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Codex

Contaminus
The Complete Guide To
The Genestealer Cults
In The Forty First Millennium
Genestealer Cults
04/06/07
Armies of the 41st Millennium

Genestealer Cult Special Rules


Genestealer Cults
Once the Tyranid geneseed has begun to take root in a planetary population, those who are infected are
drawn together in a subversive ‘cult’ to shield their existence from those who would purge the blight from
the planet. In this way, it is able to propagate until the ‘Children of the Four Armed Emperor are ready to
seize the world for the Hive fleet to harvest…

Genestealer Cult Armory


Armor List
Models may choose up to one item from this list. May only be chosen for Character models.

Flak armor (6+ save/5+ vs. blast markers) 1


Mesh armor (5+ save) 3
Carapace armor (4+ save) 7

Assault Weapons
Models may make as many choices as they want from this list, and any model may take Assault weapons.

Chainsword 2
Hand Flamer 7
Power Axe (characters only) 7
Power Fist (characters only) 10
Power Sword (characters only) 6
Sword 1
Autopistol 1
Bolt Pistol 2
Power Maul 6
Laspistol 1
Stub Pistol 1

Basic Weapons
One per model; may be chosen for any model.

Autogun 1
Boltgun 3
Bow 0.5
Lasgun 2
Crossbow 1
Shotgun 2

Special Weapons
Only one special weapon is chosen for any given model.

Flamer 9
Meltagun 8
Plasma Gun (modified) 8
Heavy Weapons
One per model. Note that Genestealer Cultist heavy weapons lack a Targeter.

Autocannon 25
Heavy Bolter 15
Lascannon 45
Missile Launcher w/Frag & Krak missiles 45
Heavy Plasma Gun 40
Mortar 25
Heavy Stubber 10

Grenades
Grenades may be selected as listed in the Codex; Character models who may purchase grenades may select
more than one type, if you wish.

Frag grenades 2
Krak grenades 3
Melta bombs 5

Army Organization
25%+ Troops Up to 25% Support Up to 50% Characters

Troops: Broods, Hybrids, Brood Brothers


Characters: Patriarch, Magus, Hybrids
Support: Allies (Chaos Cult only); Heavy Weapon Teams; Support Weapons; Vehicles

An army commander must be selected for any Genestealer Cult Army.

Cultist armies have a basic Strategy Rating of 1.


Genestealer Cult Characters
Characters <50%
Genestealer Patriarch
72 pts
Troop Type M WS BS S T W I A Ld
Pariarch 5 7 0 6 5 4 6 4 10
Armed with a claws and chitinous armor (5+ save).

A Patriarch may be taken as an Army commander.

Units within 12” of the Patriarch automatically pass any Ld checks that it has to make.

Genestealer Patriarchs cause Fear, and are Immune to Psychology.

Options
A Patriarch may choose to be a psyker; this costs 25 points per level of Mastery. If this option is
selected, the Patriarch must choose powers from the Tyranid Psyker Powers only.

A Patriarch is always considered to have an effective psychic level of 4, no matter how many Psyker
powers are chosen.

A Patriarch cannot take any additional equipment or non-Cultist Wargear; they may take 2 Cultist
Wargear choices.

Genestealer Magus
107 points (0-1x per 2500 points)
Troop Type M WS BS S T W I A Ld
Demagogue 4 3 3 4 3 1 5 1 8
Armed with a laspistol and wears Flak Armor (6+ save/5+ vs. blast markers).

If the Magus is your army’s commander, he has a Strategy Rating of 1.

If the Magus is the Army Commander, any model within 12” of him may use his Ld when making
Leadership tests.

The Magus is a level 4 psyker. He may take powers from the Rogue Psyker and Adeptus list.
Options
May carry up to 3 Wargear Cards, and may pick from the Armor, Assault, Basic, Special, and
Grenades lists. He may also be upgraded to a Chaos Magus Master with a psychic Mastery Level of up
to level 3 at a cost of +30 points per level.

Cult Icon Bearer


45 points (0-1x per 2500 points)
Troop Type M WS BS S T W I A Ld
Iconoclast 4 4 2 4 3 1 5 1 8
Armed with a laspistol and wears Flak Armor (6+ save/5+ vs. blast markers).

