Codex Genestealer Cult

Transcription

Codex Genestealer Cult
Codex Genestealer
Cult
Version 0.7
-1-
Contents
Version 0.7 Contents ............................................................................... 1
Contents .................................................................................................. 2
Introduction .............................................................................................. 3
What are Genestealers? ...................................................................... 4
What is Warhammer 40K? ................................................................... 4
Background ............................................................................................. 6
Genestealer Physiology ..................................................................... 10
Forces of the Genestealer Cult ............................................................. 13
Special Rules: .................................................................................... 13
Psychic Powers: ................................................................................ 14
Wargear ............................................................................................. 15
Vehicle Upgrades .............................................................................. 16
GENESTEALER PATRIARCH .............................................................. 20
GENESTEALER BROODLORD ............................................................ 23
HYBRID PROTO-MAGUS ..................................................................... 25
HYBRID MAGUS ................................................................................... 26
GENESTEALER BROOD ...................................................................... 27
YMGARL GENESTEALERS ................................................................. 28
4TH GENERATION HYBRIDS .............................................................. 30
THRALLS (Contagii).............................................................................. 32
BRETHREN (Potentius Contagii) .......................................................... 33
2nd GENERATION HYBRIDS ............................................................... 35
1ST GENERATION HYBRIDS .............................................................. 36
BRETHREN BIKERS ............................................................................ 37
ATV PATROLS ...................................................................................... 38
INTERPLANETARY SHUTTLE ............................................................. 40
SENTINELS .......................................................................................... 41
ARMOURED SENTINELS .................................................................... 42
DRONE SQUAD .................................................................................... 43
PURIFIER SQUAD (Corporaptor Purificati) .......................................... 44
CONVERSION BEAM BATTERY ......................................................... 46
REQUISITIONED TANKS ..................................................................... 47
BASILISK .............................................................................................. 49
LIVING WEAPON.................................................................................. 50
CIVILIAN TRANSPORT ........................................................................ 51
„TECHNICALS‟ ...................................................................................... 52
Example Army Lists: Genestealer Invasion Force ................................ 53
Tactica: Genestealer Cult ...................................................................... 57
Invasion Force Tactics ....................................................................... 58
Modelling a Genestealer Cult Army....................................................... 59
Genestealers ..................................................................................... 59
SUMMARY ............................................................................................ 62
-2-
Introduction
As she was ushered through arched wooden doors, Genna blinked
twice, to let her eyes adjust to the dim light.
The office she found herself in was dusty and old, like much of the
rest of the temple, yet there was something strangely new about it.
Perhaps it was the wide stone table at its centre, also worn and used,
yet oddly out of place amidst engraved epitaphs and framed pictures.
There was something wrong with it.
“Welcome good sister, Father Lorim spoke most highly of you.”
The sibilant voice that addressed her came from the far corner of the
room. It was familiar to her, yet she was more comfortable with it
when she remained hidden amongst a congregation.
“Thank you for seeing me Father,” she replied.
The bald priest whom the voice belonged to, emerged from the
gloom. His smile was welcoming, yet predatory.
“Not at all, such personal requests are always welcomed by our
ministry. How can I be of service?”
Genna had never been this close to the priest before. She was
surprised to see how young he was, no more than eighteen she
guessed.
“I was wondering when Father Lorim will be returning?”
“Not for some time I'm afraid. His ministry calls him further into the
new colonial parishes, I do apologise, I understand you were very
close?”
Genna swallowed, ignoring the implication. “We were good friends,
yes.”
“Indeed, he is a difficult man to follow there was much love for him
here,”
The priest smiled. “I can only hope to achieve such a status.” His
eyes dragged hers to his, holding them prisoner. “Was that what you
wanted to see me about?”
“It wasn't the only thing.”
“Then how else may I help?”
“I wondered - as you've spoken to Father Lorim whether you had an
address for him?”
The smile returned, wider this time. “Ah no, I am sorry, any
communication I have received has been through the temple office.”
Genna frowned, “It‟s just he left so suddenly –“
“Indeed, sometimes when the temple calls us we must respond
promptly. I am sure it was not his intent to cause you concern, he will
send word soon.”
-3-
Welcome to the unofficial Codex:
Genestealers for the game
Warhammer 40k. This booklet is
designed in the same style as
the official codex for WH40k
produced by Games Workshop.
It updates the rules published in
the Warhammer 40K
Compilation from 1991 and is
written to complement the official
Codex: Tyranids. In this booklet,
we will take you through all of
the steps on how to select,
create and construct your
Genestealer army and offer
some tips on modifying
miniatures to represent the
different characters you have
chosen.
specialised army list up to an
agreed point value and paint
their own miniatures for tabletop
gaming.
Design Notes:
I started playing Warhammer
40,000 back in 1990. At
Christmas 2010, I took a look
back at the old books that I had
and was struck by how much of
a rich background there was for
the Genestealer cults. Looking
through my current books, I
noticed how the Genestealer
infestation remained part of the
current background, but had no
other outlet than the Tyranid
Codex. It seemed a real shame
to me as many very talented
people had written some very
imaginative and evocative
background that deserved to be
a part of the current game.
What are Genestealers?
„Genestealers‟ are the name
given to the creatures that first
featured in the Games
Workshop board game „Space
Hulk‟ produced in 1989. This
mission based game involved
Space Marine Terminators from
the Blood Angels chapter and
their explorations of an
abandoned „Space Hulk‟ infested
with Genestealers. Games
Workshop rereleased the board
game in 2009 with an award
winning new edition.
This codex is a product of my
ambition to update the old rules
and bring back a really strong
part of the 40k background to
the tabletop. I‟ve tried to ensure
the background is carefully
researched to fit into the current
edition of Warhammer 40,000,
as well as giving the army its
own theme, rather than just
being a Guard army with addons or a flavoured Tyranid list. I
have modelled examples of
each of the different types of
creature outlined in the army list
and tried to ensure that the
options in the codex allow for a
competitive army on the
battlefield. Hopefully it might
also open up some ideas for
other privateer and cult armies in
the 40k 'verse‟.
What is Warhammer
40K?
Warhammer 40,000 is Games
Workshop‟s science fiction
tabletop war game that allows
you to fight turn based science
fiction battles with miniature
figures at a 'heroic' 28mm scale.
Players choose models from a
-4-
Credits and
Acknowledgements
This codex would not be
possible or have a purpose
without the long list of official
Games Workshop publications.
The most notable influence has
been Paul Murphy‟s work in the
original White Dwarf article on
Genestealer cults, re-published
in the Warhammer Compilation
in 1991. In trying to make sure
this work is compatible with the
current game of WH40k, I have
also drawn information from
Codex: Tyranids, 3rd 4th and 5th
Editions and from Codex
Imperial Guard 5th Edition.
I also have to thank posters on
http://www.dakkadakka.com as I
have been able to find a wealth
of information for the Codex
from here as well as the
Warhammer 40K Lexicanum
http://wh40k.lexicanum.com/wiki/
Genestealer_Cult
Much of the rules information
has also made use of Codex:
Imperial Guard and Codex:
Tyranids, as well as Jervis
Johnson‟s Vehicle Design Rules
from White Dwarf 252 and the
Games Workshop website.
Any information included in this
book from these licensed
publications is used without
permission for the simply wish of
enhancing the enjoyment of a
great game. Should any
objection be raised about this, I
will remove them as soon as I
can.
-5-
Background
Inquisitor,
Find enclosed the toxicology reports that you requested
from the Darvon asteroid. As you suspected it does
appear that traces of the xenomorphic biomatter remain in
the planetary fragments despite the 01 Virus
implementation carried out more than three decades ago.
It is the recommendation of this office that the navigation
exclusion around this planetary system remain in place
until such time as it can be determined that any surviving
biomatter is entirely dormant.
There are many terrifying
creatures in the Tyranid Hive
Fleets, but one in particular has
carved out a bloody legend on a
thousand worlds. It is a lurker in
dark places, a clawed harbinger
of sudden and violent death. It is
known as the Genestealer, and it
is a plague upon the galaxy.
Six hundred years later, a
second Space Hulk, named “Sin
of Damnation” emerged from the
Warp near the Blood Angel‟s
homeworld of Baal. A more
successful incursion was led
onto this vessel by Marine
Commander Dante and valuable
data retrieved that led to a
greater understanding of the
Genestealer threat.
Space Hulk Incursions
Mankind's first confirmed
encounter with the Genestealers
occurred in 996.M40. An
Imperial Navy patrol passing
through the Secoris system,
detected the presence of a large
abandoned spaceship, known as
a space hulk drifting in towards
the fourth planet – a populous
hive world, inhabited by more
than fifty billion people.
Ymgarl
Following the success of the
Blood Angels, the Administratum
of the Imperium used the
acquired information from the
ship to link the moons of Ymgarl
in the north west quadrant of
galactic space. It was believed
that Genestealers were
infiltrating wrecked space craft
and cargo ships from this region.
Whilst these sporadic attacks
were considered serious, the
significance of them was not
realized early on, and no
significant action was taken
against the creatures on the
moons.
Space marine Commander
Sangallo of the Blood Angels
chapter led a boarding assault to
commandeer the ancient vessel,
but his marines were soon
overwhelmed by attacks from
thousands of alien creatures
waking from slumber on board
the ship. Only fifty space
marines survived the encounter.
-6-
Hybrids
The campaigns of the Blood
Angels and the Dark Angels
against the Sin of Damnation
and subsequent Space Hulks
gradually revealed more
information about the ecology
and life cycle of the creatures.
The discovery of Genestealer
Hybrids, revealed the startling
way in which the creatures could
corrupt the reproductive cycle of
humans. Armed with this
knowledge, the Inquisitorial arm
of the Imperium began to look
into planetary societies for
evidence of embedded
Genestealer cults. They did not
have to look very far.
promoted modesty, industry, and
seclusion. The cult grew in
power and number until it
became the second most
popular religion on the planet.
Most of the cultists were
innocent, completely unaware of
the sinister origins of the
hierarchy of their faith its
frightening objectives. However,
innocent or not, the number of
followers gave the organisation
a great deal of power on the
lightly populated planet. Despite
the cult's growing strength, the
government did not recognize
them as a threat until it was too
late.
The Cult of the Children was
tolerated, and even seen as
beneficial, because its tenets
included assent to worldly
authority, ("Render unto the
Emperor what is the
Emperor's"). The Planetary
Governor did not begrudge the
cultists their peculiarities - if the
members wished to stay in
seclusion or travel about in
black, voluminous robes, as long
as they paid their taxes, that was
their business.
The Cult of the Children
The planet of Darvon VI became
the home for a Genestealer cult
when Assistant Navigator Sirval,
the only survivor of the space
freighter „Tantalus III‟ was
rescued by a shuttle captain who
wanted to claim salvage rights
on his lifeboat. Sirval claimed
the freighter had been attacked
by pirates. He was examined by
Inquisitors and pronounced fit to
return to society.
