Genestealer Cult BoLS 2
Genestealer Cult BoLS 2
Genestealer Cult BoLS 2
GENESTEALER CULTS
Bigred; Adeptus Administratum Curator mkerr; Autosavant Thomas Reidy; Remembrancer Darin Bufkin, Mark Evenson, Per Holmstrm, Geoff Snider; Testing Servitors Dedicated to Paul Murphy, Tim Huckleberry and Phil Kelly
v2.0
CONTENTS
Introduction Children of the Great Father Genestealer Cult Modeling Army Special Rules and Wargear Army List Genestealer Cult Characters Cult Activity Galactic Map Cult Adversary Characters Apocalypse Formation 4 5 8 10 11 18 19 20 21
Produced by Bell of Lost Souls Copyright Bell of Lost Souls, 2008. All Rights Reserved.
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"The crimes of Cultist exceed the sins of all others. And we now declare what punishment they deserve, both as heretics and as apostates. Heretics, according to St. Lucius, are punished in various ways, as by imprisonment, confiscation of goods and death. The witchhunter is fully informed concerning all these by consulting the Liber Heresius. Indeed even the cultist's followers, protectors, patrons and defenders incur the heaviest penalties. For, besides the punishments inflicted upon them, heretics, together with their patrons, protectors and defenders forfeit all benefits of Eccleisarchy and Imperium. But if a cultist be convicted, he must at once be burned. For, if they who counterfeit money are summarily put to death, how much more must they who counterfeit the Faith? But to punish cultists in these ways does not seem sufficient, since they are not simple heretics, but apostates. More than this, in their very apostasy they do not deny the Emperor for any fear of men or material gain, but instead give homage to the very monstrosities among them by offering their bodies and souls. Is is clear enough from this, however much the cultist claims innocence and Faith, they must not be punished like other heretics, but must be made to suffer the extreme penalty. The Liber Heresius says, concerning those who cohabit with monstosities, that only in cleansing fire shall the Emperor grant absolution."
-The Hereticus Mallificarum, Argument XIII by Inqusitor Seygle, regarding punishment for false cults
Genestealer Cults 3
INTRODUCTION
Welcome, friend, to an index of forbidden lore. Find herein details of the nefarious Genestealer Cults, who lie in wait, patiently gnawing at the underbelly of the Imperium. Their number is unknowable; their determination is absolute. When the Children of the Great Father rise, calamity, destruction and despair walk in their wake. FROM THE AUTHOR
We hope this will be an exciting and fun-filled Warhammer 40,000 supplement. The Genestealer Cult has been with us from as far back as Rogue Trader in the late 1980s. Back then, we had no idea of the connections between the utterly alien Genestealers and the Tyranid Hivefleets; one of the greatest unveilings Games Workshop has ever pulled off in the history of Warhammer 40,000. The list however has stuck with us and stayed in a nice warm part of our hearts. The Cult list saw several iterations over the years, starting with a couple of simple lists back in Rogue Trader (including a Chaos-infused Genestealer Cult variant, no less) and an update in the Citadel Journal many years later during 3rd Edition. The list saw its golden era during the days of Space Hulk and its expansion packs, and it seemed back then that everyone and their brother had a bagful of Genestealers and Hybrids. This list is an effort to refresh the Genestealer Cult for the first time since its link to the Tyranid Hivefleets was established, and to bring it forward into the present of Warhammer 40,000. The army has been updated and brought into the new-style codex layout. The list hopes to get your creative juices flowing and allow a set of enthusiast gamers and modelers a chance to dive into fun games with a host of exotic, but very familiar (and probably dusty), units. It is a labor of love and I sincerely hope you have a great time taking the Genestealer Cult out for a spin. -bigred The copy that you are holding has been updated for 5th Edition. As promised, we will endeavor to keep these books up to date. - mkerr
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Genestealer Cults
drop back into realspace minutes after entering the Warp. It is impossible to determine where or when (or if) a hulk will return to real space and even astropaths find it difficult to predict a hulks movements. Once the hulk is returned to realspace, it is not free. Minutes, hours, days or years later it may be sucked back into the Warp, to endure another uncertain, endless voyage. There appears to be a pattern to the movement of space hulks and periodically, two or more appear in real space at the same place and time. If one is empty and dead and the other inhabited, the crew of the inhabited vessel scavenges the other for metal, energy and spare parts, seeking to repair their own dying ship or expand their living space by binding the two vessels together. Over the millennia, the patchwork constructs attain colossal size. It is impossible to predict