|
| (0-1) Genestealer Magus |
Profile |
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Magus |
40 |
3 |
3 |
3 |
3 |
2 |
4 |
1 |
9 |
5+ |
Initiate Bodyguard |
5 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
6+ |
After several generations, the reproductive cycle of the
Genestealer flows from near bestial hybrids to near human appearing offspring before
producing more Purestrain Genestealers, thus recreating the cycle anew. Once the
hybrid/Genestealer population reaches a certain level though, key pheromones given off by
the offspring influence the genetic materials in the Genestealer Ovipositor, increasing
the likelihood of psychic abilities in their offspring. Within a few generations, this
results in the emergence of a Magus human looking, but possessing some of the best
qualities of the parent breed and his true Genestealer heritage. Totally immersed in the
Brood collective mind and possessing strong psychic abilities, the Magus serves as the
translator of the Patriarchs will to the Cult, driving them on towards greater
levels of power. The Magus leads the Cult into the spotlight, openly gathering followers
and support from the surrounding communities until the Cult makes its final move to
take control.
Weapons: The Magus is armed with a Laspistol or Autopistol and wears
well-made Flak Armor (5+ Save).
Options: May select from the Armory as normal - he is very willing to
take the finest weapons found or captured by the Cult (even if he probably isnt very
good at using them).
| Independent Character: Unless accompanied by a Bodyguard,
the Magus is an Independent Character and follows all normal rules for Independent
Characters from the Warhammer 40,00 Rulebook. Psychic Power: Hypnotic
Gaze. The Magus locks eyes with one enemy model in base contact at the start of the
Assault Phase. If Magus passes a Psychic Test, that enemy cannot strike any blows in that
Assault round, though the Magus can attack as normal. The power will only work on living
creatures so Vehicles, Demons, Necrons, Thousand Sons, Avatars, Wraithguard, etc.
are not effected. Tyranids of any type are not effected by the power either. Note that it
only lasts one round the Magus will have to test again each new round, but he can
test in the enemys Assault phase as well as his own.
Special Rules: "He who runs away
" Both the
Patriarch and the Magus realize that only the Magus has the best chance of escaping to
reform the Cult if the battle goes against them. Thus the Magus can make a Voluntary
Fall-Back by making a successful Leadership Test, leaving behind his Bodyguard to keep on
fighting in an Assault and buying him time to escape. He will automatically Regroup after
this movement has ended, or if he reaches the edge of the board.
Bodyguard: (Brood Brother Initiates) of 5-10 models, at 5 pts each
Fanatical Cult defenders and utterly devoted to the Magus. They are chosen for
their devotion, not necessarily their fighting skill (or intelligence). While to do gain
access to better equipment, they know they are there to primarily protect and die for
their Magus a duty they are ready to perform without hesitation.
Weapons: Bodyguard Initiates wear poorly made Flak Armor (Armor Save 6+)
and are armed with a Close Combat Weapon.
Options:
Bodyguard Initiate may select one additional weapon for the points value
indicated (keeping the Close Combat Weapon):
Close Combat Weapon at +1 pt, Power Weapon at +15 pts (maximum of 2 per unit),
Bolt Pistol at +4 pts, Autopistol at +2 pts, Stubb Gun at +2 pts, Plasma Pistol at +15 pts
(maximum of 2 per unit), Laspistol at +2 pts.
