Warhammer 40,000: Kill Team (HoR)/Tactics/Genestealer Cults(7E)
Another army now given a spotlight, though Genestealer Cults were always an army since 2E, just lost in relevance due to GW and their favoritism for the Imperium.
Similar to the Lost and the Damned army that came in the Vraks and Imperial Armour 13 flavors, the majority of the cultists are going to be flimsy, breakable humies that range from "Grots thing you're weak" to "Not quite Scouts". Oh, and actual Genestealers. They also grab some other tools from the Imperial Guard, but it's not as much.
Rules
- Our Father Watches Us: Your Leaders get an IP range of 12". You'll need it with how flimsy your basic rank-and-file are.
- They Killed the Father!: The moment your leader dies, all unengaged models within 12" of him have to test Ld or flee. They then gain Hatred so you can throw every last one of them at the enemy.
- We Fall So He Might Live: Leaders pass Look Out, Sir! on a 2+ because of their blind loyalty. Always bring some bodies to guard your leader.
- Psychic Powers: Unlike the Tyranids, the Magus and Patriarch gain new powers:
- Hypnotic Gaze: Choose a model in Base Contact with the Psyker. Both of you have to roll a d6 and add Leadership to that score. If you win, that model cannot attack for the turn.
- Aura of Despair: All enemies within 12" of the Psyker take -1 Leadership. It's got its uses in scaring up a foe.
Wargear
- Armour:
- Improvised Armor: 6+ save for scrap.
- Flak Armor/Reinforced Chitin: A Guardsman's 5+ save.
- Reinforced Carapace/Carapace Armor: A 4+ save.
- Cult Bike: It's a bike. You get nothing else from it. For laughs, you can model them all on mopeds or segways and get the same effect.
- Firebomb: An S3 AP- grenade that can set people on fire.
- Cult Grenade Launcher: While similar to the Grenade Launchers used by the Imperial Guard, these ones come with three extra sorts of grenades to fire: A Slam Grenade with S1 AP- and Strikedown, a Stun Grenade with S1 AP- and Blind, and a Fire Grenade with S3 AP- and can set stuff on fire. That bonus flamer is a nifty bonus you can hang over the Adeptus Arbites' heads.
- Rending Claws: CCWs with Rending.
- Scything Talons: Allow you to re-roll to-hit rolls of 1. An okay buy.
- Adrenal Glands: Furious Charge. Grab to make charging worthwhile.
- Toxin Sacs: Poisoned (4+) is one of the only ways you'll be able to land a blow on things heavier than the basic Ork.
- Bio-Scanner: Gives you the option to shoot at a nearby Infiltrating model, which can be a great take to foil alpha-strikes...if you get lucky.
- Smoke Grenade: A harmless grenade that grants models under the Large Blast a 5+ cover. Take it, your men will need it.
- Infrared Goggles: A cheap buy to shoot at hidden models and gain Night Vision. It'll help make the fight go how you want it.
- Auspex: Grabbed from some inattentive Space Marines. Give up shooting to reduce the cover of a model within 12" by -1.
- Chem-Inhaler: Cheap 6+ FNP.
- Targeter: Not moving gives a model re-rolls on to-hit rolls of 1 when shooting. Use this while spamming cover.
Leaders Only
- Refractor Field: This 5++ will be your only invul save. Take it, for it may save your life.
- Patriarch Ichor Vial: Grants you random effects before battle, which can give your impressive leaders some boosts:
- +1 Initiative so you can grab the upper hand from Eldar and Marines.
- +1 Attack, which makes them more threatening to fight.
- +1 Strength, so you may stand a chance at wounding Marines.
- +1 Weapon Skill to give you a higher chance at landing a hit.
- Re-roll all failed to-hit rolls. Twin-Linked on all things does kick ass.
- Re-roll all failed to-wound rolls. Shred rocks.
- Sacred Item: All models within 6" re-roll failed Morale tests. Shame it's not a banner though.
FOC
- 1 Leader
- 1-25 Core
- 0-5 Special