HEAVY SUPPORT

 
(0-2) Brood Brother Heavy Weapon Teams

Profile

Points/Team

WS

BS

S

T

W

I

A

Ld

Sv

Brood Brother Comrade Crew

14

3

3

3

3

1

3

1

7

5+

Hybrid Neophyte

+12

4

2

4

3

1

5

1

8

5+

Hybrid Acolyte

+10

3

3

3

3

1

4

1

8

5+

Trained Cult members are often assigned to provide long range support to the advancing forces. PDF members will usually have training for these common heavy weapons, and better yet easy access to them! Cults commonly send raiding parties to "liberate" stored weapons from local depots, often with the aid of recruited officers who provide security codes and other support.

Unit: The unit is formed from 1-3 Heavy Weapons teams. Each team consists of 2 Brood Brother Comrades. Generally speaking one crewman carries and fires the weapon while the other member of the team carries the ammunition. In game terms the presence - or lack of it - of the ammunition carrier makes no difference to the way the heavy weapon is moved or fired. The ammunition carrier may shoot any weapons he is armed in the same shooting phase that the weapon carrier fires the heavy weapon. If either member of the team is killed, the remaining crewman can continue to fire the weapon as normal.

The unit can be lead by a single Hybrid Acolyte or Neophyte (see below).

Weapons: Each model is armed with a lasgun and wears Flak Armor (Armor Save 6+), and one Heavy Weapon per team: Autocannon (+30 pts) , Lascannon (+30), Heavy Bolter (+20), Mortar (+15), Missile Launcher (+20). The weapon cost is added to the 14 points per crew team to arrive at the total weapon cost (for example, a Lascannon team would cost 44 points).

Hybrid Leader: The unit may be lead by either a single Hybrid Acolyte (+10 pts) or Hybrid Neophyte (+12 pts). The Hybrid Leader is with a Laspistol or Autopistol, wears well-made Flak Armor (5+ Save), and can select items from the Armory as normal.

  Cult Tanks

Once the Cult has infiltrated military units, the next step is to gain access to weapons depots and storage yards. Soon, local materiel officers find a dramatic increase in missing parts and vehicles "wrecked beyond repair" on remote exercises or transferred to other commands. All of these of course being siphoned to the growing Cult force. Many tanks are simply left alone in the depots, and stolen right before the Cult makes its bid for power. Other vehicles are salvaged in battle, or even built in secret using stolen Standard Template Construct (STC) data. The Cult rarely if ever gains combat access to the more rare and valuable tank types, due to higher security and scrutiny (and difficulty in operation too!), thus most Cults only can field the more common Imperial tanks.

Cult Tank Options: All Cult Tanks listed below can take any of the vehicle upgrades from the Armory list except for an Armored Crew Compartment.

Transport: Any vehicles listed below with Transport capability can only carry the Magus, Demagogue, Brood Brothers & Hybrids. They cannot carry Genestealers, or the Patriarch.

 

Profile

Points

Front

Side

Rear

BS

Chimera

80

12

10

10

3

Type: Tank

Crew: Brood Brother Comrades

Transport: Up to 10 Brood Brothers or Hybrids, plus a Unit Leader (Hybrid Leader, Magus, Demagogue)

Weapon Options: The Chimera may be armed with a single turret mounted weapon for +10 points: Multi-laser, Heavy Flamer, or Heavy Bolter. In addition, it may be fitted with a hull-mounted Heavy Bolter for +5 points.

Profile

Points

Front

Side

Rear

BS

Land Raider

250

14

14

14

3

Type: Tank

Crew: Brood Brother Comrades

Weapons: Twin-linked Lascannons in each Sponson and hull-mounted forward firing Twin-linked Heavy Bolters

Transport: Up to 10 Brood Brothers or Hybrids + Unit Leader (Hybrid Leader, Magus, or Demagogue)

Note: Most Space Marine vehicles would be very difficult for Cult forces to capture or steal; due to such rarity this vehicle counts as two Heavy Support choices

Profile

Points

Front

Side

Rear

BS

Leman Russ Battletank

140+ weapons

14

12

10

3

Type: Tank

Crew: Brood Brother Comrades

Weapons: Turret-mounted Battlecannon. You must also equip it with a single hull mounted weapon for the following cost: Heavy Bolter +5 points or lascannon +15 points

Options: You may upgrade the Leman Russ with a pair of sponson weapons at +10 points for either pair of weapons: Heavy Bolters or Heavy Flamers.

