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Codex Contaminus The Complete Guide To The Genestealer Cults In The Forty First Millennium

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Codex

Contaminus

The Complete Guide ToThe Genestealer Cults

In The Forty First Millennium

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Genestealer Cults04/06/07

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Armies of the 41st Millennium

Genestealer Cult Special Rules

Genestealer CultsOnce the Tyranid geneseed has begun to take root in a planetary population, those who are infected are

drawn together in a subversive ‘cult’ to shield their existence from those who would purge the blight fromthe planet. In this way, it is able to propagate until the ‘Children of the Four Armed Emperor are ready to

seize the world for the Hive fleet to harvest…

Genestealer Cult Armory 

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

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

Mesh armor (5+ save) 3

Carapace armor (4+ save) 7

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

Chainsword 2

Hand Flamer 7

Power Axe (characters only) 7

Power Fist (characters only) 10

Power Sword (characters only) 6

Sword 1

Autopistol 1

Bolt Pistol 2

Power Maul 6

Laspistol 1

Stub Pistol 1

Basic WeaponsOne per model; may be chosen for any model.

Autogun 1

Boltgun 3

Bow 0.5

Lasgun 2

Crossbow 1

Shotgun 2

Special WeaponsOnly one special weapon is chosen for any given model.

Flamer 9

Meltagun 8

Plasma Gun (modified) 8

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Heavy WeaponsOne per model. Note that Genestealer Cultist heavy weapons lack a Targeter.

Autocannon 25

Heavy Bolter 15

Lascannon 45

Missile Launcher w/Frag & Krak missiles 45Heavy Plasma Gun 40

Mortar 25

Heavy Stubber 10

GrenadesGrenades may be selected as listed in the Codex; Character models who may purchase grenades may select

more than one type, if you wish.

Frag grenades 2

Krak grenades 3

Melta bombs 5

Army Organization25%+ Troops Up to 25% Support Up to 50% Characters

Troops: Broods, Hybrids, Brood BrothersCharacters: Patriarch, Magus, Hybrids

Support: Allies (Chaos Cult only); Heavy Weapon Teams; Support Weapons; Vehicles

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

Cultist armies have a basic Strategy Rating of 1.

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Genestealer Cult Characters

Characters <50%Genestealer Patriarch

72 pts

Troop Type M WS BS S T W I A Ld

Pariarch 5 7 0 6 5 4 6 4 10Armed with a claws and chitinous armor (5+ save).

A Patriarch may be taken as an Army commander.

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

Genestealer Patriarchs cause Fear, and are Immune to Psychology.

Options

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

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

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

Wargear choices.

Genestealer Magus107 points (0-1x per 2500 points)

Troop Type M WS BS S T W I A Ld

Demagogue 4 3 3 4 3 1 5 1 8

Armed with a laspistol and wears Flak Armor (6+ save/5+ vs. blast markers).

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

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

Leadership tests.

The Magus is a level 4 psyker. He may take powers from the Rogue Psyker and Adeptus list.

Options

May carry up to 3 Wargear Cards, and may pick from the Armor, Assault, Basic, Special, and

Grenades lists. He may also be upgraded to a Chaos Magus Master with a psychic Mastery Level of up

to level 3 at a cost of +30 points per level.

Cult Icon Bearer 45 points (0-1x per 2500 points)

Troop Type M WS BS S T W I A Ld

Iconoclast 4 4 2 4 3 1 5 1 8Armed with a laspistol and wears Flak Armor (6+ save/5+ vs. blast markers).

Any model within 12” of the Icon Bearer may re-roll their Ld once if the unit fails a Leadership test.Options

May pick from the Armor, Assault weapons, Basic weapons, Special weapons, and Grenades lists.

The Icon Bearer may choose up to one Wargear card.

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Genestealer Hybrid Leader 10 points per Neophyte (0-1x per Hybrid Squad)

9 points per Acolyte (0-1x per Hybrid Squad)

Troop Type M WS BS S T W I A Ld

 Neophyte 4 4 2 4 3 1 5 1 8

Acolyte 4 3 3 4 3 1 5 1 8Armed with a laspistol and wears Flak Armor (6+ save/5+ vs. blast markers).

