About this Genestealer Mini-dex that I have been working on, I am still short the Heavy support choices and it needs dire revision. I AM LOOKING FOR COLLABORATORS TO AIDE ME IN THE FINAL VERSION!!!
The following is the majority of what I do have for the time being...
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UPDATING
Genestealer Cults
Worlds, solar systems, even entire sectors have fallen to the swaying influence of the xeno, be it Tau Missionaries, Dark Eldar Enslavers or Ork oppressors. More feared than the heretical cults of the dark gods are the most insidious sects of all, which call forth from the galactic voids the Great Devourer and these harbingers are known only as the Genestealer Cult.
"Oh yes...to fight something as Impure as this...we will need a lot more flamers." ~ Sergeant Colin B. Bouils of the 149th Drigorthi Guardsmen Regiment.
The creation process of this list was pretty fun seeing as I took time to play test a bit, see what needed revising and how certain things worked together. If you ever get bored enough, go gather some friends together and have an experimental game or twenty!
Genestealer Cults
Special Rules
THE FATHER HAS FALLEN!: If all Magi or genestealers in an army are dead, then the rest of the army suffers -2Ld for the remainder of the game, in addition, when the final Magi or Genestealer is removed as a casualty all units in the army MUST take a Leadership test with this modifier. If failed then they will immediately fall back towards their respective table edge. They may test regroup the next turn if able to do so.
Live to Fight: The Magi are renowned for their sense of self-preservation. Saying that, during their movement phase they can be considered not locked in close combat and make their move as normal. However they may not assault in this same turn and if attached to a unit it will leave the unit (even if it is a retinue!).
Devout: Many followers tend to become so zealous and fanatical that they will do anything to protect their leaders and fellow cult members. Any character (Upgraded, Independent or otherwise) that takes a wound from ANY enemy source they may allocate that wound to any devout model within 3" of them (before armor saves).
Civilian Vehicle: Genestealer Cult members use easily disguised civilian vehicles. To represent this, the vehicle or unit may always be deployed at the start of the battle, even in scenarios where they could not normally be deployed. For example, in a mission with the Dawn of War deployment, the vehicle or unit could always setup at the start of the battle instead of being placed in Reserve. Civilian Vehicle models destroyed for any reason are removed from the tabletop due to their light construction. Civilian Vehicles have the Infiltrate and Scouts Special Rules.
All non-vehicle models in the Genestealer Cult have the Move Through Cover, Acute Senses and Infiltrate special rules. If a unit is embarked within a dedicated transport that does not have the Civilian Vehicle special rule, then the unit and transport instead have the Scouts special rule. A unit that is embarked within a dedicated transport that DOES have the Civilian Vehicle special rule, then the unit and transport may infiltrate as normal. NOTE: This does not count against any attempts to Outflank.
(NOTE: All Attack stats on the profiles have already added the multiple close combat weapons bonus and can not be further increased in any way, aside from charging in the Assault Phase.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Psychic Powers: Psykers may not take more than TWO additional Powers.
Transfixing Gaze. Magi are possessed of a powerful force of will. They can harness their psychic
power to dominate those near them with a disarming gaze. This Psychic power is used at the start of either players Assault phase. If successful, the magi counts as being equipped with defensive grenades, and any enemy model in base contact with the Magi fight with one less attack for the duration of the Assault phase. +15 pts Magi Only
Voice of Reason: The Magi are unnaturally charismatic. They are able to lull almost anyone into a false sense of security by focusing their potent psychic abilities into their voice. Voice of Reason is a Psychic power used at the start of Magus turn. Select any single enemy unit within 12 and in line of sight. If the psychic test is passed, both players roll a D6 and add the highest Leadership of their respective models. If the Magus total is equal or higher than the target squad, they must Go To Ground until the beginning of the Genestealer Cult players next turn. The Magus may not use this power against a unit engaged in close combat. Magi Only
Synapse: Any Hybrid or Genestealer within 12" of any model with the Synapse Power are immune to Instant Death and are assumed to automatically pass any leadership based test, except Psychic tests, as long as the Hybrid remains on the table, the whole unit counts as being in synapse range. If in the case any unit containing a Hybrid or Genestealer would fall back, they do so towards the nearest synapse creature, in none are present, then thy fall back towards the nearest table edge. +10 pts