The "religion" of course was
nothing more than a
Genestealer cult, bent on
complete dominance, and soon
the planet was overrun and
taken over. With a low
population and material value,
the decision was made to virus
bomb the planet.
En-route to the spaceport,
Sirval‟s lifeboat crashed in
dense woodland, killing the
rescue crew. He survived the
accident and three months later
married a young woman from
the city. They moved out into the
countryside and set up home
fifteen miles from the crash site.
Cults and Hive Fleets
After Darvon VI, cult infestations
of Genestealers appeared on
A short time later, Sirval founded
the Cult of the Children, a new
religious group; its doctrines
-7-
other worlds. With each case,
the Inquisition gained more
information on the Genestealer
threat and gradually noted a
pattern to the menace. It
seemed that each cult retained
an ancient Genestealer at its
heart; known as a Patriarch. As
the group attracted more
members and more Hybrids
were born, the psychic presence
of the cult in the warp became
stronger, suggesting that the
Patriarch was making a use of
the Immaterium for an unknown
nefarious purpose.
relatively unmolested by the
Hive Fleets of the Tyranids for
more than two hundred years.
Yet in 990.M41, a second Hive
Fleet, given the name „Kraken‟
appeared on the outer edge of
the Empire of Man.
After widespread attacks across
a vast region of space, the hive
fleet converged upon Ichar IV, a
hive world that had only recently
been reclaimed from a cult
insurrection a few years earlier.
When the fleet arrived,
Genestealers burst forth from
the hive cities to support the
invasion.
It is unknown as to who made
the connection between the
Genestealers origins and the
Hive Fleets of the Tyranids.
However, the first documented
attack was upon the outpost of
Tyran in early 745.M41
according to the crucial records
retrieved from the ruined ocean
world by Inquisitor Kryptman.
His investigations did uncover
the threat posed by the Tyranid
Hive Fleet Behemoth and his
subsequent actions assisted the
Ultramarines in defeating the
Tyranids at Macragge.
However, lessons had been
learned from Macragge and the
Ultramarines, once again, under
the leadership of Marneus
Calgar halted the Hive fleet‟s
incursion on Ichar IV, burning the
world in the process. This
combined with the sacrifice
endured by the Eldar Craftworld
of Iyanden, stopped Kraken in its
tracks.
During the clashes with the Hive
Fleet, the presence of
Genestealers amongst the ranks
of the Tyranid swarms were
plain to see and armed with a
more detailed knowledge of the
creatures, the Imperium sent the
Salamander Space Marines
chapter to the Moons of Ymgarl
to wipe out these creatures.
New Cults
With multiple Hive Fleets still
threatening the Imperium, the
Inquisition remains vigilant
against the signs of Genestealer
infestations on its worlds.
However, they cannot be
everywhere and some
infiltrations till slip through their
unceasing watch, and lead to
further planetary insurrections,
calling the Hive Fleets towards
their newly conquered worlds.
Hive Fleet Kraken and Ichar IV
The Imperium remained
These cults seek to gain control
over the host planet subtly,
through hidden manipulation of
-8-
the populace and subversion of
the planetary government, but
they can put a potent force into
battle if threatened.
On complex Hive Worlds, cults
often spread further afield. New
Broodlords mature, and are
taken across continents to
establish new nests.
Occasionally they might be
smuggled aboard a space craft
to infest other colonies in the
star system or even further
afield.
Many pretexts are used in
establishing a cult. For some,
aligning its mysteries with the
religious devotions of the
Imperium itself is a clever way of
disguising the true nature of
what transpires. To some, the
Patriarch sat upon his throne
can quickly become the Emperor
reborn.
-9-
Genestealer Physiology
Lorim sagged against the wall of the tunnel, breathing heavily. Far back
in the gloom he could hear the voices of his pursuers as they struggled
through the sewers. Far enough, perhaps that he might escape?
He shuffled on, feeling along the passage. He could just make out a
light in the distance. Quietly he started to hope.
“That‟s far enough, Father.”
Orange flames blinded him and a strong, claw-like hand seized his
wrist. He struggled and tried to pull away, thrashing with nails, feet and
teeth. He heard a grunt of pain and the grip loosened. He tried to run
then, splashing on towards the light in the distance. But it wasn‟t to be,
and his feet slipped on the stones, dragging him down into the filthy
waters.
The Genestealers are among
the most unusual creatures
Humanity has yet encountered,
combining extraordinary
intelligence and subtlety of mind
with remarkable strength and
quickness of body. Their torsos
and extremities are protected by
a carapace. They are bipedal,
standing in a perpetual crouch
and they have two sets of arms
that can be claws, talons or
hands. Genestealers hairless
heads are bulbous in shape,
with fang filled mouths and
hypnotic eyes. Genestealers are
stronger than humans, able to
withstand even the most hostile
environments – including hard
vacuum- unprotected. They live
for centuries.
The Reproduction Cycle
The Genestealers‟ method of
reproduction is as alien as their
appearance. There are no male
or female Genestealers; the
creatures do no mate with each
other and they do not bear their
own young. Instead, they infect
members of other races with
their genetic material.
- 10 -
Genestealers are equipped with
ovipositors, or egg-layers, in
their tongues. They have the
ability to mesmerise their victims
with their gaze, in much the
same way as a snake can
paralyse a bird with terror. Once
the victim is subdued, the
Genestealer pierces their flesh
with its tongue, which deposits
an egg beneath its skin.
purestrain Genestealers.
Patriarchs and Broodlords
There is the potential in all
Genestealers to mature into a
Broodlord. The emergence of a
Broodlord amongst a group of
Genestealers regulates the
reproductive cycle of the brood.
The Broodlord is always the
strongest and most psychically
aware, and through the
creature‟s brood telepathy, it can
control the reproductive instinct
of its kin. This allows the
Broodlord to maintain control
over the brood depending on the
situation they find themselves in.
The egg never hatches – in fact,
„egg‟ is something of a
misnomer; it is more like a
cancer than an egg. When,
implanted, the egg begins to
alter the host‟s genetic structure,
cell by cell, wreaking particular
damage to the victim‟s own
reproductive system. The victim
will show little outer sign of
infection – in fact, he gains some
of the Genestealer‟s remarkable
strength, resilience and
longevity, becoming healthier
than he was before. However,
the damage is horribly evident in
the victim‟s children.
In later life and with the right
circumstances, a Broodlord will
mature further into a Patriarch.
The Patriarch takes less of an
active role in leading the brood,
which by now has settled down
and produced Hybrids. The
Patriarch maintains an
instinctive control over the
Genestealers, but it becomes
less concerned with day to day
affairs of the cult. Once a fourth
generation Hybrid emerges as
Magus, the Patriarch hands over
most of the administration.
Instead, the Genestealer now
focuses its energies upon its
psychic link, using the gathering
numbers of Genestealers and
Hybrids to forge a signal in the
warp to attract the attention of a
Tyranid Hive Fleet.
When someone infected by a
Genestealer mates, their
offspring are Hybrids – part
human, part Genestealer. Once
mature these Hyrbids can infect
other humans in the same way
and their victim‟s children are
also hybrids, though they will
look more human.
The cycle of infection continues
until the fourth generation, when
the hybrids are all but
indistinguishable from humans.
These Hybrids have no
ovipositor and mate in the
normal human fashion, but they
may spawn Humans or
It is at this time that the Patriarch
may elect to allow another
Broodlord to mature, allocating a
number of Genestealers to
spread the infection further in a
- 11 -
Cult Structure
Most Genestealer cults relate
their philosophy to a prominent
religion. This can be part of
Imperial doctrine or a local faith.
Thrall preachers and later,
Hybrids, look to bring their
religion to the frontiers of
civilisation; the perfect breeding
ground for subversive ideas.
planetary society, perhaps to
another country or continent.
These Broodlords can also
mature into Patriarchs, but
remain subservient to the first,
and therefore add their psychic
powers to the collective.
The End of the Cult
Once a Patriarch manages to
attract the attention of a Hive
Fleet, then the cult enters its
final days. When the Hive Fleet
arrives on planet, it will collect
and consume all biomatter,
including Thralls, Hybrids,
Magus and even the Patriarch
who has outlived his usefulness.
The only creatures that will be
retained are the spawned
Genestealers who are herded up
and sent forth to infect and
pollute new worlds for the Hive
Fleet to conquer.
Cults are also known to make
use of the underground
smuggling communities. Some
of the bio fluids secreted by
Genestealers can be harvested
and refined into potent narcotics
which attract further potential
recruits to the cult. It is likely
these two methods of
recruitment will remain entirely
separate until such time as the
cult has secured its place in the
planetary society.
- 12 -
Forces of the Genestealer Cult
The forces available to a Genestealer cult depend on how long it has
been hidden in the planet‟s society. Newly formed cults are often still
actively led by the original Genestealer Broodlord and his chosen
Human Thrall. Older, more established cults rely on a fourth generation
Hybrid Magus, with the assistance of the older Broodlord; now grown
into a bloated Patriarch.
The Genestealer Cult has the following units
HQ
Elites
Troops
Fast Attack
Heavy Support
Transport
0-1 Patriarch, 0-1 Broodlord, 0-3 Proto Magi 0-1
Magus
Genestealer Broods, Ymgarl Genestealers, Primaci.
Furori, Thralls, Brethren.
Maelignaci, Brethren Bikers, ATV Patrols, Scout
Sentinels, Armoured Sentinels, Transport Shuttle.
Purificati, Drone Squad, Conversion Beam Battery,
Leman Russ, Basilisk, Abomini.
Civilian Transports, „Technicals‟
Special Rules:
commands. This is done by
making a Leadership test. Use
of this ability counts as using a
psychic power and must be
selected before you begin the
movement phase.
Brood Telepathy
Genestealers have a gestalt
brood telepathy that enables
them to act independently of the
implacable will of the Hive Mind.
Genestealers are not subject to
the Instinctive Behaviour special
rule.
- Bring it Down!
If the order is successfully
issued, choose one enemy
vehicle, squadron of vehicles or
monstrous creature(s) visible to
the psyker. The ordered unit
immediately shoots at the
nominated target, counting their
weapons as twin-linked.
In addition to this Coven
Broodlords and Patriarchs have
attuned their psychic
communication to such a degree
that the telepathic link is further
refined. In a Coven army any
leadership tests required by
units in the army list that have
Brood Telepathy can make use
of the leadership of the Patriarch
or Broodlord.
- Fire on My Target!
If the order is successfully
issued, choose one enemy unit
visible to the psyker. The
ordered unit immediately shoots
at the nominated target.
Successful cover saves taken
against this shooting attack must
Brood Orders
The Patriarch or Broodlord may
also use the telepathic link to
issue the following special
- 13 -
be re-rolled.
their respective models (use the
Patriarch for the Magus). If the
Magus equal to or higher than
the target score, that model may
not attack in the ensuing close
combat. This power cannot
affect models that do not have a
leadership value.