Any model within 12” of the Icon Bearer may re-roll their Ld once if the unit fails a Leadership test.
Options
May pick from the Armor, Assault weapons, Basic weapons, Special weapons, and Grenades lists.

The Icon Bearer may choose up to one Wargear card.


Genestealer Hybrid Leader
10 points per Neophyte (0-1x per Hybrid Squad)
9 points per Acolyte (0-1x per Hybrid Squad)
Troop Type M WS BS S T W I A Ld
Neophyte 4 4 2 4 3 1 5 1 8
Acolyte 4 3 3 4 3 1 5 1 8
Armed with a laspistol and wears Flak Armor (6+ save/5+ vs. blast markers).

A single Hybrid Leader may be chosen to lead a Brood Brothers Squad.

The Hybrid Leader may select a Psyker level from 1-2 for +25 points per level. The powers may only
chosen from the Adeptus List.
Options
May pick from the Armor, Assault weapons, Basic weapons, Special and Heavy Weapons, and
Grenades lists.

The Icon Bearer may choose up to one Wargear card.


Genestealer Cult Squads
Broods 25%+
Genestealer Brood
55 points per Genestealer (4-12x)
Troop Type M WS BS S T W I A Ld
Genestealer 6 7 0 6 4 1 7 4 10
Armed with claws only, their Chitinous armor provides them with a 5+ armor save.

Genestealers are immune to psychology.

Genestealers cause Fear.


Options
If desired, all of the members of the Genestealer brood may be given Ovipositors for +25 points per
model.

Genestealer Hybrid Brood (5-20x per Squad)


10 points per Neophyte
9 points per Acolyte
Troop Type M WS BS S T W I A Ld
Neophyte 4 4 2 4 3 1 5 1 8
Acolyte 4 3 3 4 3 1 5 1 8
Armed with a laspistol.

Options
Hybrids may pick from the Armor, Assault weapons, Basic weapons, Special, Heavy Weapons, and
Grenades lists.

Genestealer Brood Brothers Squad


6 points per Brood Brother (5-20x)
Troop Type M WS BS S T W I A Ld
Brother 4 3 3 3 3 1 3 1 7
None.

Brood Brothers are subject to Hatred for their opponent.


Options
Any number of models may be given Assault or Basic weapons.

The unit may choose Flak Armor for 1 point, Frag Grenades for 2 points and Krak Grenades for 3
points, as well.

Up to one model may choose a Special weapon, and 1 Model may choose a Heavy Weapon.
Genestealer Cult Support
Allies <25%
You may choose Allied support from the Chaos Cult army list. Remember that you cannot choose support
elements from this list, and you cannot take any Daemons.

Broods <25%
Brood Brothers Heavy Weapon Team
18 points per 2 Brood Brothers
Troop Type M WS BS S T W I A Ld
Brother 4 3 3 3 3 1 3 1 7
No weapons, but the models do wear Flak Armor (6+ save/5+ vs. blast markers).

Options
The unit must be given a Heavy Weapon.

Support Weapons <25%


The Genestealer cult may choose one of the following weapons for every Brood Brothers squad in the
army:

Laser Destroyer (Rapier) – 70 points per weapon

Mole Mortar – 55 points per weapon

Thudd Gun – 45 points per model

Each Support weapon comes with a Brood Brothers Heavy Weapons Team as a crew, and is subject to all
of the rules concerning artillery batteries.

Acquired Vehicles <25%


The Cult army can possess Imperial military vehicles. These can be taken from the following lists:

Space Marine Vehicles Imperial Guard Vehicles


Mk I or Mk II Land Raider Leman Russ Tank (standard variant)
Mk I Rhino Chimera
Mk I Predator (with or without sponsons) Sentinel (any variant)

Although all of the Imperial vehicles keep their targeters, each one also starts with a D3 damage result to a
random location at the start of the game (this result does not count towards the enemies Victory Points).

Each vehicle is crewed by Brood Brothers with laspistols and Flak armor.

These vehicles can be given ‘common’ Vehicle Wargear options only.

