|
(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. |