- Get them!
If the order is successfully
issued, the ordered unit
immediately runs, rolling 3d6 to
determine their movement for
this turn.
Only one command can be
issued by the Patriarch or
Broodlord per turn.
Warp Blast
This is a psychic shooting attack
with the following profile:
Poisons
Many of the creatures in the
army list are capable of
delivering poisoned attacks.
These are treated as 4+ to
wound. See the Warhammer
40,000 rulebook for more
information on Poisoned
Weapons (page 42).
Ran
ge
24 “
Stren
gth
5
AP
Type
3
Assault
1, Blast
Warp Lance
This is a psychic shooting attack
with the following profile:
Ran
ge
18 “
Psychic Powers:
Aura of Despair
This psychic power is used at
the beginning of your Assault
phase. If successful, all enemy
units within 12“ of the Patriarch
suffer a -1 penalty to their
Leadership until the end of the
following player turn. If an
enemy unit is within range of
several psykers using this
power, the modifier is
cumulative.
Stren
gth
10
AP
Type
1
Assault
1, Lance
Catalyst
This psychic power is used
during your movement phase. If
successful a single friendly unit
within 12“ of the psyker gains
the Feel No Pain special rule
until the beginning of your next
turn.
Enhance
The Magus empowers his fellow
warriors with lightning speed and
skill. All models in the same unit
as the Magus, including the
Magus add +1 to their Weapon
Skill and Initiative. The affect of
multiple Enhancements are not
cumulative.
Hypnotic Gaze
This psychic power is used
during your Assault phase, after
any assault moves have been
made, but before any attacks
are made. If successful, select
one model in base contact with
the Magus. Both players role a
d6 and add the Leadership of
- 14 -
Hammerhand
Hammerhand is a psychic power
that may be used at the
beginning of any Assault phase.
If the test is passed,
Hammerhand doubles the basic
strength of the user until his next
turn. The Magus also counts as
having an additional close
combat weapon. Note this power
does not ignore armour saves or
affect the order in which close
combat attacks are resolved.
Whilst using this power, the
Magus may not use the special
abilities of any other close
combat weapon (such as a force
or power weapon).
Soulstorm
This is a psychic shooting attack
with the following profile:
Rge
36 “
Str
*
AP
D6
Type
Assault
1, Large
Blast
* The strength of the Soulstorm is equal to
the number of Hybrids in the unit utilising
the power. The AP of the attack is
determined randomly each time it is used.
Linked Mind
The character with this ability is
linked directly to the mind of the
Patriarch. This means, the
Patriarch may make use of all of
its abilities through this character
and any related ranges can be
measured from it in the same
way.
Conceal
The Magus clouds the minds of
the enemy, creating a shifting
psychic mist that conceals his
unit. The entire squad receives a
5+ cover save. This does not
count as occupying cover for the
purposes of an assault.
Wargear
This section of Codex:
Genestealer lists all of the
special weapons and equipment
used by a Genestealer cult
along with all the rules for using
them in a game of Warhammer
40,000. The majority of weapons
and equipment listed in this
codex are explained in the main
Warhammer 40,000 rulebook, in
Codex Tyranids or Codex
Imperial Guard.
Hypnotic Gaze
This power is used during the
assault phase, after any assault
moves have been made, but
before any attacks are made. If
successful, select one model in
base contact with the Magus.
Both players role a d6 and add
the Leadership of their respect
models (use the Patriarch for the
Magus if you have one in your
army). If the Magus equal to or
higher than the target score, that
model may not attack in the
ensuing close combat. This
power cannot affect models that
do not have a leadership value.
Remote Explosives :
These are worn or injected into
Hybrid Drones and triggered by
the 4th Generation Hybrid
Overseer via a remote
detonator. They have the
following profile:
Rge
- 15 -
Str
AP
Type
-
6
3
the blast template. Once the
final locator of a conversion
beamer's template has been
placed (after scatter) measure to
the centre of the blast marker
and consult the chart below to
determine the effect.
Blast
Remote Explosives can only be
triggered in line of sight.
If more than one drone is
detonated at the same time on
the same target, the blast radius
is also increased to “Large
Blast”, centered on the most
central drone and the strength of
the explosion is increased by 1
for each additional drone, to a
maximum of Strength 10.
Rge
To
18”
1842"
4272"
+72"
Coven Throne:
A powerful psychic item, the
Coven throne amplifies the
Patriarch‟s warp signature. All
enemy Psykers who do not test
for Perils of the Warp must test
when using their psychic
powers.
Str
6
AP
-
8
4
10
1
Miss!
n/a
Type
Heavy 1
Blast
Heavy 1
Blast
Heavy 1
Blast
n/a
Vehicle Upgrades
The following upgrades are
listed in some of the vehicle
entries.
Dozer Blade
Vehicles equipped with a dozer
blade may reroll a failed 'difficult
terrain test' as long as they are
not moving over 6" that turn.
Bio Staff:
Attacks with the Bio staff are
counted as poisoned attacks. In
addition, the model may re-roll
any failed rolls to wound.
Extra Armour
It is not uncommon for vehicle
crews to add additional armour
plating to their vehicle to provide
a little extra protection. Vehicles
equipped with extra armour
count 'crew stunned' results on
the damage tables as a 'crew
shaken' result instead.
Conversion Beamer
Incredibly rare pre-Heresy
artefacts, conversion beam
projectors fire a beam that
induces a controlled subatomic
reaction in the target, converting
its mass into energy. The further
away the target, the more deadly
the blast, as the beam has time
to grow in power.
Hunter Killer Missile
Hunter Killer missiles are a
commonly seen upgrade for
Imperial vehicles. They are
treated as a Krak missile with
unlimited range, roll to hit as
normal. They may be fired only
once per battle.
A shot from a conversion
beamer has a different profile
depending on how far the target
is from the firer. When firing the
conversion beamer, measure the
distance to the target and place
- 16 -
Camo Netting
Some vehicles carry rolls of
camouflage netting that can be
unrolled by the crew to help hide
the vehicle from the enemy. The
netting varies from relatively rare
cameoline materials to crude,
but effective webbing interwoven
with the local flora. A vehicle
equipped with camo netting has
the Stealth universal special rule
if it remained stationary in the
previous friendly Movement
phase.
searchlight.
Smoke Launchers
See the Warhammer 40,000
rulebook.
Enclosed Crew Compartment
Some artillery vehicles,
particularly those from worlds
with toxic and corrosive
atmospheres, are fitted with
additional armoured plating to
protect the exposed crew
carriage.
Vehicles equipped with the
Enclosed Crew Compartment
upgrade no longer count as
being open topped.
Twin Linked Main Weapon
Twin-linked weapons, as their
name implies, are basically two
weapons mounted side by side.
They are quite common in
Warhammer 40,000, and the
rules for them can be found in
the rulebook (they allow a re-roll
of the To Hit dice). Any weapons
can be twin linked if desired, but
the model representing the
weapon must have two or three
gun barrels.
Fast Vehicle
Some vehicle engines can be
souped-up to make them faster.
A vehicle with this upgrade is
treated as Fast in the vehicle
movement categories.
Biomorph Upgrades
Some units in the army list are
capable of purchasing the
following biomorphic upgrades:
Searchlight
Searchlights are used when the
Night Fighting rule is in effect. If
a vehicle has a searchlight it
must still use the night fighting
rules to pick a target but, having
acquired a target, will illuminate
it with the searchlight. For the
rest of the Shooting phase, any
other unit that fires at the
illuminated unit does not use the
Night Fighting rule. However, a
vehicle that uses a searchlight,
can be targeted during the
following enemy turn, as if the
Night Fighting rules were not in
effect as the enemy can see the
Acid Blood
The alien blood spilt from certain
Tyranid life forms is so corrosive
that it can eat through ceramite
armour and dissolve flesh in
mere moments, spelling certain
doom to those not agile enough
to evade the spray of acidic
ichor.
For every unsaved wound a
model with acid blood suffers in
close combat, the enemy unit
that struck the blow must pass
an Initiative test or suffer a
- 17 -
wound. No armour saves or
cover saves may be taken
against these wounds and
casualties count towards combat
resolution. Walkers instead
suffer a glancing hit on the D6
roll of a 4+.
whipcord muscles, allowing the
Tyranid to eviscerate its victim in
a single, lightning-fast swipe.
Some Tyranid organisms have
several of these wicked curved
limbs and they hack apart their
victims in a flurry of frenzied
blows.
Toxin Sacs
These parasitic glands feed off
their host and secrete vile fluids,
coating the Tyranid creatre‟s
claws, fangs and talons with
lethal alien poisons. These can
vary from agonising necrotic
venoms to toxins so deadlythat
they can boil a victim‟s blood in
its veins.
A Tyranid model with asingle set
of scything talons, re-rolls any
To Hit rolls of 1 in close combat.
A Tyranid model with two sets of
scything talons re-rolls all failed
To Hit rolls in close combat.
Rending Claws
Short and incredibly deadly,the
claws and talons of many
Tyranid creatures are tipped in
extremely dense diamond-hard
chitin. When combined with the
overdeveloped musculature and
steel-like tendons of the
Tyranids, these claws are
capable of crushing and ripping
through the thickest of armour
with frightening ease.
If a Tyranid has the toxin sacs
biomorph, all of its close combat
attacks become Poisoned (4+),
as detailed in the Warhammer
40,000 rulebook.
Adrenal Glands
Adrenal Glands are common
amongst the front line creatures
of a Tyranid swarm, saturating
the host‟s bloodstream with
chemicals that boost the
creature‟s metabolism to a
hyperactive state of frenzy.
Close combat attacks made by
models with rending claws gain
the Rending ability as detailed in
the Warhammer 40,000
rulebook.
Tyranid models with the adrenal
glands biomorph have the
Furious Charge special rule as
detailed in the Warhammer
40,000 rulebook.
Implant Attack
A Tyranid with an implant attack
has hollow fangs, barbed
stingers or serrated claws that
can inflict massive internal
injuries, causing their victims to
bleed to death in seconds.
Scything Talons
Scything Talons are long, razor
edged claws of fused chitin and
serrated bone-like substances
that Tyranid creatures use to
stab and slash at their prey with.
Each talon is powered by
Any to wound roll of a 6 rolled by
a model with an implant attack in
close combat will inflict instant
death, regardless of the
opponent‟s Toughness.
- 18 -
Chitin
Even the most basic Tyranid life
forms have tough leathery hides
and a beetle-like carapace that
covers the creature‟s vital spots.
This chitinous material is tough
enough to turn aside blades and
even glancing small-arms fire.
The outer body of a Tyranid is
coated in a waxy slime that
allows the organism to survive
for short periods of time in
vacuum.
A model with Chitin has an
armour save of 6+.
Reinforced Chitin
The carapace plates of these
Tyranid creatures continuously
exude a sticky resin-like
substance. These secretions
quickly harden, creating an
additional self-healing layers of
ablative armour that offers the
Tyranid greater protection
against incoming attacks. This
material has also
proveneffective in attenuating
the worse effects of intense heat
and radiation.
