TROOPS |
Cults often infiltrate the trained members of any military forces in the area, as they know in the coming rise to power both their combat skills and access to weapons will be invaluable! These are usually local members of the Planetary Defense Forces (PDF), but can also be local Adeptus Arbites detachments, or even Imperial Guard regiments stationed on the planet. Cults often find it difficult to convert large numbers of these forces to the cause, but their actual military training (compared to the lack thereof for the rest of the Cult) more than make up for their lack of numbers. They serve a key role in arranging for proper military strategies for the Magus, and also alerting the Cult of any possible signs that the true nature of the Cult has been detected by local authorities. Squad: The Squad consists of 5-10 models, and can be lead by a single Hybrid Acolyte or Neophyte (see below). Weapons: Comrade units are armed with either a Lasgun, Autogun, or Shotgun and wear Flak Armor (Armor Save 5+). Any member can exchange their original weapon for a close combat weapon and either a Laspistol or Autopistol at no extra cost. Options: Any number of models can upgrade to a Bolter for +3 points. One model in the unit may have one of the following: Flamer (+3 pts), Meltagun (+8 pts), Plasma Gun (+8 pts), Grenade Launcher (Krak/Frag, +8 pts) Two members can form a Heavy Weapons team, together also armed with one of the following heavy weapons: Lascannon (+20 pts), Autocannon (+15 pts), Missile Launcher (+15 pts), Mortar (+15 pts), Heavy Bolter (+10 pts), Multi-Melta (+50 pts), Plasma Cannon (+45 pts). See Codex: Imperial Guard for details on two-man heavy weapon team rules. The entire unit may be armed with any of the following: Frag Grenades (+1 point per model), Krak Grenades (+2 points per model). Hybrid Leader: The unit may be lead by either a single Hybrid Acolyte (+10 pts) or Hybrid Neophyte (+12 pts). 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. Transport: The unit (and Leader) may be transported in a Cult Chimera (+70 pts) or Cult Rhino (+45 pts). See below for descriptions. This will not count as a further Troops selection.
The bulk of any Cult is made up of non-military forces: ordinary people caught up in the Cults recruitment. Some are common criminals, hive gangers, deluded revolutionaries, or those with simply nothing else to lose. Many are not even aware of the true nature of the Cult until they reach the higher levels of the organization. Like all Brood Brothers, they are eventually implanted with the Genestealer seed, and many have been proud parents to hybrid offspring. No matter what, they are fully willing to join their alien progeny in battle; bound together by the strong hypnotic power of the Brood they form the backbone of the Cult forces. As access to weapons for the Cult is limited, and the finest weapons found or captured are usually given to the leaders and trained members, the Initiate units are usually left to themselves to find weapons resulting normally in an eclectic range of weapons in each unit. Though they have no real training in military matters, their fanatical zeal and sheer weight of numbers is usually enough to overrun any opposition in their bid to overthrow the local government forces. Squad: The unit consists of 10-50 models, and can be lead by a single Hybrid Acolyte or Neophyte (see below). Weapons: Each member is armed with either a Close Combat weapon, Laspistol, Stubb Gun, Autopistol, bow, or crossbow. Note you are free to mix weapons in the unit Initiate units rarely if ever all have the same weapon. Also note that Initiates do not wear any armor, and thus do not normally get any saving throws when wounded. Options: Each 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 upgrade to one of the following weapons for +1 point: Lasgun, Autogun, Shotgun, or Double-Handed Close Combat Weapon. One model in the unit may have one of the following weapons: Flamer (+5 pts), Grenade Launcher (Krak/Frag, +8 pts), Bolter (+3 pts) One Initiate for every ten members of the unit may have a Heavy Stubber at +6 points per weapon (thus a unit of 10 members can have one Heavy Stubber, a unit of 20 can have two, and so on). Instead of taking any Heavy Stubbers, units with a Hybrid Leader may have one member armed with one of the following: Lascannon (+17 pts), Autocannon (+12 pts), Missile Launcher (+12 pts), Mortar (+12 pts), Heavy Bolter (+10 pts). The entire unit may be armed with Firebombs for +1 point per model. Relic Bearer: One Initiate not carrying a Heavy Weapon has been honored for his dedication to the Cult and may be upgraded to a Cult Relic Bearer for +6 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: The unit may be lead by either a single Hybrid Acolyte (+10 pts) or Hybrid Neophyte (+12 pts). 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.
Regular Transport Vehicles The following may be purchased as transport vehicles only for units as noted above. Options: All Cult Tanks listed below can take any of the vehicle upgrades from the Armory list.
Type: Tank Crew: Brood Brother Comrades Transport: Up to 10 Cultists from a single unit, plus up to 2 characters attached to the unit. Weapon Options: The Chimera must be armed with a single turret mounted weapon for +10 points: Multi-laser, Heavy Flamer, or Heavy Bolter. In addition, it may be fitted with a hull-mounted Heavy Bolter or Heavy Flamer for +5 points.
Type: Tank Crew: Brood Brother Comrades Weapons: Storm Bolter Transport: Up to 10 Cultists from a single unit, plus up to 2 characters attached to the unit |