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

The Hybrid Leader may select a Psyker level from 1-2 for +25 points per level. The powers may only

chosen from the Adeptus List.Options

May pick from the Armor, Assault weapons, Basic weapons, Special and Heavy Weapons, and

Grenades lists.

The Icon Bearer may choose up to one Wargear card.

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Genestealer Cult Squads

Broods 25%+Genestealer Brood

55 points per Genestealer (4-12x)

Troop Type M WS BS S T W I A Ld

Genestealer 6 7 0 6 4 1 7 4 10Armed with claws only, their Chitinous armor provides them with a 5+ armor save.

Genestealers are immune to psychology.

Genestealers cause Fear.

Options

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

model.

Genestealer Hybrid Brood (5-20x per Squad)10 points per Neophyte

9 points per Acolyte

Troop Type M WS BS S T W I A Ld Neophyte 4 4 2 4 3 1 5 1 8

Acolyte 4 3 3 4 3 1 5 1 8

Armed with a laspistol.

Options

Hybrids may pick from the Armor, Assault weapons, Basic weapons, Special, Heavy Weapons, and

Grenades lists.

Genestealer Brood Brothers Squad6 points per Brood Brother (5-20x)

Troop Type M WS BS S T W I A Ld

Brother 4 3 3 3 3 1 3 1 7

 None.

Brood Brothers are subject to Hatred for their opponent.

Options

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

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

 points, as well.

Up to one model may choose a Special weapon, and 1 Model may choose a Heavy Weapon.

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Genestealer Cult Support 

Allies <25%You may choose Allied support from the Chaos Cult army list. Remember that you cannot choose support

elements from this list, and you cannot take any Daemons.

Broods <25%Brood Brothers Heavy Weapon Team

18 points per 2 Brood Brothers

Troop Type M WS BS S T W I A Ld

Brother 4 3 3 3 3 1 3 1 7

 No weapons, but the models do wear Flak Armor (6+ save/5+ vs. blast markers).

Options

The unit must be given a Heavy Weapon.

Support Weapons <25%The Genestealer cult may choose one of the following weapons for every Brood Brothers squad in the

army:

Laser Destroyer (Rapier) – 70 points per weapon

Mole Mortar – 55 points per weapon

Thudd Gun – 45 points per model

Each Support weapon comes with a Brood Brothers Heavy Weapons Team as a crew, and is subject to all

of the rules concerning artillery batteries.

Acquired Vehicles <25%The Cult army can possess Imperial military vehicles. These can be taken from the following lists:

Space Marine Vehicles Imperial Guard VehiclesMk I or Mk II Land Raider Leman Russ Tank (standard variant)

Mk I Rhino Chimera

Mk I Predator (with or without sponsons) Sentinel (any variant)

Although all of the Imperial vehicles keep their targeters, each one also starts with a D3 damage result to a

random location at the start of the game (this result does not count towards the enemies Victory Points).

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

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

See the appropriate codex for Datafax information concerning Acquired Vehicles.

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Cult Vehicles <25%Cult Car 

40 points

Crew Type M WS BS S T W I A Ld

Cultist 4 2 2 3 3 1 3 1 5

Ram Number of Speed Movement

Str Dmg Save Crew Passengers Slow Combat Fast Type

6 D8 -3 0 6 8” 12” 24” Wheeled

These cars are armored civilian vehicles, designed to transport the Cult’s enforces through the city in

relative safety. It has no ‘crew’ per se; one of the passengers must operate it. Up to two models may

fire out of the windows on each side of the vehicle; if they do so, however, they count as exposed crewwhile firing.

Armor 

D6 Location Front Side/Rear  

1 Wheel 12 12

2-5 Body 16 166 Crew* See Below

*If firing a weapon from the vehicle; otherwise, count the roll as a Body hit.