See the appropriate codex for Datafax information concerning Acquired Vehicles.
Cult Vehicles <25%
Cult Car
40 points

Crew Type M WS BS S T W I A Ld
Cultist 4 2 2 3 3 1 3 1 5

Ram Number of Speed Movement


Str Dmg Save Crew Passengers Slow Combat Fast Type
6 D8 -3 0 6 8” 12” 24” Wheeled
These cars are armored civilian vehicles, designed to transport the Cult’s enforces through the city in
relative safety. It has no ‘crew’ per se; one of the passengers must operate it. Up to two models may
fire out of the windows on each side of the vehicle; if they do so, however, they count as exposed crew
while firing.

Armor
D6 Location Front Side/Rear
1 Wheel 12 12
2-5 Body 16 16
6 Crew* See Below
*If firing a weapon from the vehicle; otherwise, count the roll as a Body hit.

D6 Wheel Damage Table


The wheel is damaged but keeps running. The car may only move at slow speed for the
1
rest of the game.
The wheel is blown off. The car moves out of control next turn, and then comes to a
2-5
permanent halt.
The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6”
away in a random direction. Any model hit takes D6 S-5 hits with a -2 save. Any
6
models on board are killed on a D6 roll of 4+; survivors may dismount normally the
following turn.

D6 Body Damage Table


The driver is killed; the vehicle will move out of control unless another model can take
1
his place.
The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of
2-4
4+.
The engine explodes. All models on board are killed, and the car is spun around to face
5
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the flaming wreck moves out
6 of control on the next turn. Any model within 2” of the rear of the car when it stops will
be hit by a secondary explosion, being wounded as if by a flamer.

D6 Crew Damage Table


The passenger hanging out the window nearest to the attacker is hit, and is wounded
1
normally (even if he is on the far side of the car). If slain, he falls from the window.
The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is
2-5 slain, no one else may fire form that location on the vehicle until the body is pulled out
of the window (this takes one turn).
6 The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is
slain, he falls back into the car, discharging his weapon once more as he dies. On a 4+,
a random passenger in the vehicle is hit; determine the results of this shot normally. If
the driver is slain, the car moves out of control, and continues to move in this manner
until it moves off the table, has a collision, or some one else takes control of the car.
Cult Limo
50 points

Crew Type M WS BS S T W I A Ld
Cultist 4 2 2 3 3 1 3 1 5

Ram Number of Speed Movement


Str Dmg Save Crew Passengers Slow Combat Fast Type
7 D12 -4 1 10 8” 12” 24” Wheeled
These cars are armored civilian vehicles, designed to transport the Cult’s leadership through the city in
both safety and comfort. It has twin linked Heavy Stubbers with a 45° arc of fire mounted in concealed
ports under the headlights for ‘additional protection.’

Armor
D6 Location Front Side/Rear
1 Wheel 12 12
2-5 Body 16 16
6 Crew* See Below
*If firing a weapon from that side of the vehicle; otherwise, count the roll as a Body hit.

D6 Wheel Damage Table


The wheel is damaged but keeps running. The car may only move at slow speed for the
1
rest of the game.
The wheel is blown off. The car moves out of control next turn, and then comes to a
2-5
permanent halt.
The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6”
away in a random direction. Any model hit takes D6 S-6 hits with a -3 save. Any
6
models on board are killed on a D6 roll of 4+; survivors may dismount normally the
following turn.

D6 Body Damage Table


The driver is killed; the vehicle will move out of control unless another model can take
1
his place.
The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of
2-4
4+.
The engine explodes. All models on board are killed, and the car is spun around to face
5
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the flaming wreck moves out
6 of control on the next turn. Any model within 3” of the front of the car when it stops
will be hit by a secondary explosion, being wounded as if by a flamer.