when a hulk will re-enter the Warp, so anyone who boards them risks eternal emprisonment. However, many are willing to take the risk. Some hulks have been in existence since the Dark Age of Technology or even earlier. Though their original inhabitants are long dead, these vessels are treasure troves of lost technology, containing secrets which could bring unimaginable wealth to those who dare plunder them. INITIAL INFECTION The Tyranid Hivefleets use space hulks to their advantage in their tireless onslaughts of consumption. They board any which cross their path, seeding them with Tyranid infiltration organisms. If the space hulk is abandoned, the seeding creatures enter a state of hibernation. If there are survivors trapped onboard the hulk, they are infected and the most powerful members of the new cult placed into whatever protective environs are available. Once the seeding is complete, the Hivefleet moves on. The genestealers sleep and the hulk continues on its eternal voyage. Though it may take centuries, inevitably some day the space hulk will reappear in populated space. It will be discovered and boarded by foolhardy treasure-hunters. When the space hulk is boarded, psychic triggers awaken the sleeping genestealers. The boarding party is attacked, infected and released. Several genestealers accompany the party back to their ship, infect the ships crew as well and then hide themselves in the ships cargoholds. Psychically controlled by the genestealers, the ships crew will not recall the attack and are not aware that they have been infected or that they are carrying their masters in their holds. When the ship reaches a populated planet or outpost, an implanted crewman disembarks, accompanied by a single genestealer. The vessel now becomes a Tyranid plague carrier, bringing its cargo of infection and despair to each planet it visits. Once on the planet, the genestealer goes into hiding and the crewman under his control begins to form a genestealer cult.
GENESTEALER CULT GROWTH There are many cults scattered throughout the Imperium. In a time where psykers are emerging with increasing frequency, when the Ruinous Powers and xenos stalk the galaxy and the Inquisition ruthlessly suppress all knowledge of these things, it is inevitable that the young, foolish or ambitious will seek this knowledge on their own. Such people often form religions, secret societies or hidden cults where they can experiment, plot or worship far from the prying eyes of the Imperial authorities. Most of these cults are harmless, run by religious charlatans but some are more sinister. It is estimated that there are tens of millions of such cults scattered throughout the Imperium, with many dedicated to its destruction, including genestealer cults. When they arrive on a human planet, the genestealer and its human thrall flee as far away as possible from civilization, settling in the most remote part of the planet. They travel either in the deep wilderness or in the bowels of an abandoned inner city or hive. The genestealer begins to prey on the humans around him and those he infects join the cult. The first generation hybrid children of the infected humans are well hidden from prying eyes. A genestealer cult usually masquerades as a new religion with the original human thrall as titular head. In outward appearance the religion is completely harmless and often laudable promoting hard work, cherishing the young and respecting the old and encouraging extreme modesty. Most of the cults priests and priestesses go about completely robed at all times. The religious message is simple, usually foretelling the coming arrival of the Blessed Children or the Great Father, who will lead their followers to eternal bliss. As it grows in power and influence, the religion attracts converts who have no idea of the sinister cult hiding behind it. Eventually, these dupes are initiated into the deeper mysteries of the faith - and infected themselves. Though genestealers are driven by a ferocious and instinctual need to infect victims to ensure the survival of their Tyranid sub-species, the original purestrain - now known as a Patriarch - restrains itself and its progeny from infecting too many humans too fast, recognizing that the religions rapid growth will arouse the suspicion of Imperial authorities. Years pass and eventually the third and fourth generation hybrids are born. Some are virtually indistinguishable from untainted humans. It is at this point that the cult begins to spread its power across the planet. The titular head of the religion, the original crewmember infected by the Patriarch, is removed and his place is taken by a fourth generation hybrid. The hybrid, having some of the Patriarchs psychic powers, literally mesmerises those who see him, gaining new and more powerful members for the cult. Other fourth generation hybrids leave the close protection of the cult, masquerading as diplomats, religious missionaries, merchants or other travelers, and spread the infection across the planet. These hyprids often gain access to a planets ruling class and military leadership.
