of the battle. Before the battle, immediately after deploying Infiltrators and Redeploying Scouts, but before the first Turn begins, the Genestealer Cult player secretly writes down which units from the following list contain a Disguised Genestealer: Brood Brother Initiate Mob, Brood Brother Comrade Squad, Hybrid Neophyte Squad, Hybrid Acolyte Squad, Brood Brother Support Squad. (Each unit may contain one Disguised Genestealer.) The Disguised Genestealer must be revealed when the unit it is hiding in first becomes locked in combat. Place the Disguised Genestealer in coherency with its unit and in base contact with an enemy model already locked in combat with the unit if possible, but not in contact with an enemy model not already locked in combat with the unit. The Disguised Genestealer has the Fear special rule until the end of the Assault Phase during which it was revealed. If the Disguised Genestealer cannot be placed within coherency with its unit, you must remove one model of your choice from the unit and replace it with the Disguised Genestealer (this casualty is not counted for determining Assault results). If the unit is destroyed before the Disguised Genestealer is revealed, the Disguised Genestealer is considered a casualty. Disguised Genestealers are not worth any Victory Points on their own, but are treated as part of their unit for all purposes once they have been revealed.

Genestealer

WS 6

Unit Type: Infantry

Codex: Genestealer Cult

BS 0

S 4

T 4

W 1

I 6

A 2

Ld 10

Sv 5+

Wargear: Rending claws Reinforced chitin

Updated 09/27/2013

Special Rules: Fleet Move Through Cover

7

ELITES Hierarch High Council

60 points

If your army includes a Magus and/or a Patriarch, it may also include a single Hierarch High Council. This unit does not take up a Force Organization slot, but is otherwise treated as an Elites unit in all respects.

Hierarch

WS 3

BS 3

S 3

Unit Composition: 3 Hierarchs

T 3

W 2

I 4

A 2

Ld 8

Sv 5+

Special Rules: Brotherhood of Psykers Children of the Father

Unit Type: Infantry Dedicated Transport The High Council can select either a Cult Truck or a Cult Limousine.

Wargear: Autopistols Close combat weapons Flak armour

Psyker: The Hierarch High Council generates their power from the Biomancy, Telekinesis or Telepathy disciplines.

Genestealer Purestrain Brood

Genestealer Firstborn

WS 6 6

45 points BS 0 0

S 4 5

Unit Composition: 3 Genestealers

T 4 4

W 1 2

I 6 6

A 2 3

Ld 10 10

Sv 5+ 5+

Wargear: Rending claws Reinforced chitin

Unit Type: Infantry

Options: Include up to nine additional Genestealers 15 points per model One Genestealer may be upgraded to a Firstborn (Character) 15 points

Special Rules: Fleet Infiltrate Move Through Cover

Hulking Hybrid Brood

Hulking Hybrid

Options: Include up to seven additional Hierarchs 20 points per model Any Hierarch may replace his autopistol or close combat weapon with a force stave 15 points Any Hierarch may be given a rending claw 3 points The council may be given frag grenades 1 point per model The council may be given krak grenades 2 points per model The council may replace their flak armour with carapace armour 3 points per model

135 points WS 5

BS 2

S 5

T 5

W 3

I 4

A 3

Ld 8

Unit Type: Infantry

Special Rules: Bulky Children of the Father Furious Charge Rampage Stubborn

Wargear: Close combat weapon Flak armour

Dedicated Transport The Brood can select a Cult Truck.

Unit Composition: 3 Hulking Hybrids

Codex: Genestealer Cult

Sv 5+

Updated 09/27/2013

Options: Include up to seven additional Hulking Hybrids 45 points per model Any model may be given one of the following: - Heavy chainsword, heavy stubber or rending claw 5 points The brood may be given Fleet 5 points per model The brood may replace their flak armour with carapace armour 5 points per model

8

TROOPS Brood Brother Initiate Mob

Initiate Pack

45 points WS 2

BS 2

S 3

Unit Composition: 3 Initiate Packs

T 3

W 3

I 3

A 3

Ld X

Sv 6+

Options: Include up to twelve additional Initiate Packs 15 points per model For every five Initiate Packs in the unit, one Initiate Pack may be given a Martyr Harness 10 points The Mob may be given firebombs 2 points per model