Psychic Ward: If a Psychic Power would target this Psyker or the unit he is with make a psychic test. If passed then roll a d6, on a 4+ the psychic power is canceled REGARDLESS of what power it is. +15 pts
Psychic Lash: Concentrating for a few moments the Magi can visualize and literally tear apart vital organs and shred into arteries. Make a psychic test at the beginning of your assault phase, this power lasts until your next assault phase if passed. If the Magi could make at least 1 attack, instead of attacking normally the Magi gets d3 attacks at S3 and ignores armor saves, even if the target is not in base to base contact with the Magi. +20 pts Magi Only
Psychic Scream: Any enemy unit with models within 18" of the Magi suffer a -1 to all leadership based tests, if several Magi are within range the modifiers are cumulative. +10 pts Magi Only
Frenzied Rant: The Magi may invoke his own skill in the art of speech to instill a sense of unimaginable blind hatred towards the enemy. Make a psychic test at the beginning of your Assault Phase, before charges are declared. Any friendly squad (not brood but squad) with a model within 12" of the psyker ,count as having ONE the following special rules until the end of your assault phase. Furious Charge, Hit and Run and Preferred Enemy. Effects are NOT cumulative, no unit may be granted the same rule more than once.May not be used on any units locked in close combat or falling back. Fanatics Only
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Armoury
No model may take more than 50 pts of weapons and wargear combined (This includes Biomorphs).
Single-Handed Weapons
Close Combat Weapon.................................2 pts
Bolt Pistol..........................................................4 pts
Power Weapon................................................10 pts
Plasma Pistol..................................................15 pts
Two-Handed Weapons
Shotgun.....................2 pts
Bolter..........................5 pts
Storm Bolter..............10 pts
Biomorphs (Hybrids only)
Adrenal Glands..............10 pts
Hive Node.......................15 pts
Extended Carapace......15 pts
Flesh Hooks...................3 pts
Implant Attack.................20 pts
Scything Talon...................1 pt
Toxin Sacs......................15 pts
Wargear
Bionics...........................10 pts
Carapace Armor...........10pts
Frag Grenades.............1 pt
Krak Grenades.............2 pts
Melta Bombs.................5 pts
Refractor Field..............15 pts
______________________________________________________________________________________________
Adrenal Glands: An additional gland on certain Hybrids or Genestealers that pump an adrenaline substance into their bodies. Adds +1 to Initiative, this replaces the basic stat with the new one.
Bionics: Sometimes a leader will suffer an unfortunate injury and will end up losing a limb. To return to active service they have been augmented with some form of prosthetic device. This is not an enhancement but a step towards the former life they once had. If a model with Bionics is wounded and fails it's Armour save, roll a d6, on a 5+ the wound hits the bionic limb and is assumed to have grazed it. This may not be used against attacks that ignore Armour saves or cause instant death (Even if within Synapse range!).
Carapace Armor: A sturdy armor for those not "gifted" by the Magi "blessing". Carapace Armor replaces the previous Armour and grants a 4+ Armour Save.
Extended Carapace: Chitin growth that forms over the vital areas of a body, it grants +1 to Armour saves.
Feeder Tendrils: Ultra enhanced sensory organs that can allow the genestealers and lictors to literally taste their prey long before even touching it, somehow granting these creatures with an all information needed to slay their targets. A creature with Feeder Tendrils gains the Preferred Enemy Special Rule, in addition this benefit is extended to ANY friendly brood (Brood, not unit but brood.) with a model within 2" of the creature with Feeder Tendrils.
Flesh Hooks: Count as Frag Grenades and allows the user to treat Vertically Impassible Terrain as Difficult Terrain instead.
Hive Node: The Hybrid is well tuned towards the will of it's brethren and superiors. It gains a Leadership of 10, and while still alive this is extended to the entire unit the Hybrid is apart of. In addition the Hybrid with Hive Node may be further upgraded to have the Synapse Psychic power for +5 pts.
Implant Attack: Simply put an extra potent weapon. Any 1 unsaved wound count as 2 wounds but only in close combat.
Refractor Field: An energy field that grants the bearer a 5+ Invulnerable Save.
Rending Claws: Diamond hard and razor sharp claws that can slice through nearly any armour in the galaxy. All close combat attacks from a creature with rending claws count as Rending attacks.
Scything Talons: Scythe-like limbs found on Hybrids and Genestealers. Counts as a single close combat weapon, a set of talons confers the +1 attack for two close combat weapons.