A model with reinforced chitin
has an armour save of 5+.
Hardened Carapace
The creature‟s carapace is made
of denser, strengthened chitin,
able to absorb kinetic impacts
that would shatter or punch
through lighter armour.
A model with a hardened
carapace has an armour save of
4+.
- 19 -
HQ
GENESTEALER PATRIARCH
100 Points
Eldest of the coven, the Patriarch is the Genestealer
responsible for the first infection of a human on the
planet. He has matured past his prime as the coven
has spread its influence across the planet and now
leaves most of the day to day decisions over policy to
his chosen Magus. To the majority of the coven, the
Patriarch is considered to be an Oracle or Seer and is
often kept hidden from all but the most trusted. It is
through the Patriarch that the growing psychic signal
of the Coven is focussed. This will eventually attract
the attention of a Tyranid Hive Fleet to feast upon the
subjugated planet.
Patriarch
Composition:
1 Patriarch
WS
BS
S
T
W
I
A
Ld
Sv
7
0
6
4
3
7
4
10 4+
Unit Type:
Infantry
0 – 4 Thrall Retinue
Special Rules:
Brood Telepathy
Hardened Carapace
Independent Character
Psyker
Monstrous Creature
Look Out - Arrgh!
Weapons and Biomorphs:
Rending Claws
Aura of Despair
Hypnotic Gaze
+ Wargear from the cult wargear
section.
The Patriarch and Retinue may take a dedicated transport.
You may choose the following additional psychic powers and equipment
for your Patriarch:
Warp Blast
Warp Lance
Catalyst
Coven Throne
20 Points
20 Points
15 Points
40 Points
- 20 -
When attempting to infiltrate the planetary society, the coven will try to
recruit powerful allies amongst the Governmental infrastructure as well
as looking for potential members from the richest in the population.
The Patriarch can be accompanied by a Thrall Retinue chosen from the
list below.
Thrall Type
W
Military Commander
4
4
3
3
1
3
Wealthy Magnate
3
3
3
3
1
Planetary Governor
3
3
3
3
Rogue Scientist
3
3
3
3
Special Rules:
Look out! Arrgh!
BS
S
S
T
W
I
A
Ld
Sv
Pts
1
7
5+ 30
3
1
7
5+ 30
1
3
1
7
5+ 30
1
3
1
7
5+ 30
Wargear:
Boltgun or Bolt Pistol
Power Weapon
Frag Grenades
Refractor Field
Look out - Arrgh!
Whilst the Thrall(s) is alive, each time the Patriarch is wounded by the
enemy, up to two wounds can be resolved against the Thralls instead.
Military Commander
An officer recruited from the planetary defence forces grants the coven
access to imperial military vehicles. You may select from the following
vehicles as a heavy support choices.
- 1 x Leman Russ Battle Tank.
- 1 x Basilisk.
Wealthy Magnate
A rich individual from the elite of planetary society grants the coven
access to a variety of new army list options.
- 1 x Interplanetary Transport Shuttle as a Fast Attack Choice.
- Any number of Civilian Transports as unit transport options.
Planetary Governor
The coven has managed to infiltrate the highest echelons of society.
Adding the Planetary Governor to your Retinue grants you additional
options during a battle.
Artillery Bombardment
This is treated as a shooting attack made by the Planetary Governor
- 21 -
with the following profile.
Range
Unlimited
Strength
9
AP
3
Type
Ordnance Barrage 1
- Intercept Reserves
Whilst the Planetary Governor is alive, your opponent must subtract 1
from all reserve rolls. In addition, if any enemy units arrive using the
outflank rule, you may choose to make your opponent re-roll the dice
used to determine which board edge these squads arrive from.
Rogue Scientist
The genetic aspect of the coven‟s hierarchy often attracts gifted
scientists lured by the opportunity to experiment with the potential
enhancements offered by the Genestealer infection. Adding a Rogue
Scientist to your retinue grants you the following additional options to
your army list:
- Adrenal Drugs (These may be given to any unit that cannot take
Adrenal Glands).
- Toxin Sprays (These can be given to any unit that cannot take Toxin
Sacs).
- Living Weapon as a Heavy Support Choice.
- 22 -
GENESTEALER BROODLORD
75 Points
An active leader of the Coven, a Broodlord is a powerful Genestealer
leader in an early cult army, the Broodlord might be the first to use their
Implant attack to infect a human on the planet and now retains a
presence in the shadows amongst all parts of the organisation. In a later
cult army, the Broodlord may be a new champion, created by the
Patriarch.
Broodlord
WS
BS
S
T
W
I
A
Ld
7
0
5
5
3
7
4
10 4+
Composition:
1 Broodlord
Sv
Unit Type:
Infantry
0 – 5 Thrall Bodyguards
Special Rules:
Brood Telepathy
Fleet
Infiltrate
Move through Cover
Psyker
Independent Character
Look Out – Arrgh!
Weapons and Biomorphs:
Rending Claws
Aura of Despair
Hypnotic Gaze
Implant Attack
Hardened Carapace
The Broodlord has the Implant Attack upgrade from Codex: Tyranids
The Broodlord may take the following upgrades:
Scything Talons
+ 2 points
Toxin Sacs
+ 3 points
Adrenal Glands
+ 3 points
Acid Blood
+ 15 points
The Broodlord is accompanied by their Chosen Thralls. These
individuals were the first infected people on the planet and while alive
hold a cherished status in the coven.
Thrall Bodyguard
WS
BS
S
T
W
I
A
Ld
Sv
Pts
3
3
4
4
2
4
1
10 5+ 15
The Thrall Bodyguards are powerful humans, enhanced by the genetic
mutation of the Genestealer traits they have been infected by. The
- 23 -
Thralls retains an active psychic link with the Broodlord at all times and
will sacrifice themselves for the Genestealer.
Special Rules:
Look out! Arrgh!
Wargear:
Boltgun or Bolt Pistol
Power Weapon
Frag Grenades
Flak Armour
Look out! Arrgh!
Whilst a Chosen Thrall(s) is alive, each time the Broodlord is wounded
by the enemy, up to two wounds can be resolved against the Thralls
instead.
Thrall Bodyguards may take the following upgrades:
Plasma Pistol
+ 10 points per model
Carapace Armour
+ 10 points per model
- 24 -
HYBRID PROTO-MAGUS
25 Points per model
As the Coven gathers in number, the Patriarch will begin to nest. At this
stage, the creature dominates the mind of a chosen Hybrid and
possesses it, making this Hybrid its eyes and ears amongst its
worshippers.
The Proto Magus is a 2nd or 3rd Generation Hybrid possessed by the
Genestealer Patriarch. The Hybrid acts as a transmitter for the
Patriarch‟s psychic powers, allowing them to be cast further across the
battlefield.
A Proto Magus must be selected in an army that already has a
Patriarch and must be assigned to a unit. Each one can join a
different unit.
WS
BS
S
T
W
I
A
Ld
Sv
Proto-Magus (2 )
5
1
4
4
2
4
1
9
5+
Proto-Magus (3rd)
4
2
4
3
2
3
1
8
5+
nd
Composition:
1 – 3 Proto Magi.
Unit Type:
Infantry
Special Rules:
Wargear:
Brood Telepathy
Independent Character
Linked Mind
Force Weapon
Flak Armour
The Proto Magus can have the following powers or equipment:
Psychic Power/Upgrades
Points:
Toxin Sacs
+ 3 points
Adrenal Glands
+ 3 points
rd
Upgrade to 3 Generation Hybrid
and add Bolt Pistol*
+ 5 points
Upgrade Flak to Carapace Armour
+ 10 points
*If this upgrade is chosen, the Proto Magus may not take Toxin Sacs or Adrenal Glands.
- 25 -
HYBRID MAGUS
70 Points
Most powerful of the 4th Generation Hybrid, and
a powerful psyker, the Magus acts as a High
Priest to the Coven and his humanoid
appearance allows him to move freely within
Human society.
Soon after the Magus assumes their position within the Coven, the first
Chosen Thrall will disappear under mysterious circumstances, which
are explained to the rest of the coven as being some form of „divine
intervention‟.
Magus
WS
BS
S
T
W
I
A
Ld
4
4
4
4
2
5
2
10 4+
Composition:
1 Magus.
Unit Type:
Infantry
Special Rules:
Wargear:
Brood Telepathy
Independent Character
Psyker
Laspistol
Force
Cae Weapon
Carapace Armour
+ Wargear from the cult
Wargear section.
The Magus can have the following powers or equipment:
Psychic Power/Upgrades
Points:
Enhance
Hammerhand
Conceal
Hypnotic Gaze
Brood Command
Upgrade Laspistol to Boltpistol
Upgrade Laspistol to Plasma Pistol
Mounted on Bike
+15 points
+10 point
+15 points
+10 points
+ 20 points
+ 2 points
+ 10 points
+ 10 points
Detonator
+ 3 points
- 26 -
Sv
ELITES
GENESTEALER BROOD
14 Points
per model.
(Corporaptor Hominis)
Either part of the original brood that arrived on the planet or born from
the mating of fourth generation Hybrids with humans, the Genestealer
Brood is a powerful legendary enemy of the Imperium. As part of a cult
army, they are the „Purii‟; the revered children of the Great One.
Genestealer
WS
BS
S
T
W
I
A
Ld
6
0
4
4
1
4
2
10 5+
Composition:
5 -20 Genestealers.
Sv
Unit Type:
Infantry
Special Rules:
Weapons and Biomorphs:
Brood Telepathy
Rending Claws
Fleet
Reinforced Chitin
Infiltrate
Move through Cover
Genestealers may take the following upgrades:
Scything Talons
+ 2 points Toxin Sacs
Adrenal Glands
+ 3 points
- 27 -
+ 3 points
YMGARL GENESTEALERS
23 Points
per model
(Corporator Ymgarli)
On rare occasions, a
Genestealer cult may make
contact with a dormant brood of
Ymgarl that have already
occupied the planet. Ymgarl
Genestealers are ancient and
difficult for the Hive mind to
control, let alone a Patriarch,
Broodlord or Magus. However,
the benefit of these powerful
creatures is plain, as they are a
menace to all enemies the cult
may find, and their ancient
biomatter is of particular interest
to the Hive Fleet.
Ymgarl
Genestealer
WS
BS
S
T
W
I
A
Ld
Sv
6
0
4
4
1
6
2
10
4+
Composition:
5 -12 Ymgarl Genestealers.
Special Rules:
Brood Telepathy
Fleet
Dormant
Move through Cover
Alter Form
Dormant
Unit Type:
Infantry
Weapons and Biomorphs:
Rending Claws
Hardened Carapace
Ymgarl Genestealers must start the game as Dormant and their must be
a terrain feature large enough on the table to accommodate the entire
unit. The brood is not deployed along with the rest of the army. Instead
after both sides have deployed, secretly write down which piece of
terrain they are lying dormant in. When the Brood becomes available
from reserve, they must be deployed so that all models are within the
selected terrain. If any models cannot be placed inside this terrain
owing to an impassable ruling, or enemy being within 1 “ of the hiding
place, they are destroyed. The Ymgarl Genestealers can move and
- 28 -
assault normally on the same turn they are revealed.