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HIVE FLEET INVASION Once a new generation of Purestrains has grown to maturity, in the fifth generation, the brood-cycle is almost complete. It is now time for the Patriarch to call out to his Tyranid masters. By now ancient and hugely bloated in both size and psychic power, the Patriarch retreats to a secure location and enters into a long trancelike state. During this time, the creature is focusing the latent psychic power of all the cult followers, hybrids and other purestrain genestealers into a psychic beacon visible to the Hivefleets. As the power of the beacon is based on the size of the cult, the Hivefleets will respond by moving towards the worlds with the most powerful cults that represent the richest food source. As the Hivefleets approach, they send forward a new wave of seeding creatures to explore the new world. The cult itself reaches a crescendo of activity. They rise up and overthrow whatever remnants of authority may remain and the Magus instills a rapturous joy and sense of wonder into his flock as they foretell of the Blessed Children returning to meet their Parents. Scattered Imperial astropathic fragments from such overrun worlds describe millions of infected cult members gladly marching into the Tyranid feeding pools to be broken down into raw DNA for their masters. None are spared and at last even the Magus and Patriarch are consumed as the Hivefleet strips the world to its mineral core and moves on toward new feeding grounds. GENESTEALER CULTS IN BATTLE Close combat is at the heart of a genestealer cults battle tactic - a massive wave assault of genestealers, hybrids and human fanatics. If the attackers reach the enemys position, the enemy is almost certainly doomed. In battle, the cult is led by its Magus - a fourth generation hybrid who is the figurehead leader of the cult. The Patriarch continues to advise the Magus, but it leaves the actual generalship to someone who is better able to understand the opponents weaponry. The Magus and Patriarch are accompanied by the core of the cult, the coven, containing most of the early generation hybrids and a small number of purestrain genestealers recently born. The coven takes no part in the early stages of the battle, merely directing the other troops, providing a rallying point and awaiting the moment to spring. The cult wont have a good deal of ranged weaponry at its disposal - the brood members are indifferent to such things and they are often difficult for any but legitimate military forces to attain. Whatever ranged weapons the cult has are concentrated in small coven units. On occasion the Genestealer Cult have infiltrated the planets PDF forces and may have access to a small core of high quality military forces. The bulk of the cults fanatic members are provided with close assault weapons hold out pistols if available, rocks, clubs, swords, and the like. Forming up in massive waves, they rush out onto the field, screaming wildly, firing indiscriminately and waving the cults battle banner. This has two purposes: to work them up into an even
greater frenzy and to frighten and demoralize the enemy. When the enemy is demoralized or the battle hangs in the balance, the coven itself enters the fray. Moving close behind the fanatical mobs, drawing protection from enemy fire by the seething mass of frenzied Cult Initiates and Brood Brothers, the Magus, the Patriarch and the coven move in for the kill, ripping their opponents apart in an orgy of blood and destruction. Of course, specific details vary from battle to battle. The cult may have formal militry troops from infected PDF forces. Other Tyranid seeding organisms such as lictors may be in the vicinity, particularly in the later stages of cult activity when they have attracted the attention of the roaming Hivefleets. If the cult has been discovered early in its life-cycle it may little to offer but hordes of fanatics and early-generation hybrids. Whatever the circumstances, the overall tactics remain the same: get in close and tear the enemy apart. This text borrows heavily from Paul Murphys Genestealers article from White Dwarfs 114, 115
Genestealer Cults
A Genestealer Cult army provides a myriad of opportunities for modeling using minis old and new from ranges such as Imperial Guard, Tyranids and even old Space Hulk models.
Brother Chavil
Brother Chavil is perhaps the most notorius Genestealer Magus known to the Inquisition. An individual of stunning charisma and charm, Chavil not only sought out high ranking officials to convert into his Coven, he slowly and patiently wormed his way into the ranks of the Ministorum. Safely esconced in his high office, Chavil began a subtle war of words upon the loyal ruling family of his world of Adelphis IV. In time his words had spread far and wide, and resulted in a false War of Faith being called upon the planet's leaders. Taking this opportunity, Chavil's Genestealer Cult rose up in a planetary-wide revolution that threw Adelphis IV into utter chaos. Such was his power, that even some forces of the Adeptus Sororitus fought in his name, and Brother Chavil was only discovered when reports of Genestealer attacks upon the noble family could no longer be covered up. With righteous fury, the Ministorum forces onworld destroyed his cult in a vicous yearlong purge, but Chavil himself was never found.
A Typical Cult Gun Truck A Patriarch strikes.
"Welcome brother. Toil, Piety, Love and Salvation are the gifts of the Four-Armed Emperor."
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Brood Comrade aiming a missile launcher. A Patriarch and bodyguard break cover and attack.
"The Great Father approaches. Rise up my children and prepare the way to Paradise!"
