Cataclysm in the Abyss
Genestealer Cults
Faction detachments for Boarding Actions
Cult Unveiled
Mustering a Boarding Patrol
You can include up to one of the following units:
You can include up to two of the following units (duplicates are not allowed):
- ACOLYTE ICONWARD
- CLAMAVUS
- KELERMORPH
- LOCUS
- SANCTUS
You can include up to three of each of the following units:
- ACOLYTE HYBRIDS WITH AUTOPISTOLS (5 or 10 models)
- NEOPHYTE HYBRIDS (10 models)
You can include up to one of the following unit:
- ACOLYTE HYBRIDS WITH HAND FLAMERS (5 or 10 models)
Forming Boarding Squads
- Do not split NEOPHYTE HYBRIDS units into
separate units in the Form Boarding Squads step.
Rules Adaptations
- GENESTEALER CULTS units lose the Deep Strike ability.
- The ACOLYTE HYBRIDS WITH
AUTOPISTOLS unit loses the Claimed for the Cult ability.
- The ACOLYTE ICONWARD model loses the Summon
the Cult ability.
- The NEOPHYTE HYBRIDS unit loses the A Plan
Generations in the Making ability.
- The PRIMUS model loses the Decoys and Misdirection ability.
Army Rule
Insidious Ambushers
Genestealer Cults survive and spread through a combination of stealth and sudden,
decisive violence. These traits make them especially nightmarish foes to face in the confines of a voidship,
where they spring seemingly from nowhere to attack.
Units from your army with the Cult Ambush ability lose that ability and GENESTEALER
CULTS units from your army gain this one.
In the Deploy Armies step, your
opponent must set up their entire army before you set up any of your units. If both players have a rule that
allows them to do this, both players set up their units normally.
Detachment Rule
Harassing Fire
Focusing on hit-and-fade tactics to wear their enemies down, the guerrilla fighters
of the cult hammer the foe with swift volleys before vanishing back behind closing hatches.
At the encl
of your Shooting phase, you can select one GENESTEALER CULTS
unit from your army that is not within Engagement Range of one or more enemy units. If you do, that unit can
attempt to operate one open Hatchway it is within 1" of (if there is one), and can then make a Normal move of up to 3" (regardless of whether it attempted to operate a Hatchway
or not). Until the end of the turn, that unit is not eligible to declare a charge.
Stratagems
PLANNED EXTRACTION
Cult Unveiled – Strategic Ploy Stratagem
Driven by the Broodmind and their own guerrilla training, these
cultists
refuse open battle, instead firing hails of cover fire as they retreat into the shadows.
WHEN: Your Shooting
phase.
TARGET: One GENESTEALER
CULTS unit from your army.
EFFECT: Until the end of the phase, your unit is
eligible to
shoot in a turn in which it Fell Back.
OUT OF HIDING
Cult Unveiled – Strategic Ploy Stratagem
Wary of detection, the cult has concealed cells of the faithful
through
the structure of the ship. Now they emerge into the fight like insects from their cocoon.
WHEN: Your Movement phase, at the
start of
the Reinforcements step.
TARGET: One NEOPHYTE HYBRIDS unit from your
army that
is in Reserves.
EFFECT: Until the end of the
phase,
models in your unit have the Deep Strike ability.
RESTRICTIONS: You can only use this Stratagem once.
FOR THE BROOD
Cult Unveiled – Strategic Ploy Stratagem
Fanatical, and with wills suborned by the insidious Broodmind,
these
cultists will gladly die amidst hails of their comrades’fire if it means victory.
WHEN: Your Shooting
phase.
TARGET: One GENESTEALER
CULTS unit from your army that has not been selected to shoot this
phase.
EFFECT: Select one enemy unit within
Engagement Range of one or more friendly GENESTEALER CULTS units. Until the end of the phase, your unit can make ranged
attacks
that target that enemy unit. If it does, after your unit has finished making those attacks, roll
one D6
for each of those friendly units: on a 2-4, that friendly unit suffers 1 mortal wound; on a 5+, that
friendly
unit suffers 2 mortal wounds.