Special Rules: Very Bulky Children of the Father Dedicated to the Cause Mob Mentality Swarm

Unit Type: Infantry Wargear: Firearms Improvised armour Brood Brother Comrade Squad

Comrade Hybrid Overseer

WS 3 3

40 points BS 3 3

S 3 3

Unit Composition: 10 Comrades

T 3 3

W 1 1

I 3 4

A 1 2

Ld 6 8

Sv 5+ 5+

Options: Include up to ten additional Comrades 4 points per model For every ten models in the unit, one Comrade may replace his autogun with one of the following: - Flamer, grenade launcher, heavy stubber or sniper rifle 5 points One Comrade may be upgraded to a Hybrid Overseer (Character) 10 points The Hybrid Overseer may replace his autogun and/or close combat weapon with one of the following: - Autopistol or shotgun free - Bolt pistol or bolter 1 point - Power weapon or plasma pistol 10 points - Power fist 15 points The Hybrid Overseer may be given a rending claw 3 points The Hybrid Overseer may replace his flak armour with carapace armour 3 points The Hybrid Overseer may be given any of the following: - Frag grenades 1 point - Krak grenades 2 points

Special Rules: Dedicated to the Cause Children of the Father

Unit Type: Infantry

Dedicated Transport The Squad can select a Cult Truck or a Chimera.

Wargear: Autoguns Close combat weapons Flak armour

Brood Brother Bodyguard Squad

25 points

Your army may include a single Brood Brother Bodyguard Squad for each Magus or Patriarch also included. These units do not take up any Force Organization slots, but are otherwise treated as Troops units in all respects.

Bodyguard Ogryn Bodyguard

WS 2 4

Unit Composition: 3 Bodyguards Unit Type: Infantry

BS 2 3

S 3 5

T 3 5

W 1 3

I 3 2

A 1 3

Ld 6 6

Sv 6+ 6+

Special Rules: Bulky (Ogryns only) Children of the Father Dedicated to the Cause Furious Charge (Ogryns only) Stubborn (Ogryns only) We Die That He May Live!

Wargear: Autopistols (Bodyguards only) Close combat weapons Improvised armour

Codex: Genestealer Cult

Updated 09/27/2013

Dedicated Transport The Squad can select a Cult Truck or Cult Limousine. Options: Include up to seven additional Bodyguards 5 points per model Any Bodyguard may replace their autopistol or close combat weapon with a power weapon 10 points Any Bodyguard may be upgraded to an Ogryn Bodyguard, replacing his autopistol with either a heavy chainsword or a heavy stubber 30 points per model Any model may be given a guard shield 3 points The squad may be given firebombs 1 point per model The squad may replace their improvised armour with carapace armour 5 points per model

9

TROOPS Hybrid Neophyte Brood

Neophyte

45 points WS 4

BS 2

S 4

Unit Composition: 5 Neophytes

T 4

W 1

I 5

A 1

Ld 8

Sv 5+

Special Rules: Children of the Father Fleet Move Through Cover

Unit Type: Infantry Dedicated Transport The Brood can select a Cult Truck.

Wargear: Autopistols Close combat weapons Flak armour

Hybrid Acolyte Brood

Acolyte

Options: Include up to ten additional Neophytes 9 points per model For every five models in the unit, one Neophyte may replace his autopistol or close combat weapon with one of the following: - Power weapon or plasma pistol 10 points - Power fist 15 points Any model may replace his autopistol with a shotgun free Any model may replace his close combat weapon with an additional autopistol 1 point Any model may be given a rending claw 3 points The brood may be given frag grenades 1 point per model The brood may be given krak grenades 2 points per model The brood may replace their flak armour with carapace armour 3 points per model

35 points WS 3

Unit Composition: 5 Acolytes

Unit Type: Infantry

BS 3

S 3

T 3

W 1

I 4

A 1

Ld 8

Sv 5+

Special Rules: Children of the Father Fleet

Dedicated Transport The Brood can select a Cult Truck.

