GENESTEALER CULT
WARGEAR
Book of The Faith
Cult Leaders often carry massive tomes with them,
enormous volumes detailing the Cult beliefs and prophecies. Between battles they read to
their enthralled followers, both to inspire them for the coming conflict and remove any
doubts they might have in their actions. In actual combat there is little time for
reading, but the thick velum (or sometimes less savory materials used in covers and pages)
does often provide a modicum of protection by absorbing what might have been a lethal
blow. Unless killed by an Instant Death wound, when the bearer of a Book is slain place
him on his side. At the end of the current phase, roll a D6: on a roll of 6, the model is
restored to 1 Wound, stands back up, and fights as normal. Note that the model will count
as a casualty for purposes of requiring a Morale Check for enemy fire, which might result
in his unit running away & leaving him behind (thinking he is dead). If this occurs
for a model leading a unit, both he & his unit must try to regain unit coherency in
following turns.
Chitin Armor Coating
A special protective aid made from specially treated
layers of Genestealer Chitin skin fashioned over regular armor. Though difficult and
time-consuming to make, its unique properties are sought by most Cult leaders. A model
with Chitin armor has the same saving throw as normal, but in order for a weapon to negate
the models save it must have an AP value that is better than the saving throw, not
just equal to it. For example, for a model wearing Flak Armor with an armor save of 5+,
this means that only weapons with an AP of 4 or better will negate their saving throw,
while weapons with an AP value of 5 or better can be saved against as normal. This must be
combined with actual Armor to be effective though; it does nothing without Carapace Armor
or Flak Armor.
Cult Censer (Holy Relic, can also be taken as vehicle
upgrade) (one per unit/vehicle)
During Cult services, special braziers are lit to fill
the halls with scented smoke. Unknown to all but the Cult leaders, these fumes are laced
with special chemicals and Genestealer pheromones. Designed to interact with the altered
DNA of the membership, they work to deaden independent thought and reinforce faith in the
Cult. In battle, Censers are used to repress any thought of slowing their advance and
ensure Brood Brothers continue towards the enemy. Any unit which has a Censer, or is
within 6" of a vehicle with a Censer, may roll 3 dice for any Pinning Tests, and use
the lowest two for the result.
Genestealer Claw Totem
Cults often fashion weapons from the razor sharp claws
of their departed kinsmen, both to remember them in battle and to slay more of the enemy!
Usually these take the form of a long staff or club, with several claws (or an entire
Genestealer arm) attached at the end. A Totem takes both hands to wield, so the user will
not get an extra Attack from it, but the extra sharp claws slice through most enemy armor.
Treat any hits done by the model as striking at the User Strength and having an Armor
Penetrating value of 4 (thus models will get an armor save only if they have an Armor of
3+ or better). Totems cannot be combined with any other Close Combat weapon effects.
Patriarch Ichor Vial (one per Cult)
A small amount of ichor from the Patriarch is mixed
with rare unholy herbs and forbidden chemicals to form a potent brew! Once per battle at
any time in the Assault Phase, the bearer may shatter the vial, releasing the fumes into
the air. Nearby Cult members (including Genestealers) are filled with fanatical zeal from
the vapors, and any units with any members within 2D6" of the Cultist who shattered
the vial may add +1 Attack bonus for the rest of the turn. After the turn ends, the vapors
disperse and the effects are lost. Note that the Vial can be used in the opponents
Assault Phase if desired.
Remains of the Unbeliever (one per unit)
Often the Cult will carry into battle the remains of a
slain enemy, usually as part of a previous glorious victory or assassination, mounted high
on a pole for all to see. These could be the head of a high ranking planetary official,
the crested helm of the local Adeptus Arbites Chief, or possibly even a mighty Space
Marines helmet! No matter what form the Remains take they serve to strengthen the
resolve of the unit, and you may add +1 to their score when resolving any Assaults. If the
bearer is killed in an Assault though, the opposing player gains +1VP as they capture the
remains (+5 if the enemy is of the same army as the remains!). Note this last rule only
applies if the Victory Points special rules are in use.
New Weapons:
Unlike "proper" armies, Genestealer Cults
often find themselves utilizing anything that can be found or stolen as weapons. This
almost always includes massive amounts of civilian weapons drafted into combat roles. All
of the following weapons are very common throughout Imperial planets, but are almost never
used by actual military forces. Cults cannot be so choosy though, and to their best to
make good use of them in their bids for revolution.