D6 Wheel Damage Table

1The wheel is damaged but keeps running. The car may only move at slow speed for the

rest of the game.

2-5The wheel is blown off. The car moves out of control next turn, and then comes to a

 permanent halt.

6

The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6”

away in a random direction. Any model hit takes D6 S-5 hits with a -2 save. Any

models on board are killed on a D6 roll of 4+; survivors may dismount normally the

following turn.

D6 Body Damage Table

1The driver is killed; the vehicle will move out of control unless another model can take

his place.

2-4The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of 

4+.

5The engine explodes. All models on board are killed, and the car is spun around to face

a random direction, and comes to a permanent halt.

6The fuel tank ignites. All models on board are killed, and the flaming wreck moves out

of control on the next turn. Any model within 2” of the rear of the car when it stops will

 be hit by a secondary explosion, being wounded as if by a flamer.

D6 Crew Damage Table

1 The passenger hanging out the window nearest to the attacker is hit, and is woundednormally (even if he is on the far side of the car). If slain, he falls from the window.

2-5The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is

slain, no one else may fire form that location on the vehicle until the body is pulled out

of the window (this takes one turn).

6 The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is

slain, he falls back into the car, discharging his weapon once more as he dies. On a 4+,

a random passenger in the vehicle is hit; determine the results of this shot normally. If 

the driver is slain, the car moves out of control, and continues to move in this manner 

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until it moves off the table, has a collision, or some one else takes control of the car.

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Cult Limo50 points

Crew Type M WS BS S T W I A Ld

Cultist 4 2 2 3 3 1 3 1 5

Ram Number of Speed MovementStr Dmg Save Crew Passengers Slow Combat Fast Type

7 D12 -4 1 10 8” 12” 24” Wheeled

These cars are armored civilian vehicles, designed to transport the Cult’s leadership through the city in

 both safety and comfort. It has twin linked Heavy Stubbers with a 45°arc of fire mounted in concealed

 ports under the headlights for ‘additional protection.’

Armor 

D6 Location Front Side/Rear  

1 Wheel 12 12

2-5 Body 16 16

6 Crew* See Below

*If firing a weapon from that side of the vehicle; otherwise, count the roll as a Body hit.

D6 Wheel Damage Table

1The wheel is damaged but keeps running. The car may only move at slow speed for the

rest of the game.

2-5The wheel is blown off. The car moves out of control next turn, and then comes to a

 permanent halt.

6

The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6”

away in a random direction. Any model hit takes D6 S-6 hits with a -3 save. Any

models on board are killed on a D6 roll of 4+; survivors may dismount normally the

following turn.

D6 Body Damage Table

1The driver is killed; the vehicle will move out of control unless another model can take

his place.

2-4The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of 

4+.

5The engine explodes. All models on board are killed, and the car is spun around to face

a random direction, and comes to a permanent halt.

6The fuel tank ignites. All models on board are killed, and the flaming wreck moves out

of control on the next turn. Any model within 3” of the front of the car when it stops

will be hit by a secondary explosion, being wounded as if by a flamer.

D6 Crew Damage Table

1

The passenger hanging out the window nearest to the attacker is hit, and is wounded

normally; if slain, he falls from the window. Note that – unlike cult cars – Limo

 passengers firing from the far side of the car cannot be hit by an attacker, although

those firing from the sun roofs may still be hit from either side.

2-5The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is

slain, no one else may fire form that location on the vehicle until the body is pulled out

of the window (this takes one turn).

6

The passenger nearest to the attacker is hit, and is wounded normally, as #1, above. If 

he is slain, he falls back into the car, discharging his weapon once more as he dies. On a

4+, a random passenger in the vehicle is hit; determine the results of this shot normally.If the driver is slain, the car moves out of control, and continues to move in this manner 

until it moves off the table, has a collision, or some one else takes control of the car.

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Genestealer Cult Special CharactersDryaktylus, Genestealer Patriarch

162 pts

Troop Type M WS BS S T W I A Ld

Patriarch 5 7 0 6 5 4 6 4 10

Armed with a claws and chitinous armor (5+ save).

