ELITES

 

Purestrain Genestealer Brood

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Genestealer

16

6

0

4

4

1

6

2

10

6+

They are the purest warrior – no remorse or pity, only blinding speed, clashing teeth, and ripping claws. Almost unstoppable in combat, they also serve a more important, secret purpose. Genestealers are driven to infect and corrupt other races with their genetic material in order to reproduce. Nearly immortal, and able to survive in the most inhospitable environments, they roam the galaxy on Space Hulks and other random transports. Moving from planet to planet they work to undermine planetary populations and make way for the advance of the Tyranid Hive Fleets, a more subtle threat that the Imperium is usually too late in realizing.

Unit: A Brood consists of 3-12 Purestrain Genestealers.

Weapons: Claws! These are already taken into account in the profile. Note – having multiple claws on any model (Genestealers, Patriarch, etc) does not give them an additional attack, only what is listed in the profile.

Special Rules:

Razor Sharp Claws: Genestealer Claws are razor sharp, able to shred even Terminator Armor. Any of the Genestealer's attacks which roll a 6 to hit will inflict a wound automatically and ignore armor saves. Other attacks which hit on a roll other than 6 must roll to wound as normal and the victim receives his normal armor saving throw.

Master Predator: Like most Tyranid bio-constructs bred as predators, Genestealers are incredibly fast and effective in battle. Cult Genestealers, which have been raised as gods by their devoted worshippers, are even more potent due to their careful nurturing. A Genestealer brood can choose to either move an additional D6" in the Shooting Phase (ignore any terrain modifiers), or remain stationary and gain a 5+ Cover Save even if in open ground (as if they were actually in cover). Note that if the latter is chosen, they will count as being in cover (and thus strike first if assaulted in the current or following turn, etc.). Cult Genestealer broods also roll an extra D6 when moving though terrain (and thus for example can roll 3D6 when moving through difficult terrain).

Hive Mind Link: Cult Genestealers are fully immersed in the totality of the Hive Mind, the subconscious undercurrent of intelligence that guides all Cult actions. They need no direction in battle, and are always at the forefront of any combat as they are driven by the Hive Mind to the perfect location. In any game where the Reserve rules are in use, the Cult player may bring on any Genestealer broods in any turn desired after the first without needing to roll for them. Any broods not brought into play before the end of the game though count as being destroyed for Victory Purposes, something to be careful of in random turn length games!

 

Genestealer Hybrid Brood

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Hybrid Neophyte

12

4

2

3

3

1

5

2

8

5+

Hybrid Acolyte

10

3

3

3

3

1

4

1

8

5+

When infected with Genestealer DNA, the host’s own genetic makeup is subverted to produce more alien offspring. Unfortunately for Mankind, human DNA is easily twisted by the alien mutagens and quickly gives rise to Hybrids. The first generation Hybrid offspring from an infected host greatly resembles the Purestrain form of a Genestealer, with at least one extra arm, purplish skin tone, and misshapen head. Each successive generation though grows more & more to resemble the parent host race, until by the 4th generation they are almost identical. These hybrids are important also for the cult, as they can more readily mix with the host population and serve as functionaries in the Cult organization. After the 4th generation, the next generation though produces more Purestrain Genestealers thus continuing the cycle anew.

Hybrids serve to bind the Cult together with brood telepathy and leading Brood Brothers into battle. While they are not as deadly as Purestrain Genestealers, Hybrids do not share their genetic inability to utilize tools and weapons. As Cult leaders, they are usually armed with the finest weapons the Cult can find or steal, leaving the remaining weapons for their followers. Earlier generation Hybrids (Neophytes) excel in close combat, sharing many of the natural ferocity of their Purestrain brothers as well as multiple arms. Later, more human appearing generations (Acolytes) who only have one extra arm if any extra at all, are more suited to support away from the thick of the fighting.

Unit: A Hybrid unit consists of 5-20 Genestealer Hybrids. Note that these can be any mix desired of Acolytes & Neophytes, at 12 points per Neophyte and 10 points per Acolyte.

Weapons: Each Hybrid is armed with either a Lasgun, Autogun, or Shotgun and wears well-made Flak Armor (Armor Save 5+). Any member can exchange his weapons for a close combat weapon and either a Laspistol, Autopistol, or Stubb Gun for free.

Options:

Any Hybrid may substitute his pistol for a Bolt Pistol at +2 pts, or a Plasma Pistol +15 pts (maximum of two per unit)

Up to 2 Hybrids can also substitute their Close Combat Weapon for a Power Weapon at +15 pts or Power Fist at +20 pts

Any Hybrid in the unit may upgrade to one of the following weapons: Double-Handed Close Combat Weapon at +1 pt, Genestealer Claw Totem at +8 pts, Bolter at +3 pts.

Up to four Hybrids in the unit may upgrade to one of the following weapons: Lascannon (+35 pts), Autocannon (+25 pts), Multi-Melta (+40 pts, only one per unit), Missile Launcher (+25 pts), Mortar (+20 pts), Plasma Cannon (+40 pts, only one per unit), Heavy Stubber (+15 pts), Heavy Bolter (+20 pts), Flamer at +6 pts, Grenade Launcher with Krak/Frag rounds at +12 pts, Plasma Gun (+14 pts), Meltagun (+14 pts). No more than two of the same weapon (except for Heavy Stubbers) may be chosen for the unit though.

The entire unit may be armed with any of the following: Frag Grenades (+1 point per model), Krak Grenades (+2 points per model), Melta Bombs (+5 points per model). The entire unit may be upgraded to Carapace Armor (4+ Save) at +8 points per model.

Transport: The entire unit (if 12 models or less) can be transported in either a Cult Rhino (+45 pts) or a Cult Chimera (+70 pts). See below for descriptions. This will not count as a further Elites selection.


Back to Codex: Genestealer Cults

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