Primitive Weapon Special Rule
This is a new special weapon type, used for those
weapons which are simply not up to the normal standards for warfare in the 41st
Millennium (or even the 21st). Though widely used in Cult forces, they are very
much inferior to normal military weaponry. When the Cult player rolls to wound from an
attack with a Primitive Weapon, each of the dice that score a wound will have to be
re-rolled. Only the ones that again score a wound will count as wounding hits.
Example: a 20 man Brood Brother Initiates unit armed
with Bows opens fire on a Space Marine unit, scoring 17 hits (good shooting!). The Cult
player rolls to see which hits caused wounds, rolling up 9 wounds. Now all 9 must be
re-rolled. In the re-roll of those 9 only 3 dice scored high enough to again count as
wounds. The Space Marine player now would only have to make 3 Armor Saves.
Bow: Primitive weapon used on almost all planets,
heavily so on Feudal Worlds. Skilled users can fire off arrows at a fast rate at short
distances, or draw back fully for extra range.
Range |
Str |
AP |
Type |
24" |
3 |
- |
Rapid Fire,
Primitive Weapon |
Crossbow:
Slightly more high-tech than a Bow, it hits slightly harder but is slower to use.
Range |
Str |
AP |
Type |
24" |
4 |
- |
Heavy 1,
Primitive Weapon |
Double-Handed Close
Combat Weapon (Axe/Sword/Club/Flail): A common weapon in Cults, due to widespread
availability and cheapness. A model armed with one of these large double-handed weapons
adds +2 to his Strength, but strikes at -1 Initiative due to the ponderous nature of the
attack.
Firebombs: While many Cults lack the expertise to make or
the access to steal large supplies of Frag Grenades, it is very easy for Brood Brother to
create their own home-made incendiary devices from small (usually glass) containers of
flammable liquids. Hurling them at enemy units in cover, the resulting flames buy some
time as the Brood Brothers advance into Assault. The Cult uprising on Moltov Prime saw
these used to great effect. The planets more famous fermented products were turned
into thousands of in the bid to overthrow the entrenched aristocratic government, and the
battle cry of "Let them Drink Moltov Cocktails!" was heard throughout the
capitol city. Firebombs in game play work exactly like Frag Grenades, but the resulting
flames prevent the assaulting Brood Brother unit from Advancing; the unit may only
Consolidate.
Halberd/Spear: Another common weapon, but more used by
those with some skill. The extra range allows the user to make its full number of
attacks at regular Strength in an Assault, even if it is only within 2" of the enemy
and not in direct base contact.
Heavy Stubber: A cheap and easy to mass-produce weapon
used mostly by Hive gangs or criminals. Reliable and easy to use, it can spread down a
hail of solid slug ammunition quickly and is a favorite weapon in almost every Cult force.
Range |
Str |
AP |
Type |
36" |
4 |
5 |
Heavy 3 |
Poorly Made Flak
Armor: Most Cults simply do not have the materiel access to ensure all members get
normal Flak Armor, and thus many of the lower members must make so with cheaper
substitutes constructed from whatever is at hand. While not as good as the real thing, the
heavy material provides some protection and gives the wearer a 6+ Armor Save.
Riding Lance: Most mounted Cultists use a long lance or
spear in combat, so they can strike their enemy with the full momentum of their charge.
The extra range gives them an edge in assaults, doubling their Initiative in the first
combat round of that Assault and allowing them to strike simultaneously against enemy in
cover. It cannot be combined with any other close combat weapons, so the user will strike
at their own Strength and will not gain an extra attack from it.
Stubb Gun: Possibly the most common weapon in the
Imperium, this small pistol is very simple to construct (often being home-made for many
criminal or gang elements). In game play it has the same effects as a Laspistol or
Autopistol.
Range |
Str |
AP |
Type |
12" |
3 |
- |
Pistol |
Regular Wargear Summaries:
Auspex: An Auspex is a short-ranged scanner
used to detect hidden enemy troops. If enemy infiltrators set-up within 4D6" of a
model with an Auspex, then the model is allowed to take a 'free' shot at them (or sound
the alarm in a raid scenario). If the model is part of a unit then the whole unit may
shoot. These shots are taken before the battle begins, and may cause the infiltrators to
fall back.