Wargear: Autoguns Close combat weapons Flak armour

Codex: Genestealer Cult

Updated 09/27/2013

Options: Include up to ten additional Acolytes 7 points per model For every five models in the unit, one Acolyte may replace his autogun with one of the following: - Flamer, heavy stubber, grenade launcher, sniper rifle 5 points - Autocannon, heavy bolter or melta gun 10 points - Missile launcher or plasma gun 15 points - Lascannon 25 points Any model may replace his autogun with a shotgun free Any model may be given a rending claw 3 points The brood may be given frag grenades 1 point per model The brood may be given krak grenades 2 points per model The brood may replace their flak armour with carapace armour 3 points per model

10

DEDICATED TRANSPORTS Cult Truck

Cult Truck

25 points

WS -

BS 2

S -

-- Armour -Fr Si Re 10 10 10

I -

A -

Unit Composition: 1 Cult Truck

Wargear: None

Unit Type: Vehicle (Fast, Open-topped)

Transport Capacity: Twelve models

HP 2

Cult Limousine

Cult Limousine

Options: May be given any of the following: - Improvised armour - Pintle-mounted heavy stubber - Rigged systems - Searchlight - Tube missile

10 points 10 points 5 points 1 point 10 points

35 points

WS -

BS 3

S -

Unit Composition: 1 Cult Limousine

-- Armour -Fr Si Re 11 11 10

I -

A -

HP 3

Wargear: None

Unit Type: Vehicle (Fast)

Options: May be given any of the following: - Improvised armour - Storm bolter or heavy stubber - Tube missile

10 points 10 points 10 points

Transport Capacity: Eight models (May not carry Very Bulky or Extremely Bulky models.)

Fire Points: None

Access Points: Cult Limousines have one access point on each side of the hull.

Cult Chimera

Chimera

50 points

WS -

BS 3

Unit Composition: 1 Chimera Unit Type: Vehicle (Tank)

Wargear: Heavy bolter Multi-laser Smoke launchers Searchlight

Codex: Genestealer Cult

S -

-- Armour -Fr Si Re 12 10 10

I -

A -

HP 3

Special Rules: Amphibious Poorly Maintained Fire Points: Five models can fire from the Chimera’s top hatch.

Transport Capacity: Twelve models Options: May replace multi-laser with a heavy bolter or a heavy flamer free May replace heavy bolter with a heavy flamer free May be given any of the following: - Dozer blade 10 points - Improvised armour 10 points - Rigged systems 5 points - Tube missile 10 points

Access Points: Chimeras have one access point at the rear.

Updated 09/27/2013

11

FAST ATTACK Brood Brother Outrider Squad

Comrade Hybrid Overseer Comrade (Bike) Hybrid Overseer (Bike)

WS 3 3 3 3

45 points BS 3 3 3 3

Unit Composition: 3 Brood Brothers

S 3 3 3 3

T 3 3 4 4

W 1 1 1 1

I 3 4 3 4

A 1 2 1 2

Ld 6 8 6 8

Sv 5+ 5+ 5+ 5+

Options: Include up to seven additional Brood Brothers 10 points per model Any model may replace his close combat weapon with a power lance 10 points The squad may be given firebombs 1 point per model The squad may be given frag grenades 1 point per model The squad may be given krak grenades 2 points per model The squad may be given bikes, changing their Unit Type to Bike 5 points per model One Comrade may be upgraded to a Hybrid Overseer (Character) 10 points The Hybrid Overseer may replace his autopistol and/or close combat weapon with one of the following: - Bolt pistol 1 point - Power weapon or plasma pistol 10 points - Power fist 15 points The Hybrid Overseer may be given a rending claw 3 points The Hybrid Overseer may replace his flak armour with carapace armour 3 points

Wargear: Autopistols Close combat weapons Flak armour Trip Mines

Unit Type: Cavalry Special Rules: Children of the Father Dedicated to the Cause Scouts

Cult Sentinel Squadron

Sentinel

WS 3

30 points per model

BS 3

S 5

Unit Composition: Vehicle squadron of 1-3 Sentinels

-- Armour -Fr Si Re 10 10 10

I 3

A 1

HP 2

Wargear: Multi-laser

Special Rules: Scouts Move Through Cover Poorly Maintained

Unit Type: Vehicle (Walker, Open-Topped)