Any Bodyguard Initiate model may upgrade to one of the following weapons for the
points value indicated:
Lasgun (+2 pts), Boltgun (+3 pts), Autogun (+1 pt), Shotgun (+1 pt), Flamer (+10
pts), Halberd/Spear (+1 pt), Double-Handed Close Combat Weapon (+1 pt)
Up to four Bodyguard Initiates may upgrade to one of the following weapons at
the points cost indicated:
Meltagun (+10 pts), Grenade Launcher (Krak/Frag) (+15 pts), Plasma Gun (+8 pts)
Up to two Bodyguard Initiates may upgrade to one of the following Heavy Weapons
at the points cost indicated:
Lascannon (+30 pts), Autocannon (+30 pts), Multi-Melta (+40 pts), Missile
Launcher (+20 pts), Mortar (+20 pts), Plasma Cannon (+35 pts), Heavy Stubber (+10 pts),
Heavy Bolter (+20 pts)
| Special Rules: Their absolute faith in the Cause means they
will never Fall Back for any reason. They will always be removed as casualties first in
Assaults, no matter which models are touching the enemy, as they selflessly step forward
to protect their Master from harm. They will also be removed as casualties first even if
the Magus is effected by ranged weapons or template attacks. When removing them as
casualties in this manner first remove models closest to the Magus that are not in close
combat before removing any Bodyguard who are touching enemy models. |
|
Transport: If a Bodyguard is taken, they & the Magus may ride in a
Cult Limousine (see below) for +40 points
| (0-1) Genestealer Patriarch |
Profile |
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Patriarch |
55 |
6 |
0 |
5 |
5 |
3 |
5 |
2 |
10 |
5+ |
Genestealer |
22 |
6 |
0 |
4 |
4 |
1 |
6 |
2 |
10 |
6+ |
Oldest, wisest, most revered of all the Father of the Brood. This
ancient Genestealer is the primogenitor of the Cult, guiding them behind the scenes for
years on years. Now that the Magus has arisen, the Ancient One feels the call of the stars
again and spurs his children to battle. Only the massive clash of claws on flesh can
ignite the Brood Overmind into shining brilliance, a beacon for guiding the true Masters
to the planet and the rich feeding ground their servants will prepare for them.
Weapons: Claws, jaws, and grumpy old man attitude
| Independent Character: Unless accompanied by a Bodyguard,
the Patriarch is an Independent Character and follows all normal rules for Independent
Characters from the Warhammer 40,00 Rulebook. Special Rules:
Razor Sharp Claws - In the same manner as for regular Genestealers,
opponents get no armor saves against wounds caused by the Patriarch.
Unwavering Strength of Will A Patriarch will never Fall Back, no
matter the reason. As long as he is alive, any unit he leads will never Fall Back either
such a thought would be blasphemous in the presence of the Cult Father!
Note: Due to increased bulk and age, the Patriarch cannot use any of the
regular Genestealer/Tyranid movement rules and must follow normal rules for movement. This
means that none of the Genestealers in his Bodyguard (see below) can use them either
their total devotion to his safety keeps them too busy to run faster or seek cover.
Psychic Power: Hypnotic Gaze. The Patriarch locks eyes with one
enemy model in base contact. If Patriarch passes a Psychic Test, that enemy cannot strike
any blows in that Assault round, though the Patriarch can attack as normal. The power will
only work on living creatures so Vehicles, Demons, Necrons, Thousand Sons, Avatars,
Wraithguard, etc are not effected. Tyranids of any type are not effected by the power
either. Note that it only lasts one round Patriarch will have to test again each
new round, but he can test in the enemys Assault phase as well as his own.
Bodyguard: The Patriarch may be accompanied by a small cadre of his
progeny. This unit of Purestrain Genestealers can be from 5-10 models at 22 points each. |
Transport: If a Bodyguard is taken, they & the Patriarch may ride in
a Cult Limousine (see below) for +40 points
| Genestealer Hybrid Demagogue |
Profile |
Points/Model |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Hybrid Demagogue |
20 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
Initiate Bodyguard |
5 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
6+ |
There is much work involved with leading the Revolution, and even the most
skilled Magus cannot do everything. Thus Cults usually have several able lieutenants to
lead Cult forces on important actions such as weapon depot raids and sabotage missions.
Demagogues are nearly-human looking Hybrids, which usually only appear after several
generations of the insidious Genestealer reproductive cycle. They do not share any of the
Telepathic skills of the Magus, but the other gifts from their alien heritage result in
them becoming skilled fighters ready to lead Cult units into battle.
Weapons: The Demagogue is armed with a Laspistol or Autopistol and wears
well-made Flak Armor (5+ Save).
