New Missions

 

Armory Raid
(Raid Scenario Type)

Cult forces are attempting to break into guarded military installations in order to capture weapons and ammunition, or at the very least destroy then and deny use to the enemy. Enemy forces are not expecting the attack, but once alerted must try to prevent the vile insurgents from stealing away with the valuable supplies.

This mission can be used if both players have agreed to play a Raid type scenario, and want to try something a little different. If the Cult player had agreed to play Attacker, if the Mission Selection roll is a Strongpoint Attack mission then he can choose to play this mission instead.

This is a variation on Strongpoint Attack mission, and the Cult are always Attackers. Here the Bunkers represent Ammo Storage Buildings. All normal rules for a Strongpoint Attack apply, with the following changes:

Destroying a Bunker is only worth +100 points, though undestroyed Bunkers are still worth +200 points for the Enemy.

Capturing Materiel: If destroyed, leave wreckage behind to mark the location. The Cult can also gain Victory Points for getting to these areas, as it gives them a chance to make off with weapons, ammo, etc. To search for materiel, the unit must spend one turn with at least one member on foot in the wreckage area. The unit cannot be engaged in an Assault and cannot shoot that turn for the searching to count.

  • +50 extra points for each Cult unit that gets to a destroyed Bunker and still is no less than 50% strength at the end of the game.
  • +100 points for each Cult unit that gets to a destroyed Bunker and has made it off the board via their own deployment zone before the game has ended. The unit must be no less than half strength when it leaves the table though to count.

Note that a unit can only get one or the other, not both.

Genestealer Broods, Mounted Cultists, Cult Bikers, or vehicles cannot count here though, though a unit being transported on a vehicle can capture materiel as long as it spends on turn disembarked at the area.

Campaign Effects: Cult units which manage to leave the table with captured materiel gain +50 experience

 

 

Buying Time
(Breakthrough Scenario Type)

The Revolution is going badly, and the Cult is retreating. The most loyal and fanatical members have been assigned to slow down the advancing enemy forces in a hastily prepared defense so that the Cult leaders have time to escape. The enemy know they must punch through these forces to reach the real leaders and wipe out the Cult infestation.

This mission can be used if both players have agreed to play a Breakthrough type scenario, and want to try something a little different. If the Cult player had agreed to play Defender, if the Mission Selection roll is a Rearguard mission then he can choose to play this mission instead.

Overall this is a variation of Rearguard Mission, where the Cult are always Defenders. All normal rules for a Rearguard Mission apply, with the following additions:

  • The Cult would never allow their Magus to stay behind in such a suicidal defense. If the group to be used in the game contained the Magus, the Cult player should treat him as an identically powered & equipped Hierarch, or ideally replace the Magus and his Bodyguard (if chosen) with an equivalent force of a Hierarch and bodyguard.
  • Brood Brother units automatically gain the benefits of always having Line of Sight to their Magus though as per the "Our Father Watches Us, Let None Fail Him!" special rule, due to their total devotion to the Brood.
  • The Cult may not use Hidden Set-up, but it does get to place Obstacles. These can only be Razorwire, as there is not time to create tank Traps, but the Cult gets 6+D3 sections to place.
  • Alternatively, it may elect to use only 3+D3 sections of Razorwire but may place any units in Reserve instead.
  • The Cult will place its units first, then the Attacker. The Cult will go first.

Victory Points are used to determine the winner. Bonus points for:

  • Enemy units of greater than 50% strength, or undamaged vehicles, which manage to get through the Cult defenses and exit the board via the Cult’s deployment area table edge (long edge only!) gain +200 points. A vehicle transporting a unit when exiting, or a vehicle squadron, will at most give +200 points though. Characters or single figure units like a Wraithlord do not count.
  • Damaged enemy vehicles which exit the board via the Cult table edge are worth +100 points.

If the entire Cult force is wiped out, the enemy win automatically as they now can easily run down and capture the Cult leaders before they can escape.

Campaign Effects: If the Cult force is wiped out, enemy units that are still at 100% strength and are in the Cult deployment zone gain +50 experience. Obviously they will be the ones to go on and capture the Magus!


Back to Codex: Genestealer Cults

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