The Arbitrators marched down the hallway, las-pistol fire bouncing off of their polished carapace breastplates. Their Proctor took aim carefully and with practiced motions emptied his bolter into the monstrous genestealer before him. The creature slumped, causing two nearby cultists to turn in horror. They looked on in disbelief at the broken form of their grandfather, bleeding heavily from the ragged holes in its chitin. Their tears welled up as they fell to their knees beside him, gently taking his claws as they felt his life slipping away. As they embraced the dying genestealer, their grief turned to anger. They spun suddenly and faced the Arbitrators who stood and watched with amazement. The pair struck suddenly, slipping their knives into the neck of the nearby Arbites Proctor. They must make their grandfather proud of them...
Genestealer Cults 9
Codex: Imperial Guard and Codex: Tyranids are necessary to use this armylist.
Assault phase. If successful, the Patriarch counts as being equipped with defensive grenades, and any enemy model in base contact with the Patriarch fight with one less attack for the duration of the Assault phase. Voice of Reason. A Genestealer Magus is unnaturally charismatic. They are able to lull almost anyone into a false sense of security by focusing their potent psychic abilities into their voice. Voice of Reason is a Psychic power used at the start of Magus turn. Select any single enemy unit within 12 and in line of sight. If the psychic test is passed, both players roll a D6 and add the highest Leadership of their respective models. If the Magus total is equal or higher than the target squad, they must Go To Ground until the beginning of the Genestealer Cult players next turn. The Magus may not use this power against a unit engaged in close combat. WARGEAR Satchel Charge. Trusted cult members often strap improvised explosives to their bodies and hurl themselves at close-by enemies. These unstable home-made devices are as much a threat to the cult as to its foes. A satchel charge may be used in the shooting phase instead of firing a ranged weapon or the assault phase instead of attacking. If used in close combat, the satchel charge is resolved at an effective Initiative of 5. Place the 3 Blast template anywhere in contact with the model using the satchel charge. All models, friend or foe, touched by the template suffer a S7 AP3 hit. Once the results are determined the model using the satchel charge is automatically removed as a casualty. If used by a model in close combat, any wounds inflicted by the satchel charge count toward the combat result. If a model carrying a satchel charge is killed before using it, it explodes on a 4+. Center the blast on the dead model and resolve it as above. Cult Mortar. A heavy but simple improvised mortar is often mounted in cult vehicles. It packs a potent warhead but has poor range. R:24 S:5 AP:5 Heavy 1, Blast, Barrage
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HQ
0-1 GENESTEALER PATRIARCH
Patriarch WS 6 BS 0 S 5 T 5
COST: 90 POINTS
W 3 I 5 A 3 Ld 10 Sv 4+ Biomorphs: May have one of the following Tyranid Biomorphs: - Reinforced chitin for +10pts - Implant attack for +12 pts - Flesh hooks for +4 pts Transport: The Patriarch and up to one Genestealer bodyguard brood may select a Coven Limousine as a dedicated transport vehicle for +35 pts
Special Rules: Independent Character Psyker Fearless Rending Transfixing gaze Live to Fight Inhuman Strength
Inhuman Strength: So powerful is the Patriarch that all wounds caused by it ignore armor saves in the same manner as power weapons. Live to Fight: Cult Leaders have a strong sense of self-preservation. At the beginning of the Leaders movement phase, and for his Movement phase only, the model is not considered locked in close combat. This means that he can move normally, leaving an ongoing close combat (ignoring any units with which he was engaged). A Leader may not assault on the turn he uses the Live to Fight ability.
COST: 50 POINTS
T 3 W 2 I 4 A 1 Ld 9 Sv Transport: The Magus and up to one Hybrid bodyguard brood with no heavy weapons may select a Coven Limousine as a dedicated transport vehicle for +35 pts
Unit Type: Infantry Number/squad: 1 Wargear: Refractor field Laspistol Power weapon
Special Rules: Independent Character Psyker Fearless Voice of Reason Live to Fight Options: May replace laspistol with one of the following: - Bolt pistol for +1 pt - Plasma pistol for +10 pts
Live to Fight: Cult Leaders have a strong sense of self-preservation. At the beginning of the Leaders movement phase, and for his Movement phase only, the model is not considered locked in close combat. This means that he can move normally, leaving an ongoing close combat (ignoring any units with which he was engaged). A Leader may not assault on the turn he uses the Live to Fight ability.