D6 Crew Damage Table


The passenger hanging out the window nearest to the attacker is hit, and is wounded
normally; if slain, he falls from the window. Note that – unlike cult cars – Limo
1
passengers firing from the far side of the car cannot be hit by an attacker, although
those firing from the sun roofs may still be hit from either side.
The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is
2-5 slain, no one else may fire form that location on the vehicle until the body is pulled out
of the window (this takes one turn).
The passenger nearest to the attacker is hit, and is wounded normally, as #1, above. If
he is slain, he falls back into the car, discharging his weapon once more as he dies. On a
6 4+, a random passenger in the vehicle is hit; determine the results of this shot normally.
If the driver is slain, the car moves out of control, and continues to move in this manner
until it moves off the table, has a collision, or some one else takes control of the car.
Genestealer Cult Special Characters
Dryaktylus, Genestealer Patriarch
162 pts
Troop Type M WS BS S T W I A Ld
Patriarch 5 7 0 6 5 4 6 4 10
Armed with a claws and chitinous armor (5+ save).

Dryaktylus may never be taken as an Army commander.

Units within 12” of the Dryaktylus automatically pass any Ld checks that it has to make.

Genestealer Patriarchs cause Fear, and are Immune to Psychology.

As a Patriarch, the model is considered to have an effective psychic level of 4, although it has no overt
psyker powers.

Dryaktylus has the Tyranid power of Regeneration. If the model is reduced to 0 wounds, place it on its
side to show that it is regenerating. If it suffers additional wounds during this time, add them to the
total wounds needed to be healed. In the Rally Phase roll D6 for each wound taken; on a roll of 4+ the
wound is restored. If the model has any positive wounds once these rolls have been made, then the
model rises back to its feet, with that may wounds remaining.

Dryaktylus possesses both the Transfixing Gaze and the Ovipositor.


Options
None

Scylberdis, Genestealer Magus


150 points
Troop Type M WS BS S T W I A Ld
Demagogue 4 3 3 4 3 1 5 1 8
Armed with a laspistol and wears Power Armor (3+ Armor Save).

If Scylberdis is your army’s commander, he has a Strategy Rating of 1. You may also take choose any
element from the Chaos Cultist Army List as Allies when selecting your forces.

No matter his status as the Army Commander, any model within 12” of him may use his Ld when
making Leadership tests.

The Magus is a level 4 psyker. He may take powers from the Rogue Psyker and Adeptus list, and has a
daemonic familiar which allows him to draw an extra Warp Card per turn.

Scylberdis has the Mark of Tzeentch, and may negate any psyker power used against him on a roll of
4+.
Options
Scylberdis may pick from the Assault, Basic, Special, and Grenades lists.
Genestealer Cult Psychic Powers
Adeptus Powers
Assail
Force 1, Range 24”
Targets any single model within range. You may move the target up to 6” in any direction (including
onto blast markers, or into dangerous terrain) and choose its facing. You can even move models into
Hand to Hand combat; models moved in this way do NOT count as charging. This attack will knock
models out of Overwatch, or a cause Move or Fire weapon to loose its next Shooting Phase. Assail will
not move a vehicle around, but it will cause a moving vehicle to go out of control in its next movement
phase on a D6 roll of 4+.

Carmine Assassin, The


Force 1, Range 18”
Pick a single model within range; the victim must roll under its Toughness on D6 or it is slain. No armor
save is permitted. It may be used to attack a single crewman without rolling for armor penetration, but if
the vehicle is enclosed the victim may roll 2D6 and pick the lowest value when attempting to roll under
his Toughness.

Displacement
Force 2, Range 3D6”
User may teleport a friendly squad or single model from a position anywhere on the battlefield. Troops
are moved up to 3D6” in any direction, ignoring obstacles and intervening terrain as they are moved.
Troops may be moved onto a roof, rocky pinnacle or other elevation, and may be used to move troops
into Hand to Hand combat, in which case they fight in the next combat round and count as Charging in
that round. Note that any model which falls from a precarious position is assumed to have actually fallen,
and will suffer one wound on a 4+, with a normal saves allowed. This power does not work on vehicles
or enemy models of any kind.

Gate, The
Force 1, Range 18”
Place two markers on the board, each of which must be within 18” of the psyker. LOS is not required
when placing the Gate, but it cannot be placed into a vehicle which is capable of movement. Any models
(friend or foe) which move into one marker from any direction reappear instantly out of the other,
expending no movement while moving through the Gate; they may charge or make run moves as normal
through it. Only normal foot troops (of either side) may move through the Gate; if there is any question
as to who may use it, the model in question must be able to fit into the area of the template. The Gate
blocks LOS, and cannot be used to shoot (or use psychic powers) through. It remains until nullified or the
user is slain, and must be cast as a new power if the psyker wishes to move it.