Cult Gun-Truck Squadron

Cult Gun-Truck

WS -

Options: Any Sentinel may replace its heavy bolter with: - Autocannon or heavy flamer 5 points - Missile launcher 10 points - Lascannon 15 points Any model may be given any of the following: - Improvised armour 10 points - Rigged systems 5 points - Searchlight 1 point - Smoke launchers 5 points - Tube missile 10 points

35 points per model

BS 3

Unit Composition: 1 Cult Truck

S -

-- Armour -Fr Si Re 10 10 10

I -

A -

HP 2

Wargear: Heavy bolter

Unit Type: Vehicle (Fast, Open-topped)

Codex: Genestealer Cult

Updated 09/27/2013

Options: Any Gun-Truck may replace its Heavy bolter with one of the following: - Multi-laser free - Heavy flamer or autocannon 5 points - Missile launcher 10 points - Lascannon 15 points - Plasma cannon 20 points May be given any of the following: - Improvised armour 10 points - Pintle-mounted heavy stubber 10 points - Rigged systems 5 points - Searchlight 1 point - Tube missile 10 points

12

HEAVY SUPPORT Brood Brother Support Squad WS 3

Comrade

20 points BS 3

Unit Composition: 6 Comrades

S 3

T 3

W 1

I 3

A 1

Ld 6

Sv 5+

Wargear: Autoguns Flak armour

Unit Type: Infantry

Special Rules: Children of the Father Dedicated to the Cause

Options: Up to three Comrades may replace their autoguns with one of the following: - Autocannon, heavy bolter, flamer, grenade launcher or sniper rifle 10 points - Meltagun, missile launcher or plasma gun 15 points - Lascannon 25 points

Liberated Tank Squadron Leman Russ Battle Tank Leman Exterminator Leman Russ Demolisher

Leman Russ Battle Tank Leman Russ Exterminator Leman Russ Demolisher

WS -

140 points per model 140 points per model 155 points per model

BS 3 3 3

S -

Unit Composition: 1-3 tanks in any combination

-- Armour -Fr Si Re 14 13 10 14 13 10 14 13 11

I -

A -

HP 3 3 3

Special Rules: Poorly Maintained Specialised Munitions

Unit Type: Vehicle (Tank, Heavy)

Wargear Leman Russ: Battle cannon*

Wargear (All): Heavy bolter Searchlight Smoke launchers

Leman Russ Demolisher: Demolisher siege cannon* Leman Russ Exterminator: Exterminator autocannon*

Options: Any model may replace its heavy bolter with one of the following: - Heavy flamer free - Lascannon 15 points Any model may be given a pair of side sponsons armed with: - Heavy bolters or heavy flamers 20 points - Multi-meltas 30 points - Plasma cannons 40 points Any model may be given any of the following: - Dozer blade 10 points - Improvised armour 10 points - Pintle-mounted heavy stubber 10 points - Rigged systems 5 points - Tube Missile 10 points

Liberated Artillery Battery Basilisk Griffon

Basilisk Griffon

115 points per model 65 points per model

WS -

BS 3 3

Unit Composition: 1-3 tanks in any combination Unit Type: Vehicle (Tank, Open-Topped) Wargear: Heavy bolter Searchlight Smoke launchers

Codex: Genestealer Cult

S -

-- Armour -Fr Si Re 12 10 10 12 10 10

I -

A -

HP 3 3

Special Rules: Poorly Maintained Specialised Munitions Wargear Basilisk: Earthshaker cannon*

Options: Any model may replace its heavy bolter with a heavy flamer free May be given any of the following: - Dozer blade 10 points - Improvised armour 10 points - Pintle-mounted heavy stubber 10 points - Rigged systems 5 points - Tube Missile 10 points

Griffon: Griffon heavy mortar*

Updated 09/27/2013

13

FORTIFICATIONS A Genestealer Cult army may make use of the standard Fortifications as presented in the Warhammer 40,000 rulebook. In addition, they may choose the new option presented below, which helps to further set the tone for the insurgent nature of a Genestealer Cult uprising.