Options: May select from the Armory as normal. Also, Demagogues may be
mounted on horseback for +6 pts (and take a special bodyguard of Mounted Cultists) or ride
in a bike sidecar for +16 points (and take a special bodyguard of Cultist Bikers). Rules
for mounted cultists and bikers are located below in the Fast Attack section. These
special bodyguards are chosen as per their Fast Attack sections, and replace the normal
Demagogue Bodyguard below (including weapon options). If either special bodyguard option
is taken, a Cult Limousine cannot be chosen as transport.
| Independent Character: Unless accompanied by a
Bodyguard, the Demagogue is an Independent Character and follows all normal rules for
Independent Characters from the Warhammer 40,00 Rulebook.
Bodyguard: (Brood Brother Initiates) of 5-10 models, at 5 pts each. These
are not as dedicated or fanatical as the Magus Bodyguard though, so they do not get
any special rules.
Weapons: Bodyguard Initiates wear poorly made Flak Armor (Armor Save 6+)
and are armed with a Close Combat Weapon.
Options:
Each Bodyguard Initiate may select one additional weapon for the points
value indicated (keeping the Close Combat Weapon):
Close Combat Weapon at +1 pt, Power Weapon at +15 pts (maximum of 2 per unit),
Bolt Pistol at +4 pts, Autopistol at +2 pts, Stubb Gun at +2 pts, Laspistol at +2 pts.
Each Bodyguard Initiate may upgrade to one of the following weapons for the
points value indicated:
Lasgun (+2 pts), Boltgun (+3 pts), Autogun (+1 pt), Shotgun (+1 pt), Flamer (+8
pts), Halberd/Spear (+1 pt), Double-Handed Close Combat Weapon (+1 pt)
Up to two Bodyguard Initiates may upgrade to one of the following weapons at the
points cost indicated
Meltagun (+8 pts), Plasma Gun (+5 pts), Grenade Launcher (Krak/Frag, +10 pts).
One Bodyguard Initiate may be armed with one of the following Heavy Weapons at
the points cost indicated
Heavy Stubber (+5 pts), Lascannon (+17 pts), Autocannon (+12 pts), Missile
Launcher (+12 pts), Mortar (+12 pts), Heavy Bolter (+10 pts)
The entire unit may be armed with any of the following: Frag Grenades (+1 point
per model), Krak Grenades (+2 points per model). |
Transport: If a regular Bodyguard is taken, they & the Demagogue may
ride in a Cult Limousine (see below) for +40 points
| Transport: Genestealer Cult Limousine |
Profile |
Points |
Front |
Side |
Rear |
BS |
Cult Limousine |
+40 |
11 |
10 |
10 |
2 |
Cults often convert a few posh urban vehicles into special transports, to
carry Cult members in secrecy (especially those they do not want prying eyes to see, such
as Purestrain Genestealers). When the Cult is ready to attack these vehicles are equipped
with armor plating and cannibalized tank fittings and used in the fight. While slowed by
the additional armor, their unique fittings allowing them to transport high-ranking Cult
forces around the battlefield relatively quickly.
Type: Generic Vehicle - Not a Tank, but not Fast or Open-Topped or a
Skimmer. It may move up to 12" in the movement phase, and cannot perform Tank Shock.
Crew: One Brood Brother Initiate Driver (does not count toward maximum
capacities)
Transport: Can transport the Magus or Demagogue & his Bodyguard (up
to a maximum of 8 models), or the Patriarch plus 5 Genestealers maximum (it has been
specially modified to carry their larger alien forms). It can only be taken as Transport
for the HQ selection if a Bodyguard is chosen, and does not count as a further HQ
selection. Only 1 transported model in 5 may fire any weapons (instead of the normal 1
model in 2), and no "Move or Fire" style weapons can be fired from inside as
space does not permit it.
Options: Cult Limousines can be upgraded with Smoke Launchers, a Censer,
or a Bell of Righteousness only.
Un-Armored Limousines: In desperate times or when they are caught
unprepared, a Cult may be forced to use Limousines without any combat preparation. If
desired, a player may take a Limo for half price (+20 points), but must subtract 1 from
all Armor Values. The Limo will also count as Fast but also Open-Topped, due to lack of
armor plating. Normal transported model firing rules apply, so ½ of the transported
models may fire their weapons rather than 1 in 5 as per Limo rules above. The model should
be represented by a suitably "civilian" car model, but with the windows
blackened out of course! An Unarmored Cult Limousine can still have all the normal
upgrades listed above, at their normal price. |