Hellfire
Force 2, Range 24”
Place the special Hellfire template (2” blast template) anywhere within range of the user. Each model
touched by the template suffers an S4 hit, and normal armor saves apply. The template blocks Line of
Sight and any model touching it will suffer an S4 hit while it remains on the board. Remains until
nullified or the power is used again.

Lightning Arc
Force 3, Range 24”
Strikes the first model in a straight line within range. The target sustains an S6 hit causing D3 wounds.
If the first target is killed by the Arc, the psyker may cause it to hit another model within 6” of the first,
inflicting damage as before, and so on, and causing up to 6 hits in succession. If the Arc penetrates a
vehicle’s armor, the psyker can cause it to strike another model within 6”or a different location on the
same vehicle for up to 6 hits, as described above.
Machine Curse
Force 2, Range 24”
Place the Machine Curse template (2” blast template) anywhere within range of the user. Any model
touched by the template will be affected. All ranged weapons affected will be unable to fire (including
pistols used in close combat) and robots, Terminators, Dreadnoughts or vehicles will be unable to move
or to fight in Close Combat until the curse is nullified (vehicles stop moving entirely if effected)-. If an
object is taken out of the area, it will start working again. Troops may fire into or through the area
without penalty, and the power does not effect systems that are not specifically listed on the card.
Remains until nullified or the user is slain.

Scan
Force 1, Range 36”
All hidden enemy models within range are detected automatically (the user will communicate their
position to friendly troops). If any enemy psykers are within range, you can examine his opponent’s
hand of Warp Cards; you may also look at one randomly-chosen psychic power card of each enemy
psyker in range.

Rogue Psyker Powers


Brain Flayer
Force 1-2, Range 18”
Select one target within range. Both the Rogue Psyker and the target roll D6+Ld. If the target loses, he
takes one wound for each point of difference in the respective scores. Only Invulnerable saves are
permitted, and must be rolled for each wound taken. For 2 Force Points, the Rogue Psyker may attack a
vehicle crewman with this power, as described above.

Soul Shrive
Force 1-3, Range 18”
Select one enemy unit within range, using the standard Targeting rules. For each Force Point expended
by the Rogue Psyker, roll D6 to determine the number of hits to be distributed randomly through the
targeted unit. Each hit wounds the model on a 4+. The model may then make its normal saves, with no
modifier. However, if the model rolls a 1 when making the save, then it is consumed utterly, regardless
of the number of wounds it may have or Wargear that may otherwise save it.

If this power is Nullified, the Psyker has lost control and will instead use the power on the closest
friendly unit! Again, use the standard targeting rules to determine which unit is hit. Note that the same
number of D6 will be rolled to determine the number of wounds to the new target!

Puppet Dance
Force 4, Range 12”
Select one enemy unit within range; LOS is required for this power to be used, as well. The selected unit
must immediately close to Base to Base contact with its own members and fight one round of HtH
combat. The controlled unit is not considered to be Charging, but all other benefits (i.e. multiple
weapons, Frenzy, etc.) do apply.

If the unit is already engaged in HtH then the enemy models do not get parting shots against the effected
unit. The units are still considered to be in HtH, and must consolidate normally in the Movement Phase
of the following turn.

This power does not affect independent enemy characters, and those suffering the Puppet Dance may not
be made to attack such characters.
Tyranid Powers
Catalyst
Force 3, Range 18”
Target a single brood within range of the user. The brood becomes Frenzied as long as Catalyst is in
play: Frenzied troops automatically charge the nearest enemy unit during the Compulsory Movement
Phase and fight with double their Attack Dice in HtH (note that this is their A x 2, and does not include
bonuses for Close Combat weapons). Frenzied troops may not parry, and must always use their 2”
follow-up move to get closer to or engage the enemy. While under the Catalyst, the Brood is unaffected
by other Psychology. In addition, the brood makes its armor saving throws on 2D6. Remains until
nullified or the brood is destroyed.