Carapace Armor: Carapace armor is simply made up of
large rigid plates of armaplas or ceramite molded to fit parts of the body that provide
additional protection to flak armor. A model with Carapace armor has a saving throw of 4+.
Combi-Weapons: A combi-weapon is essentially two
weapons joined together, and gives the operator using it a choice of two weapons to fire.
A model armed with a combi-weapon may choose to fire one of the weapons in the shooting
phase. The bolter may be fired any number of times, but the other weapon may only be fired
once per battle. Note that you may not choose to fire both weapons at once.
Master Crafted Weapons: A master crafted weapon
follows the normal rules, except that you may re-roll one failed 'to hit' roll per turn
for an attack made by the master crafted weapon. Master crafted weapons are taken as an
'upgrade' for a weapon already being carried by a model and should be represented by a
suitably ornate weapon on the model itself. Please note that you may not master-craft
grenades! The cost of a master-crafted weapon is in addition to the normal cost of the
weapon. However, only the upgrade costs against the maximum point limit on Wargear taken
by a model (so a master crafted power weapon would 15 points against the wargear point
limit, not 30).
Targeter: Targeters are small devices which gather
& process information on enemy targets via optical or electromagnetic means. Models
equipped with a Targeter are allowed to pre-measure the range to a target before they
decide who to shoot at in the shooting phase. If any Guess weapons are in play, they must
make their range guesses before any Targeters are used.
ORK VEHICLE UPGRADES
Armored Crew Compartment: Armored Crew Compartments
may only be added to open-topped vehicles. They have the effect of making the vehicle no
longer count as open-topped.
Bell of Righteousness: Before going into battle,
many Cults remove sacred items from their covens to carry with them, displaying their
fanatical signs of devotion for the enemy to gaze on and despair. Commonly these are huge
bells, once used to call the brood faithful to gather but now used to reinforce their
faith in the Cult. Any unit within 12" of a vehicle mounted with a Bell can re-roll
their Morale test after losing an Assault. Note that any given test can only be re-rolled
once, no matter how many Bells are within 12" of the unit.
Cult Censer: See above.
Extra Armor: It is not uncommon for vehicle crews
to add additional armor plating to their vehicle to provide a little extra protection.
Vehicles equipped with Extra Armor count 'crew stunned' results on the damage tables as a
'crew shaken' results instead.
Hunter-Killer Missile: Hunter-Killer missiles are a
commonly seen upgrade for Imperial vehicles. They are treated as a Krak Missile with
unlimited range that may be used only once per battle. Roll to hit and to wound or
penetrate armor normally.
Mine Sweeper: The vehicle is fitted with a heavy
dozer blade, roller, or some other kind of device designed to clear minefields. Vehicles
equipped with a Minesweeper can enter minefields without being attacked, and any minefield
that the vehicle moves across is cleared and should be removed from play.
Pintle-Mounted Storm Bolter: Pintle-mounted storm
bolters are located on the outside of a vehicle. They can be used by crewman from an open
hatch or by remote control from inside the vehicle. They are treated as an extra storm
bolter which may be used in addition to any other weapons the vehicle may fire. Note that
this means that a vehicle that moves can fire one weapon and the pintle-mounted storm
bolter.
Rough Terrain Modifications: This is a catch all
category for any of the numerous vehicle upgrades designed to make them better at moving
though difficult terrain. Examples include doze blades, wider tracks, rubble claws for
walkers, and so on. They all allow the vehicle to re-roll a failed "Dangerous Terrain
Test" as long as it is not moving over 6" that turn.
Searchlight: Searchlights are only of any use in
missions where the rules for night fighting are being used, such as the Night Fight
mission. They allow one enemy unit spotted by the vehicle to be fired at by any other Cult
forces that are in range and have a line of fire (the enemy unit has been illuminated by
the vehicles searchlight). However, a vehicle that uses a Searchlight can be fired on by
any enemy units in their next turn, as they can see the Searchlight shining out in the
dark.
Smoke Launchers: See page 88 of the Warhammer
40,000 rulebook.
Track Guards: Track Guards are sections of armor
plate designed to protect the vulnerable track mechanisms of an armored vehicle from enemy
attacks. They allow the vehicle to treat "Immobilized" results as "Crew
Stunned" results instead on a D6 roll of 4+. |
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