Dryaktylus may never be taken as an Army commander.

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

Genestealer Patriarchs cause Fear, and are Immune to Psychology.

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

Dryaktylus has the Tyranid power of Regeneration. If the model is reduced to 0 wounds, place it on its

side to show that it is regenerating. If it suffers additional wounds during this time, add them to the

total wounds needed to be healed. In the Rally Phase roll D6 for each wound taken; on a roll of 4+ the

wound is restored. If the model has any positive wounds once these rolls have been made, then themodel rises back to its feet, with that may wounds remaining.

Dryaktylus possesses both the Transfixing Gaze and the Ovipositor.

Options None

Scylberdis, Genestealer Magus150 points

Troop Type M WS BS S T W I A Ld

Demagogue 4 3 3 4 3 1 5 1 8

Armed with a laspistol and wears Power Armor (3+ Armor Save).

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

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

making Leadership tests.

The Magus is a level 4 psyker. He may take powers from the Rogue Psyker and Adeptus list, and has a

daemonic familiar which allows him to draw an extra Warp Card per turn.

Scylberdis has the Mark of Tzeentch, and may negate any psyker power used against him on a roll of 

4+.

Options

Scylberdis may pick from the Assault, Basic, Special, and Grenades lists.

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Genestealer Cult Psychic PowersAdeptus Powers

AssailForce 1, Range 24”

Targets any single model within range. You may move the target up to 6” in any direction (including

onto blast markers, or into dangerous terrain) and choose its facing. You can even move models into

Hand to Hand combat; models moved in this way do NOT count as charging. This attack will knock models out of Overwatch, or a cause Move or Fire weapon to loose its next Shooting Phase.  Assail will

not move a vehicle around, but it will cause a moving vehicle to go out of control in its next movement

 phase on a D6 roll of 4+.

Carmine Assassin, TheForce 1, Range 18”

Pick a single model within range; the victim must roll under its Toughness on D6 or it is slain. No armor 

save is permitted. It may be used to attack a single crewman without rolling for armor penetration, but if the vehicle is enclosed the victim may roll 2D6 and pick the lowest value when attempting to roll under 

his Toughness.

DisplacementForce 2, Range 3D6”

User may teleport a friendly squad or single model from a position anywhere on the battlefield. Troops

are moved up to 3D6” in any direction, ignoring obstacles and intervening terrain as they are moved.

Troops may be moved onto a roof, rocky pinnacle or other elevation, and may be used to move troops

into Hand to Hand combat, in which case they fight in the next combat round and count as Charging in

that round. Note that any model which falls from a precarious position is assumed to have actually fallen,

and will suffer one wound on a 4+, with a normal saves allowed. This power does not work on vehiclesor enemy models of any kind.

Gate, TheForce 1, Range 18”

Place two markers on the board, each of which must be within 18” of the psyker. LOS is not required

when placing the Gate, but it cannot be placed into a vehicle which is capable of movement. Any models

(friend or foe) which move into one marker from any direction reappear instantly out of the other,

expending no movement while moving through the Gate; they may charge or make run moves as normal

through it. Only normal foot troops (of either side) may move through the Gate; if there is any question

as to who may use it, the model in question must be able to fit into the area of the template. The Gate

 blocks LOS, and cannot be used to shoot (or use psychic powers) through. It remains until nullified or theuser is slain, and must be cast as a new power if the psyker wishes to move it.

HellfireForce 2, Range 24”

Place the special Hellfire template (2” blast template) anywhere within range of the user. Each modeltouched by the template suffers an S4 hit, and normal armor saves apply. The template blocks Line of 

Sight and any model touching it will suffer an S4 hit while it remains on the board. Remains until

nullified or the power is used again.

Lightning ArcForce 3, Range 24”

Strikes the first model in a straight line within range. The target sustains an S6 hit causing D3 wounds.