Hypnotic Gaze
Force 1, Range 18”
Use on a brood of Tyranid Warriors, Genestealers or Genestealer Hybrids within 18” of the user. Roll a
Leadership Test for every enemy model which is within 6” with LOS to one of the brood. Any models
that fail are paralyzed and can’t perform any actions as long as this power remains in play; place them on
their side to indicate the model’s status. Psykers who fail their saves may only use their powers; they can
perform no other actions. Paralyzed models are hit automatically in Hand to Hand combat. Any affected
models that end up more than 6” away from the brood recover automatically at the start of the next turn.

Psychic Scream
Force 2, Range 36”
Every enemy psyker within 36” of the user (Hive Tyrant, Genestealer Patriarch, or Magus) must roll
2D6; if the score is greater than the roller’s Toughness but under his Leadership, he is stunned by the
scream and incapable of using any Warp Cards or taking any actions until the start of the next psychic
phase. Stunned psykers fight in Hand to Hand combat with a WS of 1. If the roll is greater than the
psyker’s Leadership as well, the model goes insane and takes no further part in the battle—remove the
model as a casualty.

The Horror
Force 1-3, Range 6-18”
The effect radius of this power depends on how much Force is used to power it; it has a 6” radius for
each Force card used to power it. All squads and character models within the effect range must take an
immediate Break Test. The Horror has no effect on non-living models, Daemons, or vehicles (including
Dreadnoughts).
Genestealer Cult Weaponry
Hand to Hand Weapons
Chainsword
Save Armor
Str Dmg Mod Pen Special
4 1 -1 2D6+4 Close combat, parry Parries

Power Axe
Save Armor
Str Dmg Mod Pen Special
6 1 -3 D6+D12+6 Close combat: two-handed
5 1 -2 2D6+5 Close combat: one-handed

Power Fist
Save Armor
Str Dmg Mod Pen Special
8 1 -5 D6+D20+8 Close combat

Power Maul
Save Armor
Str Dmg Mod Pen Special
5 1 -3 2D6+5 Close combat

Power Sword
Save Armor
Str Dmg Mod Pen Special
5 1 -3 2D6+5 Close combat, parry

Sword
Save Armor
Str Dmg Mod Pen Special
User 1 -1 D6+STR Close combat, Parries

Pistols & Close Combat Weapons


Autopistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +2 - 3 1 0 D6+3 Close combat

Bolt Pistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +2 - 4 1 -1 D6+4 Close combat

Laspistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +2 -1 3 1 - D6+3 Close combat

Hand Flamer
Short Long Short Long Str Dmg Mod Pen Special
Small Flamer Template 4 1 -2 D6+4 Close combat
Use standard blast template rules. Models surviving a Flamer hit may catch fire.
Stub Pistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 - -1 3 1 - D6+3 Close combat

Basic Weapons
Autogun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-32 +1 - 3 1 - D6+3

Boltgun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 - 4 1 -1 D6+4

Bow
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 - -1 3 1 - D6
Any target with an armor save of 4+ or better automatically has its saving throw reduced to 2+ when hit by
an arrow from a Bow.

Crossbow
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-16 16-32 - -1 4 1 - D6
Move or fire for foot troops. Any target with an armor save of 4+ or better automatically has its saving
throw reduced to 2+ when hit by an bolt from a Crossbow.

Flamer
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
Flamer Template 4 1 -2 D6+4
Use standard blast template Template rules. Models surviving a Flamer hit may catch on firecatch fire.

Lasgun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 - 3 1 -1 D6+3

Mortar
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
Guess between 12-60” 4 1 -1 D6+4 2” Blast Template
To fire a mortar, first select any target within the 90° forward firing arc—ignoring the normal picking a
target LOS rules. Then guess a distance between 12-60”. Place the 2” blast marker this many inches away
from the mortar in the direction of your target. Then roll Scatter and Artillery dice. Any roll of a Misfire
indicates the shell was a dud or exploded prematurely. Any roll of a Hit indicates the shot was accurate;
leave the template where it is. Rolls of an Arrow and a Number indicate the gunners were a little off;
scatter the template as normal. Note that unlike most weapons, the normal maximum scattertargeting rules
do not apply to the Mortar. Move or fire for foot troops.
Meltagun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 +1 - 8 D6 -4 2D6+8