Genestealer Cults
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ELITES
GENESTEALER BROOD COST: 50 POINTS
Genestealer WS 6 BS 0 S 4 T 4 W 1 I 6 A 2 Ld 10 Sv 5+ Note: A Genestealer Cult that includes a Patriarch may also include one Genestealer Brood as a bodyguard. This unit gains the Devoted special rule. Additionally, the Genestealer bodyguard brood does not take up any Force Organization Chart selections but is otherwise treated as a separate HQ unit. The bodyguards only transport option is the Patriarchs Coven Limousine. Unit Composition: 3 Genestealers Unit Type: Infantry Wargear: Rending claws Special Rules: Fleet Move through cover Options: The unit may include up to three additional Genestealers for +16 pts each The entire squad may have any of the following biomorphs if they do not have a transport option: - Scuttlers for +3 pts each - Extended carapace for +4pts each Transport: The squad may select a Coven Limousine as a dedicated transport vehicle for +35 pts
Devoted (bodyguard unit only): The elite forces of a Genestealer Cult surround their masters, and willingly lay down their lives to defend them. If a Patriarch or Magus suffers a wound from any enemy source, he may allocate that wound to any model within 6 with the devoted rule. The wound is allocated before saving throws are attempted.
HYBRID BROOD
WS Hybrid 4 Hybrid Acolyte 4
COST: 45 POINTS
BS 3 3 S 3 3 T 3 3 W 1 1 I 5 5 A 1 2 Ld 8 8 Sv 5+ 5+
Note: A Genestealer Cult that includes a Magus may also include one Hybrid Brood as a bodyguard. Only this unit gains the Devoted special rule. Additionally, the Hybrid bodyguard brood does not take up any Force Organization Chart selections but is otherwise treated as a separate HQ unit. The bodyguards only transport option is the Maguss Coven Limousine. Unit Composition: 3 Hybrids 1 Acolyte Unit Type: Infantry Wargear: Laspistol Frag grenades Scything talon Special Rules: Infiltrate Character: The Acolyte may have the rending claw biomorph for +5 pts The Acolyte may have a second scything talon biomorph for +3 pts Options: The squad may include up to four additional Hybrids for +10 pts each Up to two Hybrids may use the following options: Replace their laspistol with one of the following: - Autocannon for +15 pts - Missile launcher for +15 pts - Flamer for +8 pts Transport: A squad with no heavy weapons may select a Coven Limousine as a dedicated transport vehicle for +35 pts. They lose the Infiltrate special rule.
Devoted (bodyguard unit only): The elite forces of a Genestealer Cult surround their masters, and willingly lay down their lives to defend them. If a Patriarch or Magus suffers a wound from any enemy source, he may allocate that wound to any model within 6 with the devoted rule. The wound is allocated before saving throws are attempted.
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TROOPS
BROOD BROTHERS
WS Brother 3 Hybrid Acolyte 4 BS 2 3
COST: 65 POINTS
S 3 3 T 3 3 W 1 1 I 3 5 A 1 2 Ld 7 8 Sv 6+ 5+ If the squad numbers twenty, a second Brother may replace his weapons with one of the following options - Heavy stubber for +5 pts - Grenade launcher for +5 pts - Flamer for +5 pts Transport: The squad of ten models may select a Brood Truck as a dedicated transport vehicle for +25 pts. They lose the Infiltrate special rule.
Unit Composition: 9 Brothers 1 Hybrid Acolyte Unit Type: Infantry Wargear: Laspistol Close combat weapon (Brothers only) Frag grenades Scything talon (Acolyte only) Special Rules: Infiltrate Character: The Acolyte may be armed with a second scything talon for +3pts
The Acolyte may have the rending claw biomorph for +5 pts The Acolyte may be armed with a satchel charge for +15 pts Options: The squad may include up to ten additional Brothers for +6 pts each The entire squad may replace their laspistols and close combat weapons with shotguns for free One Brother may be upgraded with one of the following: - Heavy stubber for +5 pts - Grenade launcher for +5 pts - Flamer for +5 pts
BROOD INITIATES
WS Initiate 2 Hybrid Acolyte 4 BS 2 3
COST: 40 POINTS
S 3 3 T 3 3 W 1 1 I 3 5 A 1 2 Ld 6 8 Sv 5+
A Genestealer Cult Army MUST field at least one Brood Initiates unit for every Brood Brother unit in it. Unit Composition: 9 Initiates 1 Hybrid Acolyte Unit Type: Infantry Wargear: Laspistol Scything talon (Acolyte only) Special Rules: Rage Unwashed masses Character: The Acolyte may be armed with a second scything talon for +3 pts The Acolyte may have the rending claw biomorph for +5 pts Options: The squad may include up to ten additional Initiates for +3 pts each The squad may be armed with frag grenades for +1 pt each If the squad numbers twenty, one Initiate may be upgraded with a Flamer for +5 pts
Unwashed Masses: The vast majority of a Genestealer Cult is made up of these recently initiated fanatical civilian masses. They are as common as they are unreliable, making them little more than cannon-fodder on the battlefield. A Brood Initiate unit does not take up any Force Organization Chart selections but is otherwise treated as a separate Troops unit. If the unit fails a Morale test for any reason, they disperse in terror and are removed from play.