LURKING MENACE
Cult Unveiled – Battle Tactic Stratagem
Foes find their aim confounded as the Genestealer Cultists prowl
through
gloom and drifting steam, rarely presenting themselves as targets.
WHEN: Your opponent’s Shooting
phase,
just after an enemy unit has selected its targets.
TARGET:
One GENESTEALER CULTS unit from your army that
was
selected as the target of one or more of the attacking unit's attacks.
EFFECT: Until the end of the phase, each time an
attack
targets your unit, if the attacking model is not within 3", subtract 1 from the Hit roll.
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
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Master Saboteur
This cult leader is skilled in the arts of covert sabotage, and has
pre-emptively employed these skills against a key strategic target on this deck.
The first time in the battle that your opponent’s army Secures an objective marker while the
bearer is on the battlefield, roll one D6: on a 3+, that objective marker is not Secured by your
opponent’s army. |
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Primary Detonator
A chunky technological device with a deviant machine spirit and an
array of triggers, this jury-rigged detonator connects to multiple explosive charges laced
through this deck. By pumping one of the triggers, its wielder can set off a powerful
detonation.
Once per battle, when an enemy unit opens a closed Hatchway, if the bearer is on the battlefield,
it can use this Enhancement. If it does, roll one D6: on a 3-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
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Genespawn Onslaught
Mustering a Boarding Patrol
You can include up to two of the following units (duplicates are not
allowed):
- ABOMINANT
- BENEFICTUS
- BIOPHAGUS
You can include up to two of the following unit:
- ABERRANTS (5 or 10 models)
You can include up to one the following unit:
- HYBRID METAMORPHS (5 or 10 models)
Rules Adaptations
- GENESTEALER CULTS units lose the Deep Strike ability.
- The HYBRID METAMORPHS unit loses the Brood
Surge ability.
Army Rule
Insidious Ambushers
Genestealer Cults survive and spread through a combination of stealth and sudden,
decisive violence. These traits make them especially nightmarish foes to face in the confines of a voidship,
where they spring seemingly from nowhere to attack.
Units from your army with the Cult Ambush ability lose that ability and GENESTEALER
CULTS units from your army gain this one.
In the Deploy Armies step, your
opponent must set up their entire army before you set up any of your units. If both players have a rule that
allows them to do this, both players set up their units normally.
Detachment Rule
Blessed Visages
To the faithful of the cult, these warriors appear as the blessed and beatific
chosen of the Star Children. To all others they are grotesque hybrid horrors whose unnatural aspect triggers
repulsion and aversion in equal measure.
Each time an enemy unit declares a charge
that targets one or more GENESTEALER CULTS units from your
army, that enemy unit must take a Leadership test. If failed, until the end of the
turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.
Stratagems
MONSTROUS MOMENTUM
Genespawn Onslaught – Strategic Ploy Stratagem
Not content with slaying their immediate prey, these warriors
press on in
search of more before the bodies have even stopped twitching.
WHEN: Fight phase, just after a
GENESTEALER CULTS unit from your army
destroys an enemy
unit.
TARGET: That GENESTEALER CULTS unit.
EFFECT: If your unit is not within Engagement
Range of
one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as
close as
possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then
attempt
to operate that Hatchway.
UNSTOPPABLE BRUTES
Genespawn Onslaught – Strategic Ploy Stratagem
Bulked out with enormous slabs of twisted muscle, Aberrants and
Abominants simply smash aside hatches and bulkheads that block their paths.
WHEN: Your Movement or Charge
phase.
TARGET: One ABOMINANT or ABERRANTS unit from
your army
that has not been selected to move this phase and has not declared a charge this phase.
EFFECT:
Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can
move
through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and
cannot be
closed for the rest of the battle. This can allow that unit to declare a charge against enemy
units that
are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and
wholly
on the opposite side of it from your unit.
