FAST ATTACK

 

(0-2) Sentinel Squadron

 

Armor

 

Profile

Points

WS

BS

S

Front

Side

Rear

I

A

Sentinel

35

3

3

5

10

10

10

3

1

Sentinels are a common sight in most Imperial Guard forces, usually striding out in patrols of the advance force. As they are often out on independent patrol, their pilots can fall prey to Genestealer attack and once implanted with the alien seed become valued Cult members.

Squadron: 1-3 per Squadron
Type: Open-topped, Walker
Crew: One Brood Brother Comrade

Weapon: Each Cult Sentinel is armed with one of the following weapons: Multi-laser at +10 pts or Heavy Flamer at +5 pts.

Options: Sentinels can only take the following upgrades: Extra Armor, Searchlight, Smoke Launchers, Hunter-Killer Missile, Rough Terrain Modifications. One Sentinel per squadron may carry a Bell of Righteousness, but if chosen that squadron cannot use any of the special rules below (it’s hard to scout effectively near the enemy while a loud bell is ringing!).

Special Rules

Scouts: Sentinel pilots are usually at the forefront of any fighting force, scouting out the advance terrain and picking out good deployment locations. As such, they may use the special Sentinel Scouting rules from Codex: Imperial Guard.

 

(0-2) Brood Brother Mounted Cultists

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Mounted Initiates

6

2

2

3

3

1

3

1

6

6+

Mounted Hybrid Acolyte

+12

3

3

3

3

1

4

1

8

5+

Most planets have some sort of riding beast which has been converted for use in local military or Arbites forces. These can offer the Cult a speedy attack force, but it is rare to have many of these mounted units. Most mounts are spooked too easily by the vile hissing of the Genestealer broods, and tend to run away first chance they get!

Unit: 5-10 Mounted Cultists per unit

Weapons: Each member is armed with a Close Combat weapon and either a Laspistol, Stubb Gun, Autopistol. Note you are free to mix weapons in the unit – Initiates rarely if ever all have the same weapon. They wear poorly made Flak Armor (Armor Save 6+).

Options:

Any number may also take a for a Bow for free, or one of the following at +1 points: Lasgun, Autogun, or Shotgun. One model in the unit may also have one of the following: Grenade Launcher (Krak/Frag, +8 pts), Flamer (+8 pts), Bolter (+3 pts).

Any number of models may also take a Riding Lance for +2 points. Like the options above, this will not replace any additional weaponry they may already have – they are well trained enough to stow their lances or weapons until needed. See below for Riding Lance Rules.

Relic Bearer: One member has been honored for his fierce devotion & superior riding skills and may be upgraded to a Cult Relic Bearer for +10 points. He may carry into battle either a Cult Censer (+20 pts) or a Remains of the Unbeliever (+15 pts). See the Cult Wargear for rules for these items.

Mounted Hybrid Leader: The unit can be lead by Hybrid Acolyte on Horseback for +12 points. The Hybrid Leader is with a Laspistol or Autopistol, wears well-made Flak Armor (5+ Save), and can select items from the Armory as normal. He may also be armed with a Riding Lance for +2 points.

Riding Lances: Most mounted Cultists use a long lance or spear in combat, so they can strike their enemy with the full momentum of their charge. The extra range gives them an edge in assaults, doubling their Initiative in the first combat round of that Assault and allowing them to strike simultaneously against enemy in cover. It can only be used if the Cultist charged though, and only to make a single attack (no matter how many attacks the model may normally have). Riding Lances cannot be combined with any other close combat weapons or effects (except for that from a Patriarch Ichor Vial), so the user will normally only strike at their own Strength with a single attack when using the Lance. It can be used over again in fresh Assaults in subsequent turns though.

Special Rules

Mounted Cultists count as Cavalry, and gain all regular special rules for them from the 40K Rulebook.

 

(0-2) Brood Brother Cultist Bikers

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Initiate Biker

10

2

2

3

3(4)

1

3

1

6

6+

Hybrid Acolyte Sidecar

+20

3

3

3

3(4)

1

4

2

8

4+

Bikes are a common combat transport throughout the Imperium, used on most planets by Adeptus Arbites police forces to underground gangs or criminal elements. They (and their riders) are often absorbed into the Cult, where they provide a hard-hitting, fast moving force to augment their slower moving Brood Brothers.

Weapons: Each member is armed with either a Close Combat weapon, Laspistol, Stubb Gun, or Autopistol. Note you are free to mix weapons in the unit – Initiates rarely if ever all have the same weapon. They wear poorly made Flak Armor (6+ Save).

Options:

Each Initiate Biker armed with a Close Combat Weapon may take one additional Close Combat Weapon for +1 point. If they are armed with a Laspistol, Stubb Gun, or Autopistol they may also take a Close Combat Weapon (keeping the ranged weapon) but at +2 points.