Alter Form
At the start of every assault phase, the Ymgarl Genestealersmust alter
their form into one of those listed below. The benefits last until the end
of this phase. Due to the instability of moulding their forms, they cannot
choose the same alteration in two consecutive player turns.
- Slashing Claws
- Tentacled Limbs
- Protective Carapace
Brood receives +1 to their Strength.
Brood receives +1 to their Attacks.
Brood receives +1 to their Toughness.
- 29 -
12 Points
per model
4TH GENERATION HYBRIDS
(Primacii)
The last generation of Hybrid, these humanoids are all but
indistinguishable from humans, apart from their hairlessness. 4th
Generation Hybrids are psychically aware and once mature, take up
positions of importance in the cult, organising all aspects of its
administration.
4th Generation Hybrids lack the ovipositor of their predecessors, but can
mate with humans in the conventional manner. The offspring of a 4th
Generation Hybrid will be a purestrain Genestealer, and so the cycle
starts again.
The most powerful Hybrid of the 4th generation assumes the position of
Magus, second only to the Patriarch in the coven‟s leadership. To
support him, the other Hybrids form Claves; small councils, charged
with running the day to day affairs of the cult. When this is done, the
psychic abilities of the Hybrids become stronger.
Primacii
WS
BS
S
T
W
I
A
Ld
Sv
4
3
4
3
1
3
1
8
5+
Composition:
5 -10 4th generation Hybrids (Primacii).
- 30 -
Unit Type:
Infantry
Special Rules:
Brood Telepathy
Psyker (Psychic Choir)
Wargear and Biomorphs:
Flak Armour
Lasgun or Autogun
Close Combat Weapon
Soulstorm
Aura of Despair
The Primacii may take a dedicated transport.
Psychic Choir
The unit is treated as a single psyker for the purposes of using a
psychic power. The controlling player may measure range and line of
sight from any model in the unit when resolving psychic powers.
Options:
Primacii may be given the following:
Upgrade Flak to Carapace Armour
+ 10 points per model.
Exchange Lasguns for Boltguns
+ 2 points per model.
Exchange Lasguns for Shotguns
+ Free.
Up to two Hybrids may replace their Lasguns with either:
Heavy Stubber
+ 5 points per model
Grenade Launcher
+ 5 points per model
Melta gun
+ 10 points per model
Heavy Bolter
+ 10 points per model
Missile Launcher
+ 15 points per model
Up to one Hybrids may replace their Lasguns with either:
Bolt Pistol and Power fist
+ 20 points
Laspistol and Power Weapon
+ 10 points
- 31 -
TROOPS
THRALLS (Contagii)
50 Points
Thralls are humans who have been recruited to the coven and have a
family link to its Genestealers and Hybrids. Owing to their infected state,
they are stronger than normal humans and retain a psychic link to the
Patriarch although this is not full Brood Telepathy, however this is
reinforced by their Primacii leader.
Should the Primacii die, the Thralls lose their Brood Telepathy ability.
Thrall
Primacii
WS
BS
S
T
W
I
A
Ld
Sv
3
3
4
3
1
3
1
7
5+
4
3
4
3
1
3
1
8
5+
Composition:
9 Thralls (Contagii).
1 Primacii (4th Generation Hybrid)
Special Rules:
Brood Telepathy
Unit Type:
Infantry
Wargear:
Flak Armour
Lasgun, Autogun or Shotgun
Close Combat Weapon
The Thralls may take a dedicated transport.
Options
Thralls have the following weapon options:
Exchange Lasguns for Laspistol.
Free.
Exchange Lasgun for Shotgun
Free.
Exchange Lasgun for Boltpistol or
Boltgun
+ 2 points per model
One Thrall may replace their Lasguns with either:
Heavy Stubber
+ 5 Points
Melta gun
+ 10 Points
Grenade Launcher
+ 5 Points
Heavy Bolter
+ 10 Points
The Primaci may replace its Lasgun with either:
Bolt Pistol and Chainsword
+ 5 Points
Plasma Pistol and Power Weapon +10 Points
- 32 -
BRETHREN (Potentius Contagii)
40 points
Brethren are humans who have elected to join the coven. Unless they have a
significant political or military position within the planetary society, they are
organized into communal groups to wait until they are considered ready to
receive the gift of the Genestealer mutation and become a Thrall.
Brethren do not have the psychic link to the Patriarch that others of the coven
do. They have a mixture of combat abilities and whilst they do have
experience with weapons, they lack the command organisation of Imperial
military units. The Patriarch sees its Brethren as being of limited value and will
sacrifice them before it risks its Genestealers or Hybrids.
Brethren
WS
BS
S
T
W
I
A
Ld
Sv
3
3
3
3
1
3
1
7
5+
Composition:
10 Brethren.
Unit Type:
Infantry.
Special Rules:
None.
Wargear:
Flak Armour
Lasgun, Autogun or Shotgun
Close Combat Weapon
The Brethren may take a dedicated transport.
Options:
Brethren have the following weapon options:
Exchange Lasguns for Laspistol.
Free.
Exchange Lasgun for Shotgun
Free.
One Brethren may replace their Lasgun with either:
- 33 -
Heavy Stubber
+ 5 points
Grenade Launcher
+ 5 points
Melta gun
+ 10 points per model
Heavy Bolter
+ 10 points per model
One Brethren may replace their Lasgun with either:
Boltpistol or Boltgun
+ 2 points per model
+ 1 additional Brethren
+ 4 points per model
- 34 -
2nd GENERATION HYBRIDS
9 Points
per model.
(Corporaptor Furorii)
Born of 1st Generation Hybrids and more thrall recruits to the cult, 2nd
Generation Hybrids begin to show more human characteristics. However, this
is not without cost and their blighted minds and bodies make them feral at best
as they struggle to understand their own condition. Since the Furorii have
difficulty matching the physical power of their Genestealer kin and cannot pass
for human, they often remain locked away in tunnels far beneath the cult‟s
headquarters. Furorii retain many of their close combat abilities, but are the
most varied and unstable of the mutated species, which is reflected in the raw
aggression of their assaults. Most have three arms and have lost some of the
wiry speed of their predecessors.
Furorii
W
5
BS
S
1
S
T
W
I
A
Ld
Sv
4
4
1
4
1
9
6+
Composition:
5-20 2nd Generation Hybrids
Unit Type:
Infantry
Special Rules:
Brood Telepathy
Move through Cover
Rage
Counter Attack
Weapons and Biomorphs:
Rending Claws
Chitin
The Furorii may take a dedicated transport.
2nd Generation Hybrids may take the following upgrades:
Adrenal Glands
+ 3 points
Toxin Sacs
- 35 -
+ 3 points
FAST ATTACK
1ST GENERATION HYBRIDS
12 Points
per model.
(Corporaptor Maelignaci)
Born of the Broodlord‟s Thralls at first and later by other Thralls who are
beholden to Genestealers in the coven, 1st Generation Hybrids are very
similar to Genestealer in appearance, and retain most of their abilities. They
have no understanding of technology and the human part of their minds
manifests only in their limited ability to communicate with human cult
members.
Maelignaci
WS
6
BS
0
S
4
T
4
W
1
I
4
A
2
Ld
9
Composition:
Composition:
5-10 1st Generation Hybrids
Unit Type:
Infantry
Special Rules:
Brood Telepathy
Fleet
Infiltrate
Move through Cover
Hit and Run
Weapons and Biomorphs:
Rending Claws
Chitin
1st Generation Hybrids may take the following upgrades:
Adrenal Glands
+ 3 points
Toxin Sacs
- 36 -
+ 3 points
Sv
6+
BRETHREN BIKERS
12 Points per model
Bike gangs make for good
recruits to a cult. The
transitory nature of these
groups means that they can
spread the cult ideology
across communities and
maintain information networks
amongst civilian settlements.
In battle, biker gangs can
strike quickly, bringing fire
support to the assaulting
Genestealers and Hybrids.
Brethren
Bikers
.
WS
BS
S
T
W
I
A
Ld
Sv
3
3
3
3 (4)
1
3
1
7
4+
Composition:
3 - 10 Brethren Bikers
Unit Type:
Bikes
Special Rules:
Bikes.
Wargear:
Bike with twin linked Bolters
Close Combat Weapon
Laspistol
Options:
Brethren have the following weapon options:
Exchange Laspistol for Bolt Pistol
2 points per model.
Up to two Bikers may replace their twin linker Bolter with
either:
Heavy Stubber
5 points per model
Grenade Launcher
5 points per model
Multi Laser
10 points per model
- 37 -
ATV PATROLS
25 points per model.
Most cult headquarters are situated in remote locations outside of the
population centres of a city. This makes all terrain vehicles (ATVs) the ideal
form of light transport. These vehicles are easily purchased from civilian
merchants and converted to suit the cult‟s needs.
In battle, ATVs can bring powerful weaponry to bear against the enemy.
Armour
ATV
BS
F
S
R
3
10
10
10
Composition:
1 – 3 ATVs.
Unit Type:
Vehicle (Fast).
Special Rules:
Fast Vehicle.
Wargear:
Heavy Bolter
- 38 -
Options:
Any ATVs may replace its Heavy Bolter with:
Pintle Mounted Heavy Flamer
Free.
Pintle Mounted Autocannon
+ 10 Points
ATVS may take the following vehicle upgrades:
Twin linked main weapon
+ 10 points
Hunter Killer Missile
+ 10 points
Extra Armour
+ 15 points
Camo netting
+ 20 points
- 39 -
INTERPLANETARY SHUTTLE
75 Points per model.
With the wealth of high society fuelling the aims of the cult, the opportunity to
infect other continents and colonies within the solar system is too good to
resist. A civilian interplanetary spacecraft is always high on the list of purchase
priorities for the coven, so that they might spread the „good word‟ further.
Sometimes these can be the original ships in which the Genestealer and their
infected managed to travel to the planet in. These craft are not designed for
the battlefield, but can provide cover to the ground forces and deploy specialist
assault troops behind enemy lines.
Such spacecraft are obtained in all sorts of shapes and sizes, but retain the
following gaming profile.
Shuttle
BS
F
S
R
3
10
10
10
Transport Capacity:
12 Models
Composition:
1 Shuttle
Unit Type:
Flyer (or Fast Skimmer)
Special Rules:
Hover Mode, Deep Strike.
Weapons and Equipment:
See below.
The shuttle uses the optional flying rules in any game that makes use of them.
Otherwise it is treated as a Fast Skimmer. The Shuttle may also take the
following upgrades:
You can choose from a variety of options for each of your transports.