If the first target is killed by the Arc, the psyker may cause it to hit another model within 6” of the first,

inflicting damage as before, and so on, and causing up to 6 hits in succession. If the Arc penetrates a

vehicle’s armor, the psyker can cause it to strike another model within 6”or a different location on the

same vehicle for up to 6 hits, as described above.

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Machine CurseForce 2, Range 24”

Place the Machine Curse template (2” blast template) anywhere within range of the user. Any model

touched by the template will be affected. All ranged weapons affected will be unable to fire (including

 pistols used in close combat) and robots, Terminators, Dreadnoughts or vehicles will be unable to move

or to fight in Close Combat until the curse is nullified (vehicles stop moving entirely if effected)-. If an

object is taken out of the area, it will start working again. Troops may fire into or through the area

without penalty, and the power does not effect systems that are not specifically listed on the card.Remains until nullified or the user is slain.

ScanForce 1, Range 36”

All hidden enemy models within range are detected automatically (the user will communicate their 

 position to friendly troops). If any enemy psykers are within range, you can examine his opponent’s

hand of Warp Cards; you may also look at one randomly-chosen psychic power card of each enemy

 psyker in range.

Rogue Psyker PowersBrain Flayer 

Force 1-2, Range 18”

Select one target within range. Both the Rogue Psyker and the target roll D6+Ld. If the target loses, hetakes one wound for each point of difference in the respective scores. Only Invulnerable saves are

 permitted, and must be rolled for each wound taken. For 2 Force Points, the Rogue Psyker may attack a

vehicle crewman with this power, as described above.

Soul ShriveForce 1-3, Range 18”

Select one enemy unit within range, using the standard Targeting rules. For each Force Point expended

 by the Rogue Psyker, roll D6 to determine the number of hits to be distributed randomly through the

targeted unit. Each hit wounds the model on a 4+. The model may then make its normal saves, with no

modifier. However, if the model rolls a 1 when making the save, then it is consumed utterly, regardless

of the number of wounds it may have or Wargear that may otherwise save it.

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

Puppet DanceForce 4, Range 12”

Select one enemy unit within range; LOS is required for this power to be used, as well. The selected unit

must immediately close to Base to Base contact with its own members and fight one round of HtH

combat. The controlled unit is not considered to be Charging, but all other benefits (i.e. multiple

weapons, Frenzy, etc.) do apply.

If the unit is already engaged in HtH then the enemy models do not get parting shots against the effected

unit. The units are still considered to be in HtH, and must consolidate normally in the Movement Phase

of the following turn.

This power does not affect independent enemy characters, and those suffering the Puppet Dance may not

 be made to attack such characters.

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Tyranid PowersCatalyst

Force 3, Range 18”

Target a single brood within range of the user. The brood becomes Frenzied as long as Catalyst is in

 play: Frenzied troops automatically charge the nearest enemy unit during the Compulsory Movement

Phase and fight with double their Attack Dice in HtH (note that this is their A x 2, and does not include

 bonuses for Close Combat weapons). Frenzied troops may not parry, and must always use their 2”follow-up move to get closer to or engage the enemy. While under the Catalyst, the Brood is unaffected

 by other Psychology. In addition, the brood makes its armor saving throws on 2D6. Remains until

nullified or the brood is destroyed.

Hypnotic GazeForce 1, Range 18”

Use on a brood of Tyranid Warriors, Genestealers or Genestealer Hybrids within 18” of the user. Roll a

Leadership Test for every enemy model which is within 6” with LOS to one of the brood. Any models

that fail are paralyzed and can’t perform any actions as long as this power remains in play; place them on

their side to indicate the model’s status. Psykers who fail their saves may only use their powers; they can

 perform no other actions. Paralyzed models are hit automatically in Hand to Hand combat. Any affectedmodels that end up more than 6” away from the brood recover automatically at the start of the next turn.