Profile

Points

Front

Side

Rear

BS

Predator Annihilator

120

13

11

10

3

Type: Tank

Crew: Brood Brother Comrades

Weapons: Turret-mounted Twin-linked Lascannons

Options: You may upgrade the Annhilator with a pair of sponson weapons: Heavy Bolters at +10 points for the pair, or Lascannons at +25 points for the pair

Note: Most Space Marine vehicles would be very difficult for Cult forces to capture or steal; due to such rarity this vehicle counts as two Heavy Support choices

Profile

Points

Front

Side

Rear

BS

Predator Destructor

100

13

11

10

3

Type: Tank

Crew: Brood Brother Comrades

Weapons: Turret-mounted Autocannon

Options: You may upgrade the Destructor with a pair of sponson weapons: Heavy Bolters at +10 points for the pair, or Lascannons at +25 points for the pair

Note: Most Space Marine vehicles would be very difficult for Cult forces to capture or steal; due to such rarity this vehicle counts as two Heavy Support choices

Profile

Points

Front

Side

Rear

BS

Rhino

50

11

11

10

3

Type: Tank

Crew: Brood Brother Comrade

Weapons: Storm Bolter

Transport: Up to 10 Brood Brothers or Hybrids, plus a Unit Leader (Hybrid Leader, Magus, Demagogue)

 

Cult Support Weapons

Cults can sometimes gain access (or get lucky and steal) Imperial Support Weapons. These are usually large stand-alone weapons, each with it’s own power source and often even self-propelled. The chances of it happening are very rare though. Cults which invest too much time in attempting to acquire them from their heavily guarded materiel centers usually wind up with little resources left to equip themselves with more conventional weapons.

Support Weapons Special Rules:

Both the weapon and at least one Operator must have Line of Sight for non-Guess weapons.

Support Weapons give any Operators within 2" of the weapon a 5+ Cover Save against all ranged weapon attacks, but cannot be targeted or harmed themselves in any manner.

One Operator must stay within 2" of Support Weapon in order to operate it, but only one operator is needed for operation.

Both Operators must stay within 2" of each other.

If both Operators are killed, the Support Weapon is also removed from play.

Assaulting enemy must attack the crew as they rush up to defend their weapons; enemy cannot Assault the weapon if the crew are present.

If Support Weapon is attacked in close combat (operators dead, falling back, or not within 2" of their weapon), it is automatically destroyed & removed from play.

Support Weapons cannot Assault and thus cannot move in the Assault Phase, though their crew can leave their weapons to Assault the enemy if desired.

Un-crewed Support Weapons will not count towards Crossfire of enemy troops.

Support Weapons cannot be transported.

Multiple Support Weapons in a Battery will not fire together to create Salvos. Instead, make all range Guesses first as normal, then work out their firing effects one weapon at a time.

Crew from one Support Weapon cannot be used to re-crew other Support Weapons, even those in the same Battery or of the same type.

Choosing Cult Support Weapons: Cults can form Support Weapons into Batteries of 1-3 Support Weapons. The Support Weapons in each Battery do not have to be the same weapon; you are free to mix weapons in the Battery as desired. However, obtaining Support Weapons for the Cult ties up many valuable resources that could have been spent in gaining other weapons. Due to this, each Support Weapon Battery selection counts as two Heavy Support choices. The points value per Support Weapon include the cost for the two Brood Brother Comrades serving as Crew.

Profile

Points/Team

WS

BS

S

T

W

I

A

Ld

Sv

Brood Brother Comrade Crew

-

3

3

3

3

1

3

1

7

5+

Hybrid Neophyte

+12

4

2

4

3

1

5

1

8

5+

Hybrid Acolyte

+10

3

3

3

3

1

4

1

8

5+

Hybrid Leader: Support Weapon Batteries can be lead by a single Hybrid Acolyte (+10 pts) or Hybrid Neophyte (+12 pts). The Hybrid Leader is with a Laspistol or Autopistol, wears well-made Flak Armor (5+ Save), and can select items from the Armory as normal. Hybrids cannot operate Support Weapons; they simply do not have the training!

 

Tarantula Weapon Platform Cost: 35 points each + weapons cost

Mounted on small anti-grav or hover skirts, Tarantulas are a widely used Adeptus Mechanicus weapon platform. Almost any Imperial weapon can be easily mounted to the chassis, and with the aid of built-in weapon-linking mechanisms they are very accurate.

Crew: 2 Brood Brother Comrades armed with lasguns or laspistol and close combat weapon.

Weapons: You must equip each Tarantula with one of the following Linked weapon mounts:

Lascannon at +25 pts, Heavy Bolter at +15 pts, Autocannon at +20 points, Missile Launcher with Frag & Krak Missiles at +20 pts, Multi-Melta at +30 pts, Plasma Cannon at +27 pts.
Special Rules:

A Tarantula is self-propelled; it can make a 6" movement in Movement Phase just like regular infantry and still fire as though it was stationary. If a Tarantula moves, it looses its Linked ability though (and thus cannot re-roll misses). Only if it stays stationary can it re-roll misses.