Extra Transport Capacity (+ 12 models).
+ 45 points
Multi Laser Turret
+ 15 points
Rocket Pods
+ 40 points
Wing Mounted Lascannons
+ 25 points
Wing Mounted Assault Cannons
+ 15 points
Conversion Beamer
+ 30 points
Enclosed Crew compartment
+ 15 points
Pintle Mounted Storm Bolter or Heavy Stubber
+ 10 points
Hunter Killer Missile
+ 10 points
Bombs
+ 30 points
Extra Armour
+ 15 points
- 40 -
SENTINELS
35 Points per model.
Sentinel walkers are used throughout the Imperium in both civilian and military
capacities. Many cults make use of these walkers for unloading and loading
goods. However, converting them to military use does not take much
alteration, other than access to weapons, which the cult will have achieved
quickly.
Armour
Scout Sentinel
WS
BS
S
F
S
R
I
A
3
3
5
10
10
10
3
1
Composition:
1 – 3 Scout Sentinels
Unit Type:
Vehicle (Walker, Open Topped)
Special Rules:
Scouts, Move through cover.
Wargear:
Multi Laser
Options:
Any Sentinels may replace their Multi Laser with:
Heavy Flamer or Autocannon
+ 5 points per model.
Missile Launcher
+ 10 points per model.
Lascannon
+ 15 points per model.
Sentinels may take the following vehicle upgrades:
Searchlight
+ 1 point per model.
Hunter Killer Missile
+ 10 points per model.
The entire squadron make take:
Smoke Launchers
+ 5 points per model.
Camo netting
+ 10 points per model.
- 41 -
ARMOURED SENTINELS
55 Points per model.
Armour
Armoured Sentinel
WS
BS
S
F
S
R
I
A
3
3
5
12
10
10
3
1
Composition:
1 – 3 Armoured Sentinels
Unit Type:
Vehicle (Walker)
Special Rules:
None.
Wargear:
Multi Laser, Extra Armour.
Options:
Any ATVs may replace its Multi Laser with:
Heavy Flamer or Autocannon
+ 5 points per model.
Missile Launcher
+ 10 points per model.
Lascannon
+ 15 points per model.
Plasma Cannon
+ 20 points per model.
Sentinels may take the following vehicle upgrades:
Searchlight
+ 1 point per model.
Hunter Killer Missile
+ 10 points per model.
The entire squadron make take:
Smoke Launchers
+ 5 points per model.
Camo netting
+ 10 points per model.
- 42 -
HEAVY SUPPORT
DRONE SQUAD
60 Points
The reproductive cycle of the Genestealer becomes difficult in the 3rd
generation as sometimes the Hybrid is born without an Ovipositor. Hybrids that
are born like this are sterile and referred to as Drones.
The only way a Drone can contribute to the cult is through service and they are
employed as menial servitors to the Primaci. However they are very capable
assistants and have a good understanding of human technology.
In battle, Drones are given remote explosives, which are strapped to them, or
injected intravenously. The detonator is held by the Overseer. When an enemy
is in range, the Overseer can order them to charge and detonate the Drone.
The detonator is treated just like a ranged weapon. So, the Overseer cannot
trigger it when involved in close combat.
The rules for Remote Explosives are detailed in the Wargear section on page
16.
Drone
Overseer
WS
BS
S
T
W
I
A
Ld
Sv
4
2
4
3
1
3
1
8
5+
3
3
4
3
1
3
1
8
5+
Composition:
1 4th Generation Hybrid
4 3rd Generation Hybrids.
Unit Type:
Infantry.
Special Rules:
Brood Telepathy
Psychic (Overseer only)
Wargear:
Drone - Remote Explosives
(Drone) - Flak Armour
Overseer
Close Combat Weapon
Lasgun, Autogun or Shotgun
(Overseer)
Detonator
Options:
Any Drone Squads may take the following upgrades
+ 1 Drone (up to a maximum of 11)
Upgrade Overseer weapon to
Sniper Rifle
+ 10 points per model.
+ 5 points.
The Drone Squad may take a dedicated transport.
- 43 -
PURIFIER SQUAD (Corporaptor Purificati)
60 Points.
3rd Generation Hybrids that do have ovipositors are grouped into small
communes known as Purificati. They take up roles as confessors and minor
priests within the cult temples, preaching to gatherings about the values of
charity and morality.
In the implant ceremonies, it is the Purificati who will lead the Brethren through
their rites to achieve the gift of the infection and become Thralls. It is also the
Purificati who support and assist the raising of Hybrid children as they mature.
In battle, Purificati make use of their knowledge of Human technology and their
Hybrid strength to wield powerful weapons in support of the Genestealers.
They are capable of wielding Lascannons, and Missile Launchers alone,
without assistance.
Purificati
WS
BS
S
T
W
I
A
Ld
Sv
4
2
4
3
1
3
1
8
5+
Composition:
5 3rd Generation Hybrids.
Unit Type:
Infantry
Special Rules:
Brood Telepathy
Wargear:
Flamer
Flak Armour
Melta Bombs
The Purificati may take a dedicated transport.
Options:
Purificati have the following options:
Exchange Flamer for Meltagun
+ 5 points per model.
Exchange Flamer for Plasma gun
+ 10 points per model.
- 44 -
Up to two Hybrids may replace their Flamers with either:
Heavy Flamer
+ 10 points per model
Heavy Bolter
+ 5 points per model.
Lascannon
+ 15 points per model
Missile Launcher
+ 15 points per model.
+1 Purificati (up to a maximum of
+ 12 points per model.
10)
Bolter fire
- 45 -
CONVERSION BEAM BATTERY
30 Points per model.
Conversion beam projectors are an ancient STC technology and are used to
breach spacecraft hulls and in difficult interstellar mining operations. Most are
quite rare and bulky, making them difficult weapons to use on the battlefield.
However, Genestealer cults acquire all sorts of weapons from different sources
and Conversion beams, salvaged from space craft are often rebuilt and
mounted on gun platforms to be used in war.
Conversion beam projectors fire a beam that induces a controlled subatomic
reaction in the target, converting its mass into energy. The further away the
target, the more deadly the blast, as the beam has time to grow in power.
A shot from a conversion beamer has a different profile depending on how far
the target is from the firer. When firing the conversion beamer, measure the
distance to the target and place the blast template. Once the final location of a
Conversion beamer's template has been placed (after scatter) measure to the
centre of the blast marker and consult the chart below to determine the effect.
Range
Strength
up to 18"
6
18" to 42"
8
42" to 72"
10
over 72"
Miss!
AP
4
1
n/a
Type
Heavy 1, Blast
Heavy 1, Blast
Heavy 1, Blast
n/a
Conversion beams are maintained and operated by 3rd Generation Hybrids.
They cannot be moved when firing.
Purificati
WS
BS
S
T
W
I
A
Ld
Sv
4
2
4
3
1
3
1
8
5+
Composition:
1 -3 Conversion Beam
Platforms.
Unit Type:
Infantry
Special Rules:
Brood Telepathy
Wargear:
Lasgun or Autogun
Flak Armour
Close combat weapon
Options:
The whole squad may replace its Conversion Beams with:
4 Hellstrike Missiles
Free.
- 46 -
REQUISITIONED TANKS
150 Points
Once the coven has infiltrated the planetary defence forces, they can access
some military equipment from the official military corps.
If you have included a military commander in your army, you may select a
Leman Russ or a Basilisk as a Heavy Support choice.
Armour
Leman Russ
BS
F
S
R
3
14
13
10
A Leman Russ is the mainstay tank of the Imperial Guard. Planetary Defence
forces often have access to STC equipment like this, but in lesser numbers.
Cult armies that elect to take Imperial Guard tanks may only select one per
Heavy Support option, unlike the Squadron available to Imperial Guard armies.
Composition:
1 Leman Russ Battle Tank
Unit Type:
Vehicle (tank)
Special Rules:
Lumbering Behemoth
Wargear:
Leman Russ Battle Cannon
- 47 -
Heavy Bolter
Searchlight
Smoke Launchers
Options
Exchange Heavy Bolter for Heavy Flamer
Free
Exchange Heavy Bolter for Lascannon
+ 15 points
Heavy Bolter or Heavy Flamer Sponsons
+ 20 points
Multi Melta Sponsons
+ 30 points
Plasma Cannon Sponsons
+ 40 points
Pintle Mounted Storm Bolter or Heavy Stubber
+ 10 points
Hunter Killer Missile
+ 10 points
Dozer Blade
+ 10 points
Extra Armour
+ 15 points
Camo netting
+ 20 points
- 48 -
BASILISK
125 points
Armour
Basilisk
BS
F
S
R
3
12
10
10
125 Points
Composition:
1 Basilisk
Unit Type:
Vehicle (tank)
Special Rules:
Vehicle (tank, open topped)
Wargear:
Earthshaker Cannon
Heavy Bolter
Searchlight
Smoke Launchers
Options
Exchange Heavy Bolter for Heavy Flamer
Free
Exchange Heavy Bolter for Lascannon
+ 15 points
Enclosed Crew compartment
+ 15 points
Pintle Mounted Storm Bolter or Heavy Stubber
+ 10 points
Hunter Killer Missile
+ 10 points
Dozer Blade
+ 10 points
Extra Armour
+ 15 points
Camo netting
+ 30 points
- 49 -
LIVING WEAPON
120 points per model.
(Corporaptor Abomini)
As the cult reaches the 4th generation of Hybrids and the numbers of infected
become secure, thoughts turn to the defence of the Patriarch‟s stronghold. The
Primacii, assisted by Thrall scientists, start to experiment with the larger local
wildlife and the Genestealer infection. The result of this is often failure, but
occasionally an abomination is produced. These creatures are called „Living
Weapons‟ and kept caged until the cult is endangered. Then they are released
at the enemy.
Abomini
WS
BS
S
T
W
I
A
Ld
Sv
5
0
6
6
4
3
4
8
4+
Composition:
1 – 2 Abominations
Unit Type:
Monstrous Creature.
Special Rules:
Brood Telepathy
Fearless
Rage
Weaponry and Biomorphs:
Toxin Sacs
Adrenal Glands
Acid Spray
Rending Claws
Hardened Carapace
Options:
Regeneration
+ 25 points per model.
- 50 -
TRANSPORT
CIVILIAN TRANSPORT
25 points per model.
With limited access to military equipment and the need to maintain a publically
non threatening profile, cults often make use of civilian vehicles to transport
their members. Sometimes these vehicles are a uniform fleet, other time; they
can be a collection of different carriers and trucks. These vehicles are
customised by the cult to suit their own purposes.
Transport Capacity:
Armour
Civilian
Transport
BS
F
S
R
3
9
9
9
12 Models
Composition:
1 Transport
Unit Type:
Vehicle (transport)
Special Rules:
Vehicle (open topped)
Wargear:
None.
You can choose from a variety of options for each of your transports.
Extra Transport Capacity (+ 12 models).