Psychic ScreamForce 2, Range 36”

Every enemy psyker within 36” of the user (Hive Tyrant, Genestealer Patriarch, or Magus) must roll2D6; if the score is greater than the roller’s Toughness but under his Leadership, he is stunned by the

scream and incapable of using any Warp Cards or taking any actions until the start of the next psychic

 phase. Stunned psykers fight in Hand to Hand combat with a WS of 1. If the roll is greater than the

 psyker’s Leadership as well, the model goes insane and takes no further part in the battle—remove the

model as a casualty.

The Horror  Force 1-3, Range 6-18”

The effect radius of this power depends on how much Force is used to power it; it has a 6” radius for 

each Force card used to power it. All squads and character models within the effect range must take animmediate Break Test. The Horror has no effect on non-living models, Daemons, or vehicles (includingDreadnoughts).

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Genestealer Cult Weaponry 

Hand to Hand WeaponsChainsword

Save Armor  

Str Dmg Mod Pen Special

4 1 -1 2D6+4 Close combat, parry Parries

Power Axe

Save Armor  

Str Dmg Mod Pen Special

6 1 -3 D6+D12+6 Close combat: two-handed

5 1 -2 2D6+5 Close combat: one-handed

Power Fist

Save Armor  

Str Dmg Mod Pen Special

8 1 -5 D6+D20+8 Close combat

Power MaulSave Armor  

Str Dmg Mod Pen Special

5 1 -3 2D6+5 Close combat

Power Sword

Save Armor  

Str Dmg Mod Pen Special

5 1 -3 2D6+5 Close combat, parry

Sword

Save Armor  

Str Dmg Mod Pen Special

User 1 -1 D6+STR Close combat, Parries

Pistols & Close Combat WeaponsAutopistol

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-8 8-16 +2 - 3 1 0 D6+3 Close combat

Bolt Pistol

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-8 8-16 +2 - 4 1 -1 D6+4 Close combat

Laspistol

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-8 8-16 +2 -1 3 1 - D6+3 Close combat

Hand Flamer 

Short Long Short Long Str Dmg Mod Pen Special

Small Flamer Template 4 1 -2 D6+4 Close combat

Use standard blast template rules. Models surviving a Flamer hit may catch fire.

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Stub Pistol

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-8 8-16 - -1 3 1 - D6+3 Close combat

Basic WeaponsAutogun

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-12 12-32 +1 - 3 1 - D6+3

Boltgun

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-12 12-24 +1 - 4 1 -1 D6+4

Bow

Range To Hit Save Armor  Short Long Short Long Str Dmg Mod Pen Special

0-12 12-24 - -1 3 1 - D6

Any target with an armor save of 4+ or better automatically has its saving throw reduced to 2+ when hit by

an arrow from a Bow.

Crossbow

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-16 16-32 - -1 4 1 - D6

Move or fire for foot troops. Any target with an armor save of 4+ or better automatically has its savingthrow reduced to 2+ when hit by an bolt from a Crossbow.

Flamer Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

 Flamer Template 4 1 -2 D6+4

Use standard blast template Template rules. Models surviving a Flamer hit may catch on firecatch fire.

Lasgun

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-12 12-24 +1 - 3 1 -1 D6+3

Mortar 

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen SpecialGuess between 12-60” 4 1 -1 D6+4 2” Blast Template

To fire a mortar, first select any target within the 90° forward firing arc—ignoring the normal  picking a

target LOS rules. Then guess a distance between 12-60”. Place the 2” blast marker this many inches away

from the mortar in the direction of your target. Then roll Scatter and Artillery dice. Any roll of a Misfire

indicates the shell was a dud or exploded prematurely. Any roll of a Hit indicates the shot was accurate;

leave the template where it is. Rolls of an Arrow and a Number indicate the gunners were a little off;

scatter the template as normal. Note that unlike most weapons, the normal maximum scatter targeting rules

do not apply to the Mortar. Move or fire for foot troops.

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Meltagun

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-6 6-12 +1 - 8 D6 -4 2D6+8

Plasma Gun (Modified)

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-6 6-24 +1 - 7 1 -2 D6+7 Sustained fire Sustained

Fire -1

Sustained FireGenestealer Cultist Plasma Guns are modified so that they do not need a turn to recharge

after firing. However, if a Jam jam result is rolled for the Sustained Fire die, the plasma system overloads.