Plasma Gun (Modified)


Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-24 +1 - 7 1 -2 D6+7 Sustained fire Sustained
Fire -1
Sustained FireGenestealer Cultist Plasma Guns are modified so that they do not need a turn to recharge
after firing. However, if a Jam jam result is rolled for the Sustained Fire die, the plasma system overloads.
Roll another Sustained Fire die and consult this table to determine the result:

Jam The weapon is destroyed and explodes with the same effects as
a Plasma grenade centered on the firing model.
3 The firing model suffers an S6 hit causing 1 Wound with a –3
save modifier. The weapon is still jammed.
2 The firing model suffers an S4 hit causing 1 Wound with a –2
save modifier. The weapon is still jammed.
1 The firing model suffers an S2 hit causing 1 Wound with a –1
save modifier. The weapon is still jammed.

Shotgun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-4 4-18 - -1 4 1 - D6+4 Solid
0-4 4-18 - -1 3 1 - D6+4 Scatter; 1” Blast Template
Ordinary troopers hit but not slain by a Shotgun will be knocked back 2” and will fall over on a D6 roll of
4+. Troops that have fallen over must spend the next Movement Phase regaining their feet.

Heavy Weapons
Autocannon
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-72 - - 8 D10 -3 D6+D10+8 Sustained Fire -1
Move or Fire for foot troops.

Heavy Bolter
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
Sustained Fire Sustained
0-20 20-40 - - 5 D4 -2 D6+D4+5
Fire -2,
Move or Fire for foot troops.

Heavy Stub Gun


Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
Sustained fire Sustained
0-20 20-40 - - 4 1 -1 D6+4
Fire -2;
Move or Fire for foot troops.

Lascannon
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-60 - - 9 2D6 -6 3D6+9
Move or fire for foot troops.

Missile Launcher
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-72 - - As missile type Move or fire for troops

Missile Types
Save Armor
Type Str Dmg Mod Pen Special
Frag 4 1 -1 D6+4 2” blast radius Blast Template
Super Krak 8 D10 -6 D6+D10+8 -

Grenades
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
- Sx2 - - As grenade type; see below
Save Armor
Type Str Dmg Mod Pen Special
Frag 3 1 -1 D6+3 2” blast Blast Marker
Krak 6 D6 -3 2D6+6 Thrown suffers –1 to hit; scatter as normal
Placed by hand by model in base-to-base contact
Melta Bomb 8 D6 -4 2D6+8
or in hand-to-hand combat Close Combat.

Support Weapons

Laser Destroyer (Rapier)


Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-18 18-72 +1 - 9 2D10 -6 D6+2D10+9
45° arc of fire to the front.

Mole Mortar
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
12-24 24-72 - - Special Special 2”movement per turn
Move or fire. The mortar has a crew of two, though only one is necessary to fire the weapon. To fire the
Mole Mortar, nominate a target point—this may be any point on the tabletop, but there must be a Line of
Sight between it and at least one of the Mortar’s crewmembers. Next, roll a D6 to test for the accuracy on
this chart:

1 Off Target. Randomly scatter from the target point as normal, and then re-roll on this
chart. If you roll another 1, scatter from the scatter point you just established and roll
again. Continue until you’ve rolled something other than a 1.
2 Airburst.
3-4 Surface Burst.
5 Ground Burst.
6 Subterranean Burst.
Once you’ve determined what kind of shot it was, determine the damage characteristics by rolling another
D6 and consulting this chart:

Blast Radius Strength Damage Save Mod Penetration


Airburst 3” 3 1 -2 1D6+3
Surface 2” 4 1 -2 2D6+4
Ground 1” 4 1 -2 2D6+5
Subterranean D3” 3 1 -2 3D6+6

A ground or subterranean burst leaves a permanent crater equivalent in size to the blast area of the shot.
Parts of a building lying over a crater will collapse. Any vehicle which lies 50% or more within the crater
area is brought to an immediate halt, and must roll a 5+ on D6 at the start of its Movement Phasemovement
phase before it can move Tracked(tracked vehicles move on a 4+). Any other models within the crater area
are thrown to the ground and may not move in their following Movement Phase other than to get on their
feet—they may shoot as normal.

