Stop the Cult - All day WH40K game
A Genestealer cult has been exposed, if allowed to prosper and grow, a Tyranid invasion fleet will be summoned and all life will be absorbed.

The Genestealer Patriarch and as many of the cult magus as possible must be terminated to destroy the cult.

Stop the Cult - Special Rules

Hidden Forces
The Genestealer Patriarch and his bodyguard (7 broods of Genestealers) are concealed by a powerful psychic screen. They will be represented by counters which can be declared as what it is by the Cult player or by Searching. What a counter actually is, can be represented by Searching for it. Troops cannot attack (or be attacked) whilst being represented by a counter. The Genestealers may choose to declare any counters they wish, in any of their turns.

Searching
A unit can declare it is searching at the start of the shooting phase; roll a D6 for each searching unit and on a roll of 6 any counters within 6" of the unit are declared. Add +2 to the die roll if any of the unit is armed with a template weapon (uses flamer template). If the unit contains a psyker or model with a scanner, who does not shoot whilst searching, the search is automatically successful.

Implant Attack
Pure Genestealers (including Patriarch) can attack using a single implant attack instead of their normal attacks (Patriarch may attack with all his attacks). You must declare this before rolling any dice in the combat. The attack is resolved normally, taking into account the genestealer rending claws. If the model loses its last wound to an implant attack, then it is taken over by the cult! Multiple wound models are NOT returned to their original number of wounds, but to the number that they lose to implant attacks, up to their starting value.

The Overpowering Cult Bond
Those taken over by the genestealer cult are overwhelmed by the influence of the Magus and Patriarch, and require them in order to function. If the Magus dies, then part of the bond is broken, and the stupified cult forces will be rendered unable to shoot for the rest of the game. If the mighty Patriarch dies, then the cult will be unable to function for a full turn - no movement, shooting, assaulting, combat, nothing - for one full turn. The cultists will just stand, dazed and confused.

Some of the attacking players and their forces
Space Wolves in Black Templar vehicles! Blodd Angels Imperial Guard Catachan Jungle fighters Chaos Marines
Members of the Genestealer cult
Standard genestealer force from Journal magazine A Steel Legion force being used as brood brothers An Armoured Company  force being used as brood brothers Another standard genestealer force  
In all there were 7 attacking players (10,500 points), against 5 defending players (7,000 points). This provided quite an even game. We rolled for which side go the first turn and the Genestealers won. After having played the game I think the Genestealers should always get the first turn, as otherwise they would be quickly overrun.
Game start The 18 foot by 5 foot table at the start of the game.    
game on Situation as the game gets going.    
Chaos vs Genestealers Chaos Dreadnought attacked on all sides by Genestealers and Chaos marines (which have been 'turned' into brood members. The Chaos Lord in the background then charged in and killed all the cult members.    
Situation in the centre In the centre the anti-cult forces advance.    
end of the game The cult are overrun    
Catachan jungle fighters On the left flank, Catachans advance.    
Steel Legion at bay The last remaining cult foces, surrounded and running out of ammo.    
Success at last The successful attackers advance past the burning hulks of the Steel Legion,    
Close Combat How it used to be. Genestealers ambush a combined force of Chaos marines and Imperial Guard.    

The Result?

Well the Genestealer forces were wiped out, but the Patriarch was never found. Somewhere out there the cult will be rebuilding its forces. Watch your neighbours!

   
Return to JAG home page