Toxin Sacs: An organism that excretes a lethal toxin that will cover the users weaponry. Adds +1 to Strength, this new stat will replace the previous one and is in no way a modifier at that point.
______________________________________________________________________________________________
Vehicle Upgrades
Extra Armour................5 pts
Smoke Launchers......1 pt
Track Guards...............10 pts
Heavy Stubber............10 pts
Hybrid Crew............15 pts
Riot Plow.............10 pts
Camo Netting.........15 pts
Searchlight.....1 pt
______________________________________________________________________________________________
Extra Armour: Count Crew Stunned Results as Crew Shaken instead
Smoke Launchers: Once per game, after completing it's movement a vehicle can trigger it's smoke launchers. Place some cotton or wool or similar marker around the vehicle to represent this, the vehicle may not shoot this turn however any penetrating hits count as glancing hits, after your opponents turn the smoke dissipates and can no longer be used. Smoke Launchers may be used even if the crew is shaken or stunned.
Track Guards: The guards are armoured sections that protect the wheels and even track mechanisms (go figure!) of a vehicle, this vehicle therefore treats Immobilized results as Crew Stunned on a 4+ on a d6. This result applies even if the vehicle has extra armour.
Heavy Stubber: A pintle mounted anti-personnel weapon that counts as an additional defensive weapon.
Hybrid Crew: The vehicle is manned by Hybrids! To represent this the vehicle may only fire one weapon each turn, if mobile and if it has moved. If the vehicle has not moved (even if it is immobilized!) then they may fire all weapons as normal. Hybrids can sense pharamon
Search Light: If playing by Night fighting rules you may "illuminate" one enemy squad within line of sight. Any number of units may fire at the lit up unit if usual shooting rules apply. However the vehicle that is using it's search lights can be shot at by any of your opponents units if usual shooting rules apply.
Riot Plow: "Requisitioned" from donating Adeptus Arbites, a riot plow works to push crowds away from the tank. Any model attempting to perform a Death or Glory attack against the tank must first roll equal to or under their Initiative (a roll of 6 automatically fails). If they fail, they cannot do the attack but are otherwise unharmed; move the models to the side of the tank. If they pass, they can conduct their attack as normal. Note you must declare all models attempting the Death or Glory attack before making any Initiative checks. A Riot Plow also acts as a Rough Terrain Modification, allowing re-rolls to failed difficult terrain tests.
Camo Netting: The vehicle gains the Stealth Special Rule if remaining stationary during the previous movement phase.
Heavy Webber
A common Imperial crowd control device that sprays out a sticky liquid that forms solid webbing on contact with the air. The unfortunate victims often suffocate or choke to death if not released quickly.
Heavy Webbers use the flamer template with a Strength of 6. Instead of testing against their Toughness though, affected models test against their own Strength to see if they can break free. Models with special close combat weaponry may count any strength bonuses normally allowed in assaults.
Vehicles without a Strength value and Big Gunz/Support Weapons that are hit count as having a Strength of 6.
Units that take any casualties must Go To Ground IMMEDIATELY! To fire, place the flamer template as normal; all models touched are hit automatically and cover ignored.
In order to escape the goo, first make a dangerous terrain test on the unit during it's movement phase to account for any unlisted damages. You MUST then pass a strength test during your shooting phase, If the strength test is passed then the unit is freed and may assault as normal that turn. If failed then they remain pinned, repeat this process until they are free or they are all removed as casualties.
Shooting at vehicles
Although the sticky fluid fired by a webber seldom can penetrate, or bypass armour, once formed into webbing it does however excel in disrupting phase crystals, jamming tracks and engine air intakes - often bringing vehicles to an abrupt stop. All vehicles effected count as suffering from the crew stunned vehicle damage result, regardless of any wargear or upgrades the vehicle possesses. In addition to this they must take a Difficult Terrain Test each time they move for the remainder of the battle.
NOTE: (Open-Topped Vehicles must take two tests due to their exposed nature and Big Gunz/Support Weapons cannot fire in the following turn.)
Twin-Linked Heavy Webbers use the flame template as normal but allow you to re-roll the to wound dice.
STRENGTH TEST: Roll equal to or under your strength value, a roll of 6 always fails.