Hidden Tunnels

25 points

The Cult has spent years worming their way into society at every level, leaving hidden warrens and secret passages anywhere possible to better facilitate their rise to power. When they are finally brought to battle, they are able to use their various tunnel networks and secret hideouts to move their forces about and attack from unexpected angles. Composition: One tunnel entrance (up to 2” in diameter). Terrain Type: Battlefield Debris (Rubble) Weapons: None Options: Add up to two more tunnel entrances 25 points per model One tunnel entrance may include one of the following: - Ammunition Dump 20 points - Comms Relay 20 points Any tunnel entrance may include a Sapper Den 20 points

Special Rules: Tunnel Network: As long as there are no enemy units in base contact with a tunnel entrance, you may treat the entirety of the tunnel entrance as part of your table edge when your non-vehicle units arrive from Reserve. A unit arrive from reserve via a tunnel entrance may ignore the Difficult Terrain aspect of the tunnel entrance on the turn that they arrive. Any friendly non-vehicle unit may choose to enter the tunnels during their movement phase. To do so, they must embark into a tunnel entrance as if it were an open-topped vehicle, and may not do so if there is an enemy unit in base contact with the tunnel entrance. When a unit enters the tunnels, remove the unit from the board and place it in Ongoing Reserve. This cannot be done in the same turn the unit arrives from Reserve. When the unit re-enters the game from Reserve, it may do so using any of its normally available means of deployment (i.e. available tunnel entrances, your table edge, via Outflank, etc.) A unit that is still in Reserve at the end of the game awards Victory Points as if it had been removed as a casualty. If an enemy unit begins their movement phase in base contact with a tunnel entrance, they may choose to destroy it. The unit may do nothing else for the remainder of their turn, but the tunnel entrance (and any attached ammunition dump, comms relay and/or sapper den) is destroyed and removed from play as they collapse the tunnel from without. Sapper Den: As long as there are no enemy units in base contact with a tunnel entrance with a sapper den, it may generate a Brood Brother Zealot once per battle. This is done at the start of your Movement phase. Place a model with the below profile in contact with the tunnel entrance in the same was as a unit arriving from Reserve. This model is treated as a separate unit, but is neither a Scoring Unit nor a Denial Unit, nor is it worth any Victory Points if it is slain.

Zealot

Codex: Genestealer Cult

WS 2

BS 2

S 3

T 3

W 1

I 3

A 1

Ld 6

Sv 5+

Unit Type:

Infantry

Wargear:

Autopistol, Close Combat Weapon, Martyr Harness, Firebombs

Special Rules:

Children of the Father, Feel No Pain (5+), Zealot

Updated 09/27/2013

14

PSYCHIC POWER CARDS These cards can serve as a handy reference when you are playing a game of Warhammer 40,000 using a Genestealer Cult army.

Hypnotic A Gaze

The Horror A

Catalyst A

Warp Charge 1

Warp Charge 1

Warp Charge 1

The psyker subverts its prey’s willpower and smothers its conscious mind, leaving the victim enthralled at its mercy.

The terrifying psychic presence of the Hive Mind radiates from the psyker, flooding the minds of the Cult’s enemies and causing them to quail and panic.

The power of the Patriarch’s Brood focus infuses his children, flooding their systems with such unnatural vitality that they can ignore the most grievous wounds.

Hypnotic Gaze is used during your Assault phase at the start of the Fight Sub-Phase. If the power is manifested, select one model in base contact with the psyker. Both players roll a D6 and add the Leadership of their respective models. If the psyker rolls equal to or higher than the target’s score, that model may not attack during this Assault phase. This power cannot affect models that do not have a Leadership value.

The Horror is a malediction that targets a single enemy unit within 24”. The target must immediately take a Pinning test (as described for the Pinning special rule in the Warhammer 40,000 rulebook) with a -2 modifier to their Leadership.

Stand forA the Cause!

Catalyst is a blessing that targets the Psyker’s unit and up to one unit of Neophytes, Acolytes, Hulking Hybrids, Hierarchs or Purestrains that is within 12”. Whist this power is in effect the targets gain the Feel No Pain special rule.

For theAFather!

Warp Charge 2

Warp Charge 2

The psyker instills a great sense of purpose in those around him, bolstering their already strong determination to fight and die for the Patriarch and his mighty cause.

The psyker draws on the powerful hostility innate in the Brood to instill in them a great sense of purpose, pushing them to tear their enemies apart with unbelievable ferocity.