RESTRICTIONS: You can only use this Stratagem once
per
turn.
SOLDIERS OF THE STAR CHILDREN
Genespawn Onslaught – Strategic Ploy Stratagem
For all their grotesque appearance, Hybrid Metamorphs are amongst
the
most skilled and ruthlessly efficient of the cult’s warriors.
WHEN: Your Shooting phase, just
after a
HYBRID METAMORPHS unit from your
army is
selected to perform the Set Overwatch Tactical Manoeuvre.
TARGET:
That HYBRID METAMORPHS unit.
EFFECT: Select one objective marker you control
that your
unit is within range of. That objective marker is Secured by your army.
GROWING DREAD
Genespawn Onslaught – Strategic Ploy Stratagem
The more enemies see of the gene-wrought terrors they are
fighting
against, the more their tactical cohesion is drowned by horror and panic.
WHEN: Your opponent's
Shooting phase,
just after an enemy unit is selected to perform a Tactical Manoeuvre.
TARGET: One GENESTEALER
CULTS unit from your army that is within 9" of and visible to
that enemy
unit.
EFFECT: That enemy unit must take a
Leadership test, subtracting 1 from the result: if failed, that enemy
unit
does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this
turn (but
can otherwise act normally).
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
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Spiteful Imp
This Abominant’s familiar is of an especially vicious breed. Not
content to lead its lumpen companion into the fight, it also exploits enemies’fearful
distraction to strike barbed blows of its own.
ABOMINANT model only. Each time an enemy unit opens a Hatchway, if
the bearer is within 1" of that Hatchway, roll one D6: on a 3-4, that enemy unit suffers 1
mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
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Miasmic Fumes
So potent are the bubbling toxins and tinctures carried into battle by
the Biophagus that they choke the ship’s corridors with gene-corrosive fumes that choke foes and
obscure their bearer from view.
BIOPHAGUS model only. Each time an attack targets the bearer,
subtract 1 from the Hit roll and subtract 1 from
the Wound roll. |
Infestation Swarm
Mustering a Boarding Patrol
When selecting this Detachment, you must select either the TYRANIDS or GENESTEALER CULTS
keyword.
If you selected TYRANIDS, you can include up to one of the following unit:
If you selected TYRANIDS, you can include up to three of the following unit:
- GENESTEALERS (5 or 10 models).
If you selected GENESTEALER CULTS, you can include
up to one of the following unit:
If you selected GENESTEALER CULTS, you can include up to three
of the following unit:
- PURESTRAIN GENESTEALERS (5 or 10 models)
Rules Adaptations
- GENESTEALERS and PURESTRAIN GENESTEALERS
units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE
keyword.
- The PURESTRAIN GENESTEALERS unit loses the Swift and
Deadly
ability.
- All models lose the Deep Strike ability.
Army Rule
Auspex Ghosts
All the enemy see are half-glimpsed darting shadows, or partial returns of contact
blips on
sensor-screens. At least, that is, until the Genestealers are in position to pounce...
Units from your
army with
the SYNAPSE or Cult Ambush abilities replace those abilities
with
this one.
In the Deploy Armies step, your opponent must set up their entire army before you set up any
of your
units. If both players have a rule that allows them to do this, both players set up their units normally.
Detachment Rule
Half-Glimpsed Shadows
Possessed of alien cunning and unnatural stealth, Genestealers are able to fade
back into
the shadows or crawl across ceilings or under deck-plates, the better to evade notice by their prey.
Each
time a
ranged attack targets a GREAT DEVOURER unit from your army, if the attacking model is not within 6" of
that
unit, subtract 1 from the Hit roll.
Stratagems
HYPERADRENAL REFLEXES
Infestation Swarm – Battle Tactic Stratagem
Goaded by the biostimulants surging through their bodies, these
warrior organisms
evade their enemies'attacks with unbelievable swiftness.
WHEN: Fight phase, just after an
enemy unit has
selected its targets.
TARGET: One GREAT DEVOURER
unit from your army