Any number of models may exchange their weapons for either a Shotgun, Lasgun, or Autogun for +1 point. One model in the unit may have one of the following: Grenade Launcher (Krak/Frag, +8 pts), Flamer (+8 pts), or Bolter (+3 pts).

The entire unit may be armed with Firebombs for +1 point per model.

Relic Bearer: One Cult Biker has been honored for his loyalty and may be upgraded to a Cult Relic Bearer for +10 points. He may carry into battle either a Cult Censer (+20 pts) or a Remains of the Unbeliever (+15 pts). See the Cult Wargear for rules for these items.

Hybrid Leader Sidecar: The unit can be lead by Hybrid Acolyte at +20 points. The Hybrid Leader is armed with a Laspistol or Autopistol, wears well made Flak Armor (5+ Save), and can select items from the Armory as normal. He rides in a special Sidecar, driven by an Initiate. The combination of bike & sidecar counts as a single model, much like a Space Marine Attack Bike, and follows normal movement rules for Bikes. The model in the sidecar determines the profile, with +1 Toughness (as per normal bikes) as well as +1 Attack and +1 to his regular Armor Save. Note these rules apply as well if a Hierarch takes a Biker Bodyguard & rides in a Sidecar to lead them.

Important Note: Cult Bikes do not have any weapons mounted on them; they only have the weapons the riders carry. These are more like civilian bikes than the weapon-ready Marine or Ork combat bikes.

Special Rules

Cult Bikers ride Bikes (what, you were thinking they were riding Dreadnoughts?), and gain all regular special rules for them from the 40K Rulebook.

 

Cult Light Attack Vehicle

Profile

Points

Front

Side

Rear

BS

Cult LAV

20 + weapon

10

10

10

2

Cults often have to become quite innovative in weapon creation, given their lack of ready munitions to draw on. One common adaptaion is to take a small civilian vehicle and add some light armor plus a heavy weapon mounting. The resulting two-man vehicle gives the Cult a very mobile, fast moving weapon platform, adaptable to a wide variety to heavy weapons.

Squadron: 1-3 Light Attack Vehicles per Squadron
Type: Open-topped, Fast
Crew: Brood Brother Initiates (1 Driver, 1 Gunner)

Weapons: Brood Brother Light Attack Vehicles are fitted with one of the following weapons: Autocannon (+20 pts), Missile Launcher (+15 pts), Heavy Stubber (+5 pts), Heavy Bolter (+15 pts), Heavy Flamer (+15 pts)

Options: Light Attack Vehicles can only take a Searchlight as upgrades. One Light Attack Vehicle per squadron may carry a Bell of Righteousness.

 

Cult Truckers

Profile

Points

Front

Side

Rear

BS

Cult Battle Truck

30+Initiates

10

10

10

2

Another common Cult improved vehicle is a simple civilian transport, with a large open bed in the rear to carry Initiates into battle. Some armor is added, and usually the ubiquitous Heavy Stubber as well, to finish off the conversion into Cult usage. While not as well armed or armored as other Cult vehicles, they are cheap and more readily available.

Squadron: 1-3 Battle Trucks per Squadron
Type: Open-topped, Fast
Crew: Brood Brother Initiates

Vehicle Options: Cult Battle Trucks can have one vehicle mounted Heavy Stubber for +5 points. Trucks can only take Rough Terrain Modifications, Smoke Launchers, Searchlight, or Extra Armor as upgrades. One Truck per squadron may carry a Bell of Righteousness.

Transport: Each Cult Truck must carry 5-10 Brood Brother Initiates at +4 points each.

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Brood Brother Initiates

+4

2

2

3

3

1

3

1

6

-

Weapons: Each transported Initiate is armed with either a Close Combat weapon, Laspistol, Stubb Gun, Autopistol, bow, or crossbow. Note you are free to mix weapons – Initiate units rarely if ever all have the same weapon.

Options:

Any transported Initiate armed with a Close Combat Weapon may take one additional Close Combat Weapon for +1 point. If they are armed with a Laspistol, Stubb Gun, or Autopistol they may also take a Close Combat Weapon (keeping the ranged weapon) but at +2 points.

Any number of models may exchange their weapon for one of the following at the points values indicated:

Lasgun at +1pt, Autogun at +1 pt, Shotgun at +1 pt, Double-Handed Close Combat Weapon at +1 pt

All transported Initiated may be armed with Firebombs for +1 point per model. Note that either all are armed with them, or none.

Relic Bearer: One transported Initiate per Truck squadron has been honored for his suicidal bravery and may be upgraded to a Cult Relic Bearer for +8 points. He may carry into battle either a Cult Censer (+20 pts) or a Remains of the Unbeliever (+15 pts). See the Cult Wargear for rules for these items.


Back to Codex: Genestealer Cults

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