Mole Mortars effect underground Crawlers use the armor penetration listed, based on the type of
detonation. If the weapon is fired specifically at the crawler, the attacker adds +1 to the accuracy roll. To
determine the location of the detonation, choose a point along the path of the crawler and roll for scatter,
ignoring misfire results.

Thudd Gun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-72 - -1 6 1 -2 D6+6 Always Move or Fire
It may be pulled up to 4” by its crew of two. A Thudd Gun may not move through difficult terraindifficult
terrain or over obstaclesobstacles. At Short-Range, attackers may pick whether they want their shots to hit
the crew or the Thudd Gun itself; at Long-Range, randomize incoming shots between the two. The Thudd
Gun has an Armor Value of 10; any shot that penetrates destroys the weapon completely. The Thudd Gun
places four 1” blast markers around its target. Fire the shot as normal, and scatter if you miss. Place the
special 1” Thudd Gun blast markertemplate at the impact point. Then roll a D12 to determine in what
direction the second template is placed relative to the first; the Thudd Gun templates have a ring of
numbers around their perimeter to indicate which roll indicates which direction. Repeat this process for all
four templates, rolling a D12 for each one.

Speculative Fire
The Thudd Gun may fire at targets to which its crew does not have a Line of Sight, but the process is a
little different than the “normal” shooting rules. To launch a speculative fire shot from a Thudd Gun,
pick a target point and place a marker of some sort on it. The Thudd Gun may not fire or move other
than to rotate this turn; aligning the weapon to aim at the designated point takes the crew the whole rest
of the turn. The Thudd Gun must remain stationary for the rest of this turn, the entirety of the opponent’s
turn, and the Movement Phase of the following turn if the Gun does move during this time, the
speculative fire marker is removed and the process is “cancelled”. In the following shooting phase, the
Thudd Gun may fire at the point that has been marked; the firing process is as normal.
Genestealer Cult Wargear List
The Genestealer Cult player may take Wargear from the Army List normally. Should the player choose
to take any Wargear from the standard list, those items are considered to be one category higher in
Frequency (i.e. Uncommon becomes Rare, Rare becomes Unique, etc.).

Brood Telepathy Uncommon


+5 points
The range of the leadership bonus for the character is doubled.

Living Weapons Rare


+5 points
This biological modification turns a single Brood Brothers squad into a team of living bombs under the
character’s control. When the squad gets into HtH combat with the enemy, the character can choose to
‘detonate’ them, converting their biomass into a tangle of vile mechanorganic webbing. Place a 1” blast
marker over each model in the Brood. Roll a D6 for each enemy model and vehicle that is touched by
the template; on a roll of 4+, the model is pulled into the biomass. Caught models must each roll 2D6; if
the roll beats the model’s Strength (or Ram Value for vehicles), it is either torn to pieces or so entrapped
that it is effectively slain.

If the unit gets outside of the 12” leadership bonus range of any character, then it suffers from Stupidity
unlit the link to the Brood is restored.

Ovipositor Common
+25 points (Genestealers and the Patriarch only)
Any model defeated in Hand to Hand combat by a Genestealer Cultist model is not slain, but rendered
unconscious, and implanted with the Geneseed of the Cult. At the end of the fight, any victory points
gained for the enemy units defeated by the models with the Ovipositor are doubled.

Third Arm Uncommon


+5 points (not available to the Patriarch)
The character has a vestigial third arm (like that of a second or third generation Hybrid). This adds +2 to
the model’s Str in HtH combat.

Transfixing Gaze Uncommon


+25 points
Any enemy model within 6” of the character must make an Ld save it cannot physically act on the
following turn; if attacked in HtH combat, the transfixed model will be automatically hit. Models with
psyker powers may use them normally.

If the player chooses, the model with the Transfixing Gaze can use it in lieu of a Shooting attack against
a single enemy model within 18” and in LOS; that model must make an Ld check at -2, or can do nothing
in the following turn.

Unnatural Reflexes Rare


+10 points
The character possesses almost supernatural reflexes, providing an Unmodified Save of 5+.

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