Stand for the Cause! is a blessing that targets the psyker and lasts until the beginning of your next turn. Whilst the power is in effect, all units with the Children of the Father special rule gain the Crusader and Fearless special rules as long as they are within 12” of the psyker. Affected units that are Falling Back immediately regroup.

For the Father! is a blessing that targets the psyker and lasts until the end of your current turn. Whilst the power is in effect, all units with the Children of the Father special rule gain the Hatred and Shred rules as long as they are within 12” of the psyker.

Codex: Genestealer Cult

Updated 09/27/2013

15

GENESTEALER CULT SUMMARY MODELS Patriarch Ancient Patriarch Magus Hierarch Genestealer Firstborn Hulking Hybrid Initiate Pack Comrade Hybrid Overseer Comrade (Bike) Hybrid Overseer (Bike) Bodyguard Ogryn Bodyguard Neophyte Acolyte Zealot

WS

BS

S

T

W

I

A

Ld

Save

6 4 3 3 6 6 5 2 3 3 3 3 2 4 4 3 2

0 0 3 3 0 0 2 2 3 3 3 3 2 3 2 3 2

5 5 3 3 4 5 5 3 3 3 3 3 3 5 4 3 3

5 5 3 3 4 4 5 3 3 3 4 4 3 5 4 3 3

4 4 2 2 1 2 3 3 1 1 1 1 1 3 1 1 1

5 4 4 4 6 6 4 3 3 4 3 4 3 2 5 4 3

3 2 1 2 2 3 3 3 1 2 1 2 1 3 1 1 1

10 10 9 8 10 10 8 X 6 8 6 8 6 6 8 8 6

4+ 4+ 5+ 5+ 5+ 5+ 5+ 6+ 5+ 5+ 5+ 5+ 6+ 5+ 5+ 5+ 5+

VEHICLES Cult Truck Cult Gun-Truck Cult Limousine Chimera Sentinel Leman Russ Battle Tank Leman Russ Exterminator

Leman Russ Demolisher Basilisk Griffon

WS

BS

3 -

2 3 3 3 3 3 3 3 3 3

--- Armour --Fr Si Re

S

5 -

10 10 11 12 10 14 14 14 12 12

10 10 11 10 10 13 13 13 10 10

10 10 10 10 10 10 10 11 10 10

Rng

Str

AP

Type

12” 24”

3 8 7

2 4

Rng

Str

AP

6”

4

5

I

3 -

A

1 -

HP

2 2 3 3 2 3 3 3 3 3

RANGED WEAPONS Firearms Martyr Harness Tube Missile

Assault D3+1 Large Blast, Ignores Cover Heavy 1, Blast, One use only

GRENADES Firebombs

Type

Assault 1, Blast, Gets Hot!, Ignores Cover

MELEE WEAPONS Rending Claws

Rng

Str

AP

-

User

5

Type

Melee, Rending

Wargear Rules: Guard Shield: A model equipped with a guard shield has a 6+ invulnerable save, but may never claim the +1 Attack bonus for being armed with two close combat weapons in an assault. Refractor Field: A refractor field grants the bearer a 5+ invulnerable save. Improvised Armour: A vehicle with improvised armour has a 5+ invulnerable save against glancing hits, but may not choose to move Flat Out. Rigged Systems: A vehicle with rigged systems may be intentionally detonated at any point during the Genestealer Cult player’s Movement or Shooting phases, or during either player’s Assault phase at the end of the Charge Sub-Phase after all charging models have moved. Nearby units suffer a Strength 6, AP 4 hit for each model within D6+2” of the vehicle. The vehicle is then removed and replaced with scattered wreckage (area terrain) or a crater roughly the same size as the vehicle (if you have one). A vehicle with rigged systems which suffers an Explodes! result on the Vehicle Damage Table will use the above damage and blast radius instead of the normal explosion. If the vehicle is wrecked, the rigged systems will detonate on a D6 roll of 4+. Trip Mines: After all deployment but before rolling to Seize the Initiative, each unit with trip mines may booby-trap a single piece of area terrain. Enemy models treat booby-trapped pieces of area terrain as dangerous terrain.