Genestealer Cults
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COST: 35 POINTS
Front Side 10 10 Rear 10 Special Rules: Vehicle Upgrades: iFast iHybrid Driver for +10 points iTransport (8) iAccess Points: 2 (side doors) iCivilian Vehicle
Wargear: iFixed forward heavy stubber (in disguised mount) iSmoke launchers
Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed. For example, in a mission with the Dawn of War deployment, the vehicle or unit could always setup at the start of the battle instead of being placed in reserve. Civilian Vehicle models destroyed for any reason are removed from the tabletop due to their light construction. Hybrid Driver: The drivers of this vehicle are Hybrids. The vehicle treates Stunned results as Shaken.
BROOD TRUCK
Brood Truck
COST: 25 POINTS
BS 2 Front Side 9 9 Rear 9 Vehicle Upgrades: iHybrid Driver for +10 points
Type Opentopped
Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed. For example, in a mission with the Dawn of War deployment, the vehicle or unit could always setup at the start of the battle instead of being placed in reserve. Civilian Vehicle models destroyed for any reason are removed from the tabletop due to their light construction. Hybrid Driver: The drivers of this vehicle are Hybrids. The vehicle treates Stunned results as Shaken.
COMRADE CHIMERA
Chimera Type Tank
COST: 80
BS 3 Front Side 12 10 Rear 10 Vehicle Upgrades: Extra armor: +15 pts Pintle mounted heavy stubber: +12 pts Rough terrain modification: +5 pts Track guards: +10 pts
Wargear: Turret mounted multi-laser Hull mounted heavy bolter Smoke launcher Searchlight
Special Rules: Amphibious Transport (12) Access Point: 1 (rear door) Fire Points: 1 (top hatch), plus 6 hull-mounted lasguns
Amphibious: Chimeras treat all water obstacles as clear when they move.
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FAST ATTACK
BROOD BIKERS
WS Biker 3 Hybrid Acolyte 4
COST: 60 POINTS
BS 2 3 S 3 3 T 3(4) 3(4) W 1 1 I 3 5 A 1 2+1 Ld 6 8 Sv 5+ 4+ One Biker may be upgraded with one of the following: - Grenade launcher for +5 pts - Flamer for +5 pts If the squad numbers ten, a second Biker may replace his laspistol with one of the following options - Grenade launcher for +5 pts - Flamer for +5 pts
Unit Composition: 4 Bikers 1 Hybrid Acolyte Unit Type: Bikes Wargear: Laspistol Frag grenades Scything talon (Acolyte only) Special Rules: Civilian Vehicle
Character: The Acolyte may be armed with a second scything talon for +3 pts The Acolyte may have the rending claw biomorph for +5 pts The Acolyte may be armed with a satchel charge for +15 pts Options: The squad may include up to five additional Bikers for +10 pts each
Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed. For example, in a mission with the Dawn of War deployment, the vehicle or unit could always setup at the start of the battle instead of being placed in reserve. Civilian Vehicle models destroyed for any reason are removed from the tabletop due to their light construction.
COST: 60 POINTS
T 4 W 2 I 6 A 3 Ld 10 Sv Special Rules: Feeding Tendrils Hit & Run Fearless Secret Terror Mimic
Secret Terror: Seeding Lictors operate far ahead of the Hive-fleets and must survive unsupported for extended periods of time. They have adapted to their solitary role by enhancing their already formidable stealth and mimicing skills at the expense of raw brute force and thick chitin. Seeding Lictors deploy using the Reserves rule individually, to represent them leaping out from concealment amidst unwary enemies. They must each be placed anywhere on the tabletop (but not in impassible terrain or within 1 of an enemy model). The Seeding Lictor is not deployed using the Deep Strike rules and does not scatter. Just place the model where you want it. A Seeding Lictor may not move, but may Run and Assault the turn it Reserves in. Mimic: The Seeding Lictors chameleonic scales and dexterity can approximate almost any nearby creature. It always receives a 5+ Invulnerable Save. Enemies who wish to fire on a Seeding Lictor must pass a Leadership test to do so. If the test is failed, they give up their ability to fire this turn.