______________________________________________________________________________________________
HQ
0-1 Primogenitor Brood
Pts: 160
Broodlord
Genestealers
____________|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld__|_Sv_|
Broodlord____|__6__|__3__|_6_|_5_|__3_|_8_|_3+1_|_10_|_3+_|
Genestealer__|__6__|__0__|_4_|_4_|__2_|_6_|_2+1_|_10_|_4+_|
Brood: 1 Broodlord and 5 Genestealers
Weapons: Rending Claws and Scything Talons
Bio-morphs: Feeder Tendrils, Extended Carapace, Implant Attack, Toxin Sacs
Options:
May take up to 6 more Genestealers at a cost of 20 pts per model
Special Rules:
Synapse: The Broodlord is a Synapse Creature
Inhuman Strength: The Broodlord is so powerful that any wounds it inflicts ignore armour saves.
Independent Character: The Broodlord counts as an Independent Character.
Infiltrate
===================
Cult High Council
Pts: 50 pts
_______|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld__|_Sv_|
Magi___|__3__|__4__|_3_|_3_|__2_|_4_|__1__|_9_|_(5+)_|
Hybrid__|__4__|__3__|_3_|_3_|__1_|_5_|__1__|_7_|__5+_|
Acolyte_|__4__|__3__|_3_|_3_|__1_|_5_|__2__|_8_|__5+_|
Brood: 1 Hybrid Acolyte and 3 Hybrids
Weapons: The Hybrids are all armed with Laspistols and Rending Claws and Magi are armed with a Laspistol and Power Weapon and a Refractor Field.
Character: The Acolyte has access to the Cultist Armoury, Acolytes may be accompanied by up to 1 Magi + 40 pts. The Magi have the Voice of Reason psychic power and have the Transfixing Gaze psychic power and have access to the Psychic Powers list in addition to the Armoury, only the Hybrids may take Biomorph choices however.
Up to 2 models in the entire Brood may be armed with the following weapons, Flamer +4 pts, Grenade Launcher +8 pts, Melta Gun +10 pts
The Brood may include up to 6 more Hybrids at the cost of 10 pts each, these Hybrids maybe upgraded as normal.
Any model not upgraded with a weapon maybe upgraded to an Acolyte at +10 pts, these upgraded Acolytes have access to the Cultist Armoury.
Transport:
If 12 models or less may be accompanied by a Coven Chimera
If 8 models or less may be accompanied by a Coven Limousine
Special Rules:
Inhuman Strength: The Patriarch counts has having a power weapon.
Devout: All Hybrids and Acolytes are Devout to the protection of their leaders. If a Magi would take a wound from ANY source, the wound may be allocated to Hybrid or Hybrid Acolyte instead.
______________________________________________________________________________________________________
Elites:
Genestealer Brood: 100 pts
___________|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld__|_Sv_|
Genestealer_|__6__|__0__|_4_|_4_|__2_|_6_|__2__|_10__|_5+_|
Brood: 6 Genestealers
Bio-weapons: Rending Claws
Options: The Brood may contain up to an additional 6 at 16 pts per model.
The whole brood may be upgraded with the following.
Flesh Hooks 1pt per model-------------------------------Scything Talons 2 pts per model
Implant Attack 2 pts per model----------------------------Feeder Tendrils 1pt per model
Special Rules:
Fleet of Claw
=================
Hybrid Brood: 80 pts
_______|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld__|_Sv_|
Hybrid__|__4__|__3__|_3_|_3_|__1_|_5_|__2__|_7_|__5+_|
Acolyte_|__4__|__3__|_3_|_3_|__1_|_5_|__2__|_8_|__5+_|
Brood:1 Hybrid Acolyte and 4 Hybrids.
Weapons: Hybrids are all equipped with Laspistols and Rending Claws
Character: Any Hybrid may be upgraded to an Acolyte for +8pts.
Options: Acolyte has access to the Armoury. May be accompanied by up to 15 more Hybrids for 8 pts per model.
2 Hybrids not upgraded to an Acolyte may be upgraded with the following weapons, Flamer +4 pts, Cult Mortar +8 pts, Melta Gun +10pts
Transport:
If 12 models or less may be accompanied by a Coven Chimera
If 8 models or less may be accompanied by a Coven Limousine
Special Rules:
Devout
______________________________________________________________________________________________________
Troops:
Brethren Coven: (1 Cult Council Brood and 1-4 Brethren Squads, 0-2 Infected Initiate Squads, 0-3 Centurion Teams. Counts as a single Troops Choice.)