Special Rules: Brood Focus: A Patriarch or Ancient Patriarch may generate an additional psychic power at the beginning of the game. A Patriarch may always choose whether or not to re-roll Warp Charge 2 powers. When a Patriarch or Ancient Patriarch generates his Warp Charge points at the start of each turn, for every two units (rounding down) of Neophytes, Acolytes, Hulking Hybrids, Hierarchs and Purestrains within 12”, he generates +1 Warp Charge, to a maximum of +2 Warp Charge points. In addition, if the Patriarch or Ancient Patriarch is slain in a mission that uses Victory Points, your opponent gains one additional Victory Point. (Note that the additional victory point is not gained if the Patriarch or Ancient Patriarch is removed as a casualty due to Falling Back off the table. It is assumed that he has made good his escape, he shall return!) Children of the Father: As long as either the Patriarch or Magus remains on the table or in Reserve, this rule has no effect. Otherwise, if either the Patriarch or Magus is slain, units with this rule that are not already Falling Back or locked in combat must take a Morale Test at the end of the current turn. If the test is failed, they immediately Fall Back, following all of the normal rules for doing so. All units with this rule also gain the Hatred and Rage special rules for the remainder of the battle. Note that this rule does not take effect if the Patriarch or Magus is removed as a casualty due to Falling Back off the table. It is assumed that they have made their escape and their children will keep on fighting, secure in the knowledge that their masters are safe. Dedicated to the Cause: Any unit with this rule becomes Stubborn as long as they are within 6” of Hybrid Neophytes, Hybrid Acolytes, Hulking Hybrids, Genestealer Purestrains, a Hierarch or a Hierarch High Council. They become Fearless as long as they are within 6” of the Magus or Patriarch. Die Another Day: If a Patriarch and/or Magus are locked in combat and there is at least one other non-HQ Genestealer Cult unit locked in the same combat, the Patriarch and/or Magus are treated as having the Hit and Run special rule, but no other unit in that combat may attempt to Hit and Run if the Patriarch and/or Magus choose to do so. If the Patriarch and/or Magus choose to use Hit and Run in this manner, they will automatically leave any unit they are currently joined to without penalty. Mob Mentality: A Brood Brother Initiate Mob’s Leadership value is based on the number of Initiate Packs remaining in the unit, multiplied by 2. For example, a Mob of four Initiate Packs would have a Leadership value of 8, while a Mob of two Initiate Packs would only have a Leadership value of 4. Poorly Maintained: At the start of each of the Genestealer Cult player’s turns, roll a D6 for each vehicle with this rule on the table. On a roll of 5+, something has shaken loose or otherwise broken. For the rest of the battle, the vehicle may no longer move at Cruising Speed, nor may it move Flat Out. Walkers will instead move as if they are in Difficult Terrain for the rest of the battle, including when they launch an Assault. Vehicles with the Move Through Cover special rule also lose it for the rest of the battle. Specialised Munitions: A vehicle with this rule has limited ammunition for its main weapon (marked with a * in the vehicle’s Wargear listing in the army list). Before deployment, count the number of vehicles with the Specialist Munitions rule and roll that many D6. This is the total number of ammo counters you will have available for the battle. Before deployment, you may allocate any number of ammo counters to each vehicle with the Specialist Munitions rule, but each vehicle must be given at least one ammo counter. Every time the primary weapon on the vehicle fires, remove one ammo counter. When a vehicle has no ammo counters remaining, its primary weapon is out of ammunition. If the primary weapon is destroyed, the vehicle loses all remaining ammo counters. The Cult Ascendant: When facing a Genestealer Cult force as a Primary Detachment, the enemy forces will be less able to utilise reserves and special deployment. Enemy units wishing to Infiltrate must pass a Leadership test or be deployed in their own Deployment Zone. Enemy Scouts must pass a Leadership test in order to use their Scout move. Enemy Outflankers must pass a Leadership test or be forced to arrive from their own table edge. Vehicles are

counted as Leadership 10 for the purposes of this test. In addition, the Genestealer Cult player may force the opponent to re-roll one successful Reserves roll each turn. We Die That He May Live!: You may re-roll any failed Look Out Sir! rolls for the Magus or Patriarch if they are joined to the Brood Brother Bodyguard.

A model with this rule may accept challenges like a character if the Magus or Patriarch is joined to the unit.

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