Genestealer Cults
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COST: 30
FAST ATTACK
Type Opentopped BS 2 Front Side 10 9 Rear 9 One Gun Truck may replace its twin-linked heavy stubber with an autocannon for +5 pts Special Rules: Fast Civilian Vehicle Options: Replace twin-linked heavy stubber with cult mortar for free
BROOD TRUCKERS
Unit Composition: 2-3 Brood Gun Trucks Wargear: Turret mounted twin-linked heavy stubber
Vehicle Upgrades: Armored crew compartment for +10 pts Hybrid Driver for +10 pts
Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed. For example, in a mission with the Dawn of War deployment, the vehicle or unit could always setup at the start of the battle instead of being placed in reserve. Civilian Vehicle models destroyed for any reason are removed from the tabletop due to their light construction. Hybrid Driver: The drivers of this vehicle are Hybrids. The vehicle treates Stunned results as Shaken.
HEAVY SUPPORT
COST: SEE BELOW
Tank 3 14 12 10 Vehicle Upgrades: Extra armor for +15 pts Pintle mounted heavy stubber for +12 pts Rough terrain modification for +5 pts Track guards for +10 pts Hybrid Crew for +20 pts Options: Replace hull mounted heavy bolter with lascannon for +10 pts Add a pair of heavy bolter or heavy flamer sponsons for +10 pts
A Genestealer Cult army may take one of the following selections: Leman Russ, Sentinel Squadron. COST: 145 Type BS Front Side Rear
Leman Russ
Wargear: Turret mounted battle cannon Hull mounted heavy bolter Smoke launcher Searchlight
Hybrid Crew: The crew of this tank has been replaced by Hybrids. The vehicle treats Stunned results as shaken, but its BS is reduced to 2 due to unfamiliarity with the vehicle.
COST: 40
Sentinel Squadron
Unit Composition: 1-3 Sentinels Wargear: Heavy flamer Smoke launcher Searchlight
Type WS Walker 3
BS 3
S 5
Front Side 10 10
Rear 10
I 3
A 1
Special Rules: Scout Options: Replace heavy flamer with Multi-laser for +5 pts - Autocannon for +10 pts - Lascannon for +15 pts
Vehicle Upgrades: Extra armor for +15 pts Armored crew compartment for +15 pts Hybrid Crew for +10 pts
Hybrid Crew: The crew of this Sentinel has been replaced by Hybrids. The vehicle treats Stunned results as Shaken, but its BS is reduced to 2 due to unfamiliarity with the vehicle.
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HEAVY SUPPORT
BROOD COMRADES
Comrades Veteran Sergeant WS 3 3
COST: 65 POINTS
BS 3 3 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 8 Sv 5+ 5+
Unit Composition: 9 Comrades 1 Veteran Sergeant Unit Type: Infantry Wargear: Lasguns Laspistols Close combat weapon (veteran sergeant only) Frag grenades Character: The Veteran Sergeant may replace his laspistol with a bolt pistol for +1 pts
The Veteran Sergeant may replace his lasgun with a bolter for +1 pt or a storm bolter for +5 pts Options: One comrade may replace his lasgun with one of the following options: - Meltagun for +10 pts - Plasmagun for +10 pts - Grenade launcher for +8 pts - Flamer for +6 pts
Two comrades may form a heavy weapon team with one of the following options: - Missile launcher for +15 pts - Lascannon for +25 pts - Autocannon for +15 pts - Mortar for +10 pts - Heavy bolter for +10 pts The squad may be armed with krak grenades for +1 pts per model Transport: The squad may select a Chimera as a dedicated transport vehicle for +80 pts
HYBRID MONSTROSITY
Monstrosity WS 5 BS 0 S 6
Hyper Predator: Hybrid Monstrosities are a result of Genestealer infection of a planets larger predators. Normally free-ranging beasts, their will can be somewhat controlled by a nearby Patriarch or Magus. Herded into combat, the Hybrid Monstrosities charge directly into enemy lines causing terrible damage. Hybrid Monstrosities move as beasts. Any Monstrosity misses in close combat are resolved as hits by the creature on friendly models of your choice in the same close combat. If no friendly models are available, these attacks are simply misses.
"The loss of a thousand children would drive any to madness and mayhem."
-Unnamed Acolyte of the Violet Emperor; Barria
Unit Type: Monstrous Creature Number/Squad: 1 Wargear: Rending claws Special Rules Psyker Fearless Transfixing gaze Implant attack biomorph Cornered Beast
Cornered Beast: The Patriarch known as the Beast of Barria had a monstrous will and no desire to run from its foes. It was at its strongest and most dangerous when finally cornered and forced to fight for both its life and the life of its Cult. An army led by the Beast of Barilla may not include a Magus, Brood Comrades or Brood Comrade Tanks. The Beast of Barilla is immune from Instant Death and gains +1A for every wound it has lost, determined at the beginning of the Assault phase.