Cult Council: 60 pts
_______|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld__|_Sv_|
Hybrid__|__4__|__3__|_3_|_3_|__1_|_5_|__2__|_7_|__5+_|
Acolyte_|__4__|__3__|_3_|_3_|__1_|_5_|__2__|_8_|__5+_|
Brood: 4 Hybrids and 1 Hybrid Acolyte
Weapons: Lasgun and Rending Claws
Characters: The Hybrids may be upgraded to Acolytes at +8 pts per model.
Options: May exchange Lasguns for Laspistols for free.
Acolytes have access to the Armoury.
May be accompanied by up to 5 more Hybrids for 6 pts per model.
2 Hybrids not upgraded to an Acolyte may be upgraded with the following weapons, Flamer +4 pts, Cult Mortar +8 pts, Melta Gun +10 pts
Transport:
If 12 models or less may be accompanied by a Coven Chimera
If 8 models or less may be accompanied by a Coven Limousine
Special Rules:
Devout
====================
Brethren Squad: 55 pts
_______________|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld_|__Sv__|
Brethren________|__3__|__3__|_3_|_3_|__2_|_4_|__1__|_6_|__5+__|
Centurion Team__|__3__|__3__|_3_|_3_|__2_|_4_|__2__|_6_|__4+__|
Hybrid__________|__4__|__3__|_3_|_3_|__1_|_5_|__1__|_7_|__5+__|
Acolyte_________|__4__|__3__|_3_|_3_|__1_|_5_|__2__|_8_|__5+__|
Squad: 1 Hybrid and 9 Cult Brethren
Weapons: Lasguns and Close Combat Weapons, the Hybrid has a Laspistol and Rending Claws.
Up to 4 Brethren may be upgraded with the following: Flamer +4 pts, Grenade Launcher +8 pts, Melta Gun +10 pts.
May combine two models to form a Centurion Team with the following Heavy Weapon:
Autocannon OR Heavy Bolter: +5 pts
Missile Launcher: +10
Lascannon: +15
Character: The Hybrid may be upgraded to an Acolyte for +8 pts and will then gain access to the Armoury.
Options: May take up to 1 Initiate Squad per Brethren Squad in each Coven, up to a maximum of 3.
Transport:
If 12 models or less may be accompanied by a Coven Chimera
Special Rules:
Combined Squad: Any number of Squads may be formed into larger squads upon deployment. Only squads without a dedicated Transport may combine and only Cult Brethren Squads may combine and only if they are apart of the same Coven
====================
Infected Initiate Squad: 45 pts
_______|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld__|_Sv_|
Initiate__|__3__|__2__|_3_|_3_|__2_|_4_|__1__|_5_|__5+_|
Hybrid__|__4__|__3__|_3_|_3_|__1_|_5_|__1__|_7_|__5+_|
Squad: 1 Hybrid and 9 Initiates
Weapons: All models have Lasguns and Close combat Weapons, Hybrid has a Laspistol and Rending Claws.
Special Rules:
Scouts
====================
Centurion Teams: 60 pts
______________|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld__|_Sv_|
Centurion Team_|__3__|__3__|_3_|_3_|__2_|_4_|__2__|__6__|_4+_|
Squad: 3 Centurion Teams. (Two Brethren make 1 Team.)
Weapons: All models have Laspistols and Close combat Weapons for purposes of calculating hand to hand. Each team carries a heavy weapon from the following list:
Autocannon OR Heavy Bolter: +5 pts
Missile Launcher: +10
Lascannon: +15
====================
Missionary Squad: 80 pts
__________|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld_|_Sv_|
Brethren___|__3__|__3__|_3_|_3_|__1_|_4_|__2__|_6_|__5+_|
Fanatic____|__4__|__3__|_3_|_3_|__1_|_5_|__2__|_10_|_5+_|
Squad: 9 Cult Brethren and 1 Fanatic
Weapons: Laspistols and Close Combat Weapons, the Fanatic has a Laspistol and a power weapon in addition to the Frenzied Rant Power AND has access to the armoury.
Up to 4 Brethren may be upgraded with the following: Flamer +4 pts, Grenade Launcher +8 pts, Melta Gun +10 pts.