Roll another Sustained Fire die and consult this table to determine the result:

Jam The weapon is destroyed and explodes with the same effects as

a Plasma grenade centered on the firing model.

3 The firing model suffers an S6 hit causing 1 Wound with a –3

save modifier. The weapon is still jammed.

2 The firing model suffers an S4 hit causing 1 Wound with a –2

save modifier. The weapon is still jammed.1 The firing model suffers an S2 hit causing 1 Wound with a –1

save modifier. The weapon is still jammed.

Shotgun

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-4 4-18 - -1 4 1 - D6+4 Solid

0-4 4-18 - -1 3 1 - D6+4 Scatter; 1” Blast Template

Ordinary troopers hit but not slain by a Shotgun will be knocked back 2” and will fall over on a D6 roll of 

4+. Troops that have fallen over must spend the next Movement Phase regaining their feet.

Heavy WeaponsAutocannon

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-20 20-72 - - 8 D10 -3 D6+D10+8 Sustained Fire -1

Move or Fire for foot troops.

Heavy Bolter 

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-20 20-40 - - 5 D4 -2 D6+D4+5Sustained Fire  Sustained

Fire -2,

Move or Fire for foot troops.

Heavy Stub GunRange To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-20 20-40 - - 4 1 -1 D6+4Sustained fire  Sustained

Fire -2;

Move or Fire for foot troops.

Lascannon

Range To Hit Save Armor  

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Short Long Short Long Str Dmg Mod Pen Special

0-20 20-60 - - 9 2D6 -6 3D6+9

Move or fire for foot troops.

Missile Launcher 

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special0-20 20-72 - - As missile type Move or fire for troops

Missile Types

Save Armor  

Type Str Dmg Mod Pen Special

Frag 4 1 -1 D6+4 2”  blast radius  Blast Template

Super Krak 8 D10 -6 D6+D10+8 -

Grenades

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

- S x 2 - - As grenade type; see below

Type Str DmgSaveMod

Armor Pen Special

Frag 3 1 -1 D6+3 2” blast Blast Marker  

Krak 6 D6 -3 2D6+6 Thrown suffers –1 to hit; scatter as normal

Melta Bomb 8 D6 -4 2D6+8Placed by hand by model in base-to-base contact

or in hand-to-hand combat Close Combat.

Support Weapons

Laser Destroyer (Rapier)

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special0-18 18-72 +1 - 9 2D10 -6 D6+2D10+9

45°arc of fire to the front.

Mole Mortar 

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

12-24 24-72 - - Special Special   2”movement per turn

Move or fire. The mortar has a crew of two, though only one is necessary to fire the weapon. To fire the

Mole Mortar, nominate a target point—this may be any point on the tabletop, but there must be a Line of 

Sight between it and at least one of the Mortar’s crewmembers. Next, roll a D6 to test for the accuracy on

this chart:

1 Off Target. Randomly scatter from the target point as normal, and then re-roll on thischart. If you roll another 1, scatter from the scatter point you just established and roll

again. Continue until you’ve rolled something other than a 1.

2 Airburst.

3-4 Surface Burst.

5 Ground Burst.

6 Subterranean Burst.

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Once you’ve determined what kind of shot it was, determine the damage characteristics by rolling another D6 and consulting this chart:

Blast Radius Strength Damage Save Mod Penetration

Airburst 3” 3 1 -2 1D6+3

Surface 2” 4 1 -2 2D6+4

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

A ground or subterranean burst leaves a permanent crater equivalent in size to the blast area of the shot.

Parts of a building lying over a crater will collapse. Any vehicle which lies 50% or more within the crater 

area is brought to an immediate halt, and must roll a 5+ on D6 at the start of its Movement Phasemovement

 phase before it can move Tracked(tracked vehicles move on a 4+). Any other models within the crater area

are thrown to the ground and may not move in their following Movement Phase other than to get on their 

feet—they may shoot as normal.