+ 25 points
Multi Laser Turret
+ 20 points
Heavy Flamer Turret
+ 20 points
Heavy Bolter Turret
+ 20 points
Assault Cannon Turret
+ 30 points
Fast Vehicle
+ 10 points
Enclosed compartment (no longer Open Topped)
+ 15 points
Pintle Mounted Storm Bolter or Heavy Stubber
+ 10 points
Hunter Killer Missile
+ 10 points
Dozer Blade
+ 10 points
Extra Armour
+ 15 points
Camo netting
+ 30 points
Armour Upgrade (10)
+ 10 points
- 51 -
‘TECHNICALS’
When speed is required, cults also use small vehicle squadrons for transports.
These vehicles are converted cars and open tops that can cover ground
quickly to deposit small teams at targeted locations. These „Technicals‟ are
often customised with pintle mounted weapons.
Transport Capacity:
Armour
Technical
BS
F
S
R
3
8
8
8
12 Models (4 models
in each).
Composition:
3 Transports (Squadron)
Unit Type:
Vehicle (transport)
Special Rules:
Vehicle (open topped)
Squadron.
Wargear:
None.
You can choose from a variety of options for each of your transports.
Pintle mounted Multi Laser
+ 20 points per model.
Pintle mounted Heavy Flamer
+ 20 points per model.
Pintle Mounted Heavy Bolter
+ 20 points per model.
Fast Vehicle
+ 10 points per model.
Pintle Mounted Storm Bolter
or Heavy Stubber
Hunter Killer Missile
+ 10 points per model.
Extra Armour
+ 15 points per model.
Camo netting
+ 30 points per model.
Armour Upgrade (10)
+ 10 points
Smoke Launchers
5 points per model.
Searchlight
1 point per model.
+ 10 points per model.
- 52 -
Example Army Lists: Genestealer Invasion Force
The first cult army I decided to
create is a Genestealer Invasion
Force. This list is based on the
same example given in the 1991
codex.
Squad gets shot.
I want to fight a 2000 point battle,
so I have to think carefully about my
choices.
The background of my army
indicates that a full blown
Genestealer infestation has taken
hold on a planet and the Patriarch is
determined to spread the cult to a
second continent. To this end, the
Cult Magus and a new Broodlord is
being sent with a strong force to
spread the cult‟s message.
Tactically an Invasion Force needs
to rely on speed and
manoeuvrability to deliver its punch.
HQ
To begin with I select the Broodlord.
Unlike the Tyranid Codex, the
Broodlord is a Headquarters choice,
and will lead the main element of
the army- the close combat forces.
The advantage of the Broodlord
over the Patriarch lies in flexibility.
The disadvantage is that I cannot
select the special retinue that would
accompany a Patriarch and unlock
more options in the army list.
To support him, I pick the Hybrid
Magus. These two characters
complement each other well. The
Magus works as a primarily psychic
and backup role, enhancing others.
I elect to give the Magus the full
range of psychic powers and
consider other upgrades. The extra
remote detonator might come in
handy, if the Overseer in the Drone
- 53 -
Troops
I decide to select Brethren for my
two compulsory Troop choices.
These are cheap and provide a
limited expendable fire base. Whilst
they cannot be relied upon to deal
with anything on their own, they do
give me a large number of lasguns,
supplemented with some heavier
weapons.
Elites
These are the most important
choices in the army list. Firstly I
select a full complement of
Genestealers – 20 in one unit. This
will be the main close combat unit
for the army and I expect to use
them to break apart enemy infantry
lines, so I need to give them the
maximum amount of protection to
ensure they get into assault range.
The Infiltrate ability always helps
with this.
Next I choose a unit of Ymgarl
Genestealers. This fits with the
army background as the world we
have infected was conquered
millennia ago. The Ymgarl in the
Cult list are a slightly bigger unit (up
to 12) than Codex: Tyranids (up to
10) as the cults are drawn to finding
them. The Ymgarl are terrifying on
the battlefield owing to their ability
in springing up just about anywhere
you want them to. They also have
an annoying habit of sticking around
and tying down enemy units.
For my third Elite pick, I choose a
squad of Primacii. This set of fourth
generation Hybrids are my first
“anti-tank” or “anti-monster” unit.
There psychic abilities, coupled with
some good armour and variety of
weapons makes them flexible
enough to adapt to other roles
where needed. I decide to give
them a transport as well, meaning I
can deploy them quickly should an
enemy threaten my forces with a
heavily armoured vehicle or high
toughness creature.
Fast Attack
As I mentioned, the priority of an
Invasion Force has to be in striking
fast and hard. So the choices in this
category are crucial.
To support my Genestealers, I
select a unit of Maelignaci. These
first generation Hybrids aren‟t quite
as powerful as their kin, but they
have the ability to Hit and Run as
well as Infiltrate. This means they
can cause all sorts of close combat
chaos until their bigger cousins
arrive.
Next I pick a squadron of ATVs.
These buggies provide a fast
moving firebase that I can use to
pick off troublemakers. I equip
these with autocannons, meaning
that I also have an emergency
solution should I come up against a
medium tank or something.
Finally I select a unit of Bikers. The
speed with which a Biker unit can
engage the enemy is always useful
as it means you can put your
opponent on the back foot. When
teamed up with my horde of
infiltrating stealers and hybrids, they
can cause a lot of damage and
panic.
Heavy Support
Because I chose a Broodlord rather
than a Patriarch, I don‟t have a lot
of options in this category. But
that‟s fine, the Invasion Force is
supposed to be quick and mobile.
First up I pick a squad of Purificati.
These flamer toting Hybrids are
anti-infantry specialists. After many
years of tackling Terminators in
Space Hulk, it‟ll feel good to turn all
those flamers on someone else for
a change.
The Purificati are too short range
and lightly armoured to be risked as
foot soldiers, so I get them a
transport; another truck with an
Assault Cannon. I‟ll need to drive
them up fast, pour in the flames,
then mop up with some close
combat troops.
My next pick is a unit of Drones.
These are a must have, otherwise
I‟m relying on the Primaci to take
out all the heavy tanks and armour.
The Drone Squad is a cheap and
powerful “anti-tank” and “antimonster” unit. Again, they‟ll need
protection to get in range, so
another truck, with a Heavy Flamer
will do to deliver them.
I‟m reaching the limit of my points
total. For my final Heavy Support
choice I could select either a
Conversion Beam Battery, or
another Drone Squad. The
Conversion Beams could be
deployed with my Brethren, beefing
up my firebase, but that does mean
I will have to set up a defensive
point on the battlefield and could tie
down my advance.
Instead of that, I could go for
another Troop pick. Thralls look
- 54 -
good and pretty cheap. To take
advantage of their extra strength, I‟d
need to equip them with pistols and
close combat weapons. Furorii are
also an option. With Rage and
Counter Attack, they make a good
back up to my other Hybrids and
Genestealers.
In the end, I decide on a second
unit of Drones. I think I already have
the close combat component
covered and want to make sure I
can deal with enemy armour.
I have a few points left over at the
end and spread these around
adding some carefully chosen
upgrades. I want the close combat
element of the army to be its
primary focus, backed up with
flexible and manoeuvrable fire
support. Hopefully, this selection
will do the job
HQ
Broodlord – 137 points
Scything Talons – 2 points
Acid Blood – 15 points
Toxin Sacs – 3 points
Adrenal Glands – 3 points
2 Chosen Thralls – 30 points
2 Plasma pistols – 20 points
Magus – 140 Points
Psychic Powers: Enhance, Conceal, Hammerhand,
Hypnotic Gaze, Brood Command.
Elites
12 Ymgarl Genestealers – 276 points
Primaci + Transport – 259 points
10 4th Generation Hybrids – 120 points
Boltguns – 16 points
Missile Launchers – 30 points
Bolt Pistol and Power Fist – 20 points
Civilian Transport – 55 points
Assault Cannon – 30 points
20 Genestealers – 280 points
Troops
Brethren – 60 points
12 Brethren – 48 points
1 Meltagun – 10 points
1 Boltpistol – 2 points
Thralls + Transport – 104 points
1 Primacii
Bolt Pistol and Chainsword – 5 points
9 Thralls – 50 points
2 Boltpistols – 4 points
Civilian Transport – 45 points
Heavy Bolter – 20 points
Brethren – 52 points
10 Brethren – 40 points
1 Meltagun – 10 points
1 Boltpistol – 2 points
Fast Attack
Brethren Bikers – 77 points
6 Breathren Bikers – 72 points
1 Heavy Stubber – 5 points
Maelignaci – 120 Points
ATV Patrol – 105 Points
3 ATVs – 75 points
3 Autocannons – 30 points
- 55 -
Heavy Support
Purifier Squad – 140 points
10 Third Generation Hybrids – 120 points
2 Heavy Flamers – 20 points
Civilian Transport – 55 points
Assault Cannon – 30 points
Drone Squad + Transport – 195 points
Fourth Generation Overseer
rd
10 3 Generation Hybrids – 120 points
Civilian Transport – 55 points
Heavy Flamer – 20 points
- 56 -
Tactica: Genestealer Cult
Playing Warhammer 40,000 with a
Genestealer Cult army is an
interesting experience. It is a very
different beast to either Imperial
Guard or Tyranids, from which most
of the army list is drawn from.
To start with, the cult suffers from
the main problem any irregular
army throughout history has
suffered from; a lack of firepower
against heavily armoured
opposition. This means you need to
select your Heavy Support choices
very carefully. The options available
are either a) lightly armoured
themselves or b) under strength
when compared to the opposition.
For example, the Drone Squads are
a devastating anti-tank unit, cheaply
bought and with a clear use.
However, they are lightly armoured
and if the Overseer is tied down in
close combat or shot before they
can get into assault range, they
become nothing more than another
close combat unit.
The Primacii can make use of their
psychic choir ability against armour,
but again, they are infantry, so you‟ll
need to protect them.
Of course, you could elect to
choose a Genestealer Patriarch,
then take some influential Thralls
for the retinue, opening up your own
tank and aircraft options. However,
the cult only get to select individual
tanks as Heavy Support choices,
against the squadrons available to
the Imperial Guard, so you‟ll need
to consider this very carefully.
The second element of the army
that needs carefully considering is
- 57 -
that, whilst you have some very
strong close combat units, you don‟t
have the Carnifexes, Hive Tyrant, or
other “big ones” available to a
Tyranid player. This changes the
way in which you deploy your
assault troops. A Tyranid player
might set up in a wave formation,
putting Homogaunts and
Termagants up at the front to soak
up enemy fire, so that the harder
units (Genestealers, Tyranids,
Carnifexes) can be “delivered” into
assault range. You could try the
same using Thralls, Furorii or
Brethren, but they don‟t have the
same speed across the gaming
table, meaning you‟ll be sacrificing
the speed of your assault troops.
However you do have the
advantage of being able to pack
some of your assault troops into
transports. This can be a nasty
surprise when Furorii, or Drones
pile out of a truck and launch
themselves into a defensive line.