Transport:
May be accompanied by a Coven Chimera
Special Rules:
Devout
Scouts
###################
Dedicated Transports:#
###################
Coven Chimera: 55 pts
|_BS_|___armour values___|
|__3__|__12____10____10_|
Special Rules: Tank
Amphibious: Treats all water features as clear terrain.
Wargear: Turret mounted Multilaser, hull mounted Heavy Bolter, smoke launchers, search light.
May replace Multilaser with a Heavy Flamer or Heavy Bolter for free.
May replace the hull mounted Heavy Bolter with a Heavy Flamer for free or Heavy Webber +20 pts
May take any of the following:
Pintle-mounted Heavy Stubber +10 pts
Riot Plow +10 pts
Hybrid Crew + 15 pts
Camo Netting + 15 pts
Access points: Rear Hatch
Fire Points: Five Models, all shots assumed to be fired from the top hatch of the chimera. (Next to the hull-mounted weapon.)
================
Coven Limousine: 30 pts
|_BS_|___armour values___|
|__3__|__10____10____10_|
Special Rules: Civilian Vehicle, Fast
Wargear: CONCEALED Hull-mounted Twin-inked Grenade Launcher
Fire Points: 4 models may shoot from the windows of the limousine, for the duration of your opponents next turn count the limousine as open-topped
______________________________________________________________________________________________________
Fast Attack:
0-1 Lictor: 80 pts
|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld__|_Sv_|
|__6__|__3__|_6_|_5_|__3_|_8_|_3+1_|_10_|_3+_|
Brood: 1-3, may be deployed separately and may act as individual units for all purposes
Weapons: Rending Claws and Scything Talons, flesh hooks and feeder tendrils
Special Rules:
Secret Deployment: Lictors deep strike ALWAYS, regardless of mission rules. They MUST deploy in a piece of Area Terrain even if the terrain is classified as impassable! If the deep strike scatter roll would take the Lictor out of cover, place the Lictor as close to the given point as you can without removing it from the terrain piece. Lictors may assault in the turn they come into play.
Chameleonic Scales: The Lictor ALWAYS receives a 5+ cover save, even if out in the open! If the Lictor is in terrain then it adds +2 to any cover saves normally allowed, to a maximum of 2+. In close combat the Lictor reverts to it's natural 5+ armour save for it's chitinous plating.
Pheromone Trail: The cultist player my re-roll 1 reserves roll each turn, but only if the given unit includes a Hybrid, Hybrid Acolyte or Magi or if a vehicle is manned by a Hybrid Crew.
Fearless
Hit and Run
====================
Drone Sentinel: 40 pts
______________|_WS_|_BS_|_S_|___armour values___|__I__|_A_|
Drone Sentinel__|__3__|__3__|_5_|__10____10____10_|__3__|_1_|
Squadron: 1- 3
Wargear: Multilaser
May take the following weapons: Autocannon + 5 pts, Missile Launcher +10 pts, Lascannon + 15 pts, Heavy Webber + 20 pts
May be upgraded with:
Hybrid Crew + 15 pts
Camo Netting + 15 pts
Searchlight +1 pt
Special Rules: Scouts, Open topped, Walker
====================
Brethren Biker Gang: 95 pts per Squad, (1-3 Biker Squads per gang.)
__________|_WS_|_BS_|_S_|_T_|_W_|_I_|__A__|_Ld_|_Sv_|
Brethren___|__3__|__3__|_3_|_4_|__1_|_4_|__2__|_6_|__5+_|
Fanatic____|__4__|__3__|_3_|_4_|__1_|_5_|__2__|_10_|_5*_|
Squad: 9 Brethren and a Fanatic on Bikes
Weapons: Close Combat Weapons, the Fanatic has Power Weapons in addition to Frenzied Rant. All Bikes are equipped with twin-linked autoguns.
Up to 2 Brethren may be upgraded with the following: Flamer +4 pts, Grenade Launcher +8 pts, Melta Gun +10 pts.
The squad may be upgraded to carry melta bombs for + 10 pts
Wargear: Bikes
______________________________________________________________________________________________________
Heavy Support:









Nice, it's fun to see some genestealer cult rules for once~
--
~Paw
--
"Ave Imperator." ~Scourge Eagle battle cry.
Chapter founding 747.M38
Come to me if you dare...[link]
--
~Paw
--
"I use antlers in all of my de-co-rat-ing!"
--
...omar...
--
There is no such thing as true love. It is all just feeling's that are realy nothing at all.
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