Mole Mortars effect underground Crawlers use the armor penetration listed, based on the type of 

detonation. If the weapon is fired specifically at the crawler, the attacker adds +1 to the accuracy roll. To

determine the location of the detonation, choose a point along the path of the crawler and roll for scatter,

ignoring misfire results.

Thudd Gun

Range To Hit Save Armor  

Short Long Short Long Str Dmg Mod Pen Special

0-12 12-72 - -1 6 1 -2 D6+6 Always Move or Fire

It may be pulled up to 4” by its crew of two. A Thudd Gun may not move through difficult terraindifficult

terrain or over obstaclesobstacles. At Short-Range, attackers may pick whether they want their shots to hitthe crew or the Thudd Gun itself; at Long-Range, randomize incoming shots between the two. The Thudd

Gun has an Armor Value of 10; any shot that penetrates destroys the weapon completely. The Thudd Gun

 places four 1” blast markers around its target. Fire the shot as normal, and scatter if you miss. Place the

special 1” Thudd Gun  blast marker template at the impact point. Then roll a D12 to determine in what

direction the second template is placed relative to the first; the Thudd Gun templates have a ring of 

numbers around their perimeter to indicate which roll indicates which direction. Repeat this process for all

four templates, rolling a D12 for each one.

Speculative Fire

The Thudd Gun may fire at targets to which its crew does not have a Line of Sight, but the process is alittle different than the “normal” shooting rules. To launch a speculative fire shot from a Thudd Gun,

 pick a target point and place a marker of some sort on it. The Thudd Gun may not fire or move other 

than to rotate this turn; aligning the weapon to aim at the designated point takes the crew the whole rest

of the turn. The Thudd Gun must remain stationary for the rest of this turn, the entirety of the opponent’s

turn, and the Movement Phase of the following turn if the Gun does move during this time, the

speculative fire marker is removed and the process is “cancelled”. In the following shooting phase, the

Thudd Gun may fire at the point that has been marked; the firing process is as normal.

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Genestealer Cult Wargear List 

The Genestealer Cult player may take Wargear from the Army List normally. Should the player chooseto take any Wargear from the standard list, those items are considered to be one category higher in

Frequency (i.e. Uncommon becomes Rare, Rare becomes Unique, etc.).

Brood Telepathy Uncommon+5 points

The range of the leadership bonus for the character is doubled.

Living Weapons Rare+5 points

This biological modification turns a single Brood Brothers squad into a team of living bombs under thecharacter’s control. When the squad gets into HtH combat with the enemy, the character can choose to

‘detonate’ them, converting their biomass into a tangle of vile mechanorganic webbing. Place a 1” blast

marker over each model in the Brood. Roll a D6 for each enemy model and vehicle that is touched by

the template; on a roll of 4+, the model is pulled into the biomass. Caught models must each roll 2D6; if 

the roll beats the model’s Strength (or Ram Value for vehicles), it is either torn to pieces or so entrapped

that it is effectively slain.

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

Ovipositor  Common

+25 points (Genestealers and the Patriarch only)

Any model defeated in Hand to Hand combat by a Genestealer Cultist model is not slain, but rendered

unconscious, and implanted with the Geneseed of the Cult. At the end of the fight, any victory points

gained for the enemy units defeated by the models with the Ovipositor are doubled.

Third Arm Uncommon

+5 points (not available to the Patriarch)

The character has a vestigial third arm (like that of a second or third generation Hybrid). This adds +2 to

the model’s Str in HtH combat.

Transfixing Gaze Uncommon+25 points

Any enemy model within 6” of the character must make an Ld save it cannot physically act on the

following turn; if attacked in HtH combat, the transfixed model will be automatically hit. Models with

 psyker powers may use them normally.

If the player chooses, the model with the Transfixing Gaze can use it in lieu of a Shooting attack against

a single enemy model within 18” and in LOS; that model must make an Ld check at -2, or can do nothing

in the following turn.

Unnatural Reflexes Rare+10 points

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