Brother Chavil
COST: 75 POINTS
Chavil WS BS S T W I A Ld Sv 3 4 3 3 3 4 1 10 A Genestealer Cult army may include Chavil. If you decide to take him, he counts as the armys sole Magus.
"Governor, priests of the Church of the Benevelant Father are sure to bolster your men."
-Brother Chavil addressing Governor Kerr of Adelphus IV
Unit Type: Infantry Number/Squad: 1 Wargear: Bolt pistol Rosarius Power weapon Special Rules Independent Character Psyker Fearless Voice of reason Live to Fight Ministorum Contacts
Live to Fight: Cult Leaders have a strong sense of self-preservation. At the beginning of the Leaders movement phase, and for his Movement phase only, the model is not considered locked in close combat. This means that he can move normally, leaving an ongoing close combat (ignoring any units with which he was engaged). A Leader may not assault on the turn he uses the Live to Fight ability. Ministorum Contacts: The infamous Genestealer Magus Brother Chavil wormed his way into the ranks of the Ministorum. He threw his world into rebellion in a false War of Faith against its loyal Imperial ruling family. An army led by Brother Chavil may not include a Patriarch, Genestealers or Hybrid Monstrosities. It may additionally select Penitent Engines as Heavy Support choices and Sisters Repentia as Elites choices from Codex: Witch Hunters.
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Inquisitor Seygle
COST: 100 POINTS
Seygle WS BS S T W I A Ld Sv 4 4 3 3 2 4 3 9 3+ An Imperial army may include Seygle. If you decide to take her, she counts as an Elite choice for the army.
"The Cultist is a false prophet of faith. Only in cleansing fire shall their apostacy be undone."
-Inquisitor Seygle; Ordo Hereticus
Unit Type: Infantry Number/Squad: 1 Wargear: Bolt pistol Inquisitorial Mandate Power armor Staff of St. Leor Special Rules Psyker Independent Character 5+ Invulnerable save Bloodhound
Staff of St. Leor: This dark obsidian staff is anathema to the wicked. It counts as both a null rod and a power stake. Bloodhound: Seygle has hunted Genestealer Cults for decades. She can detect their forces with uncanny ability, and roots them out from their hidden enclaves mercilessly. As a result, Seeding Lictors lose their Mimic ability and Genestealer Cult vehicles lose their Civilian Vehicle ability. For each infiltrating or outflanking unit, roll a D6. On a 4+ the unit loses the ability.
Captain Kundera
COST: 150 POINTS
Kundera WS BS S T W I A Ld Sv 5 5 4 4 3 5 3 10 3+ A Space Marine army may include Kundera. If you decide to take him, he counts as the armys HQ choice.
"First Company in the sewers, genestealers in the sewers. Only one in three came out alive."
-Captain Kundera; Space Sharks First Company
Unit Type: Infantry Number/Squad: 1 Wargear: Bolt pistol Power weapon Power armor Iron Halo Frag and krak grenades Special Rules Independent Character Rites of Battle Doom of the Great Father Hellfire
Doom of the Great Father: A veteran of the purging of Barria, Kundera enacts his vengeance on the Genestealer Cults ruthlessly. A squad led by Kundera gains Furious Charge and Preferred Enemy (Genestealer Cults). Hellfire: Kundera is a fanatical destroyer of Genestealer Cult uprisings and equips his men accordingly. All heavy bolters in an army led by Kundera may additionally fire Hellfire rounds. This ammo uses the following profile: R:36 S:X AP:4 Heavy 1, Blast, Poison (2+)
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Unit 1
PATRIARCH
MAGUS
Unit 4
BROOD BROTHERS
BROOD BROTHERS
BROOD BROTHERS
Unit 5
Unit 6
Unit 7
Unit 10
FORMATION:
1 Patriarch (genestealer brood optional) 1 Magus (genestealer hybrid brood optional) 2-3 Genestealer or Genestealer Hybrid units 3-6 Brood Brother units 3+ Brood Initiate units Note: All units must come from the Genestealer Cults army list.
SPECIAL RULES:
Watch for Civies: All formation infantry units gain a 5+ cover save on turn one. Cult vehicles cannot be selected as targets on turn one unless they move, fire or no other target is in line of sight. Jammers: The formation gains the Jammers strategic asset.
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