 

Rapier Laser Destroyer Cost: 60 points each

Rapier is the common name for a variety of small tracked engines mounting multiple lasers designed to all focus together as a single strike. Known primarily as a tank-killer, the high power beam also have give it a reputation for making sure that any enemy hit stays very, very dead!

Crew: 2 Brood Brother Comrades armed with lasguns or laspistol and close combat weapon.

Weapons: Multiple Rapier Lasers in "Destroyer" Configuration
Weapon Range Str AP Type

Rapier lasers

36"

9

1

Assault 1

Special Rules:

Rapiers are self-propelled; moving like a vehicle through difficult terrain – if immobilized though then cannot move for rest of the game (though it can turn in place). Rapiers can Move 6" or less in Movement Phase & still fire as normal, but a Rapier moving over 6" (up to a 12" maximum movement) cannot fire. When it moves over 6 inches, the crew move with the Rapier – they hitch a lift on it as it moves, then get off within 2" of the model. Rapiers have superior targeting mechanisms, allowing you to re-roll the Armor Penetration roll if you wish. You must accept result of second roll though, even if it is rose.

 

Mole Mortar Cost: 60 points each

Mole Mortars are odd devices much like regular Imperial Mortars, but they fire their shells under the ground rather than through the air. While often inaccurate, they can often catch the enemy unprepared, and the resulting underground explosion literally knocks them off their feet!

Crew: 2 Brood Brother Comrades armed with lasguns or laspistol and close combat weapon.

Weapons: Tunnel Torpedoes
Weapon Range Str AP Type

Tunnel Torpedo (Ground Burst/Air Burst)

G12-48"

4/3

5

Heavy 1 Blast/Ordnance

Special Rules:

Mole Mortars must remain stationary to fire, though it can be fired in any direction desired. The crew can pick it up and move it 6" in movement phase, but cannot move it in the Assault phase.

Firing Procedures:

Mole Mortars operate much like a regular Barrage weapon, but have a minimum distance of 12" for the Guess range.

Once the distance is measured, roll Scatter die and 2 D6 at the Guessed location. If at least one Operator has Line of Sight to the target spot then the shot will still scatter as per rules below, but only ½ of the distance rolled.

Subterranean explosion If a Hit, place Blast Template at that location & work out explosion as below. If an arrow, move the template the distance of the higher of the two dice rolls (Mole Mortars are not very accurate!). The Torpedo then explodes just below the surface, creating a crater the size of the Blast template which remains in play for the rest of the game. These craters act as Difficult Terrain and offer a 5+ Cover Save to any models inside, but do not block Line of Sight. All models covered or touching the template take a Strength 4 hit at AP5. Any unit that suffers casualties in this manner is Pinned automatically, unless they are immune from Pinning.

Airburst! If Doubles are rolled, the torpedo has emerged into the air and exploded, spraying shrapnel all around! Scatter the template as per the roll, but use Ordnance template to represent the huge airburst. Any models covered or touching the template take Strength 3 hit at AP5. No crater is created for an Airburst. Units suffering casualties in this manner take Pinning checks as per normal Barrage Pinning rules (note it is not Ordnance Pinning, even though that template is used for the area of coverage).

 

Thudd Gun Cost: 65 points each

Thudd Guns resemble Rapiers in many respects, but instead of tank-killing lasers Thudd Guns are armed with anti-personnel weaponry designed to lay down a salvo of explosive shells.

Crew: 2 Brood Brother Comrades armed with lasguns or laspistol and close combat weapon.

Weapons: Mark III "Punisher" class Quad-launcher
Weapon Range Str AP Type

Quad-launcher

G12-48"

6

5

Heavy (2+D3) Blast

Special Rules:

While self-propelled, Thudd Guns must remain stationary to fire. It can move up to 6" in Movement Phase (in the same manner as regular infantry) if desired though.

Thudd Guns operate much like a regular Barrage weapon, but have a minimum distance of 12" for the Guess range. If at least one Operator has Line of Sight to the target spot then the shot will still scatter as per rules below, but only ½ of the distance rolled.

Firing Procedures:

Thudd Guns Fire a Salvo of 2+D3 Barrage shots, but each will scatter from the previous template, rather than all scattering from the first shot. Place the first marker as normal, and generate second marker placement as per normal Salvo rules on page 58 of the Warhammer 40K Rulebook. Then scatter the third template from the location of the second, and so on. This may result in some models being covered by multiple templates; in this case they only are effected by a single hit.

Back to Codex: Genestealer Cults


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