The only thing you will have to
address is the round of shooting
this kind of charge inevitably
attracts. Cult transports are not
particularly well armoured or well
equipped as they are converted
civilian vehicles and you can‟t just
disembark and charge into close
combat. You are going to take hits,
so plan for this.
Essentially the cult army can be
played two ways: 1) As a rapid
moving invasion force or 2) As a
counter punching firebase. Both
options are fairly good ones, and
are pretty much determined by your
pick of 1) Broodlord or 2) Patriarch.
Invasion Force Tactics
swarms) to soak up lasgun,
shuriken or bolter fire. Instead,
you need to limit your opponent‟s
fire opportunities and establish
your game as quickly as possible.
The more you can make your
opponent react to what you are
doing, rather than the other way
around, the better.
Having chosen your army (see the
example list on page 55), you need
to play to its strengths. The
Broodlord based invasion force is a
full on assault force. The ranged
weapons that you select need to
compliment the close combat troops
you have chosen and your tactics
need to be aggressive if you want to
win.
Deployment
If the scenario allows for use of
Infiltrators and other special
deployment tactics, make use of
these options. Your Genestealers
and Ymgarl are powerful close
combat machines and need to be
positioned so they can do as much
damage as possible. If you are up
against an enemy who makes use
of lots of ranged weapons, you
need to close the distance as fast
as you can, so surprise
deployments can assist you greatly
in getting on terms with a gun line.
Unlike a traditional Tyranid army,
you don‟t have the large creatures
available to stomp all over the
enemy and draw the fire of their big
weapons. Nor do you have large
numbers of expendable small
creatures (like Gaunts and Ripper
- 58 -
The ranged weapons you do have
should be used to target key
enemy units that you may struggle
against in close combat or get
bogged down with. You need to
ensure your units remain mobile
as much as possible, so they can
support each other. Whilst
Genestealer may be able to
(eventually) overcome a unit of
Wraithguard, far better to destroy
them with your Purificati and save
the „stealers for the enemy‟s
Warlocks or Farseer.
Remember that despite good
Toughness ratings, your saving
throws are not great, so as many
tricks to avoid being fired at as
possible.
Modelling a Genestealer Cult Army
With the majority of models from the
original 1991 army list now no
longer available from Games
Workshop, creating accurate
models for each creature in your
army can be a challenge. The
guidelines below offer some ways in
which you might create the
miniatures you will need, but you
may have better ideas of your own.
with Skaven Nightrunner torsos.
The heads are taken from the
Ripper model, after the body is cut
away. You can use arms from the
Crypt Ghouls, Nightrunners and
even some from the Zombie box
set. The Crypt Ghoul arms work
best when you want to give the
Hybrid more than one arm on one
side.
Genestealers
Glue the body, legs and head
together having sliced off the base
of the Nightrunner torso and put
some green stuff into the neck
hollow. Next, attach the opposite
Ghoul arm and cut and shape a
Zombie (or another Crypt Ghoul)
arm to be positioned in front or
behind it.
To start with, the new Genestealer
models available from Games
Workshop are an excellent set. With
a full set of interchangeable arms
on the plastic sprue, these will work
for your Genestealers in your army
and will also form the basis for the
rest of your Hybrid models.
st
1 Generation Hybrids
These can be made by mixing
sprues from the Khorne Bloodletter
Daemons box set with the
Genestealer box set. Take the
Bloodletter torso and legs, then cut
and shape claw and hand arms
from the Genestealer sprue. You
can also use the Genestealer heads
from this sprue, although you would
be best to only use ones that have
the smaller tongues. The back
spines from the Bloodletter sprue
are also ideal for this model, but
you should reverse them to imitate
the spines of a Genestealer. Finally,
make use of some „green stuff‟ to
mould and shape a short tail.
2nd Generation Hybrids
These can be made by mixing
plastic legs from the Zombie box set
- 59 -
3rd Generation Hybrids
Purificatii can be made by mixing
Empire Flagellant plastics with the
Crypt Ghoul sprues and the
Catachan trooper box set. Take the
Flagellant torso, and attach a
Catachan weapon arm along with
your chosen weapon. Then take a
Crypt Ghoul head and stick it with a
small ball of „green stuff‟ to make a
neck. Finally, take two Crypt Ghoul
arms and shape these to provide
the other two arms for the Hybrid.
For Drone Squads, Crypt Ghoul
bodies and a mixture of plastic
arms, plus grenades with a small
amount of green stuff applied to the
back of the head to extend it.
4th Generation Hybrids
The main characteristic of 4th
Generation Hybrids is that they are
bald. Most of the alien features are
subtle and should be reflected in
the way in which they are painted.
Many of the Necromunda metal
miniatures (such as the Delaques)
could make good Hybrids.
Alternatively, you could mix
Catachan arms with Empire Militia
Torsos and use Flagellant heads.
Or, attach a Flagellant head to a
Cadian miniature, indicating that the
Hybrid has done some military
service. A touch of „green stuff‟
applied to the back of the head,
extending the skull will give a
slightly alien effect, perfect for a 4th
generation Hybrid.
Bikes
These can be made by mixing
Catachan or Empire Militia plastics
with Space Marine, Chaos Space
Marine Bikes or Ork Bikes. You may
elect to make them like a biker
gang, or perhaps they are Imperial
couriers. Take care to strip back in
insignias that do not fit with your
army list. .
Thralls
These enhanced humans can be
made with a mixture of Imperial
Guard plastics. Making use of
Catachan arms is a good idea, to
represent the additional strength
that Thralls have. You‟ll get best
performance from Thralls on the
table if they are given pistols and
close combat weapons, so again,
Empire militia arms can help.
http://forums.tauonline.org/conversi
on/8479-gun-jeep-walkthrough.html
ATVs
These can be made by combining
an Ork War Buggy and Space
Marine Landspeeder. An excellent
tutorial for doing this is available
here.
As a modification, it is a very simple
but effective vehicle conversion that
makes use of two existing 40k
models.
Brethren
These are human support troops to
the cult. You may elect to construct
them out of one of the many
Imperial Guard regiment box sets
from Games Workshop, if your cult
has a strong military theme and a
base on one of the more popular
founding worlds.
Alternatively, if you want a more
„irregular‟ look, try mixing in some of
the Necromunda range of metal
miniatures, or mixing plastics with
the Empire Militia box set.
- 60 -
Sentinels
These can be used directly from the
Imperial Guard plastic Sentinel box
sets. Again, think about the look
you want the army to have.
Requisitioned Shuttle
The entry for this in the army list is
deliberately open to a significant
amount of customisation. There are
a variety of ways that you can
construct a suitable model. You may
elect to use one of the Forgeworld
kits, such as the Aquila Lander or
the Arvus Lighter, or you could
come up with something of your
own.
Abomini
The Abomini entry in the army list
provides you with an opportunity to
be creativity with a monstrous
creature. The large Tyranid creature
sprues come with all sorts of
interchangeable options, which
might form the basis of what you
want to build. Also, the Chaos
Spawn sprues might give you
something to work with.
Transports
The transports used by a cult can
vary widely. If you have elected to
have created an army that has a
strong Imperial Guard theme, you
may elect to use Chimeras.
However, you may decide on a
more civilian theme and once again,
you have an opportunity to build
something that brings a unique style
to your army.
The „Technical‟ and Civilian
Transport entries in the army list
allow you to customise your
vehicles extensively or even scratch
build something. Usually vehicles of
1:43 scale would be the right size
for WH40k miniatures.
- 61 -
SUMMARY
TROOP TYPES
WEAPON TYPES
WS
BS
S
T
W
I
A
Ld
Sv
Page
Weapon
Range
Str. AP Type
Abomini
5
0
6
6
4
3
4
8
4+
39
Autocannon
48”
7
4
Heavy 2
Brethren
3
3
3
3
1
3
1
7
5+
26
Boltgun
24”
4
5
Rapid Fire
12”
4
5
Pistol
Brethren
Bikers
Broodlord
3
3
3 3 (4) 1
3
1
7
4+
29
Bolt Pistol
7
0
5
5
3
7
4
10
4+
18
Chosen Thrall
3
3
4
4
2
4
1
10
5+
19
Conversion
Special, see page 36.
Beamer
Flamer
Template 4
5
Assault 1
Drone
4
2
4
3
1
3
1
8
5+
34
Furorii
3
3
3 3 (4) 1
3
1
7
4+
Genestealer
6
0
4
4
1
4
2
10
Maelignaci
6
0
4
4
1
4
2
Magus
4
4
4
4
2
5
Military
Commander
Overseer
4
4
3
3
1
3
3
4
3
Patriarch
7
0
6
Planetary
Governor
Primacii
3
3
4
3
27
Grenade
Launcher*
(Frag)
24”
3
6
5+
21
(Krak)
24”
6
4
Assault 1
Blast
Assault 1
9
6+
28
4
Heavy 3
2
10
4+
20
4
Assault 1
3
1
7
5+
16
6
Heavy 3
1
3
1
8
5+
34
3
Ordnance 1
4
2
7
4
10
4+
14
Heavy
36”
5
Bolter
Heavy
Template 5
Flamer
Heavy
36”
4
Stubber
Hellstrike
72”
8
Missile
Lascannon
48”
9
2
Heavy 1
3
3
1
3
1
7
5+
16
Lasgun
24”
3
-
Rapid Fire
4
3
1
3
1
8
5+
23
Laspistol
12”
3
-
Pistol
12”
8
1
Assault 1,
Melta
Purificati
4
2
4
3
1
3
1
8
5+
35
Meltagun
Rogue
Scientist
Thrall
3
3
3
3
1
3
1
7
5+
16
3
3
4
3
1
3
1
7
5+
25
Missile
Launcher*
(Frag)
48”
4
6
Wealthy
Magnate
Ymgarl
Genestealer
3
3
3
3
1
3
1
7
5+
16
(Krak)
48”
8
3
Heavy 1
Blast
Heavy 1
6
0
4
4
1
6
2
10
4+
22
Multi Laser
36”
6
6
Heavy 3
Multi Melta
24”
8
1
Multiple
Rocket Pod
Plasma gun
24”
4
6
24”
7
2
Plasma
Pistol
Shotgun
12”
7
2
12”
3
-
Heavy 1,
Melta
Heavy 1,
Large Blast
Rapid Fire,
Gets Hot!
Pistol, Gets
Hot!
Assault 2
Storm Bolter
24”
4
5
Assault 2
8
9
6
3
3
4
Apoc
Barrage (1)*
Armour
VEHICLES
BS
ATV
Basilisk
Civilian Transport
Leman Russ
Shuttle
3
3
3
3
3
Front
Side
Rear
10
12
8
14
10
10
10
8
13
10
10
10
8
10
10
Page
ORDNANCE
Battle
72”
Cannon
Earthshaker 36”-240”
Cannon
Bomb
Bomb
* These weapons have additional rules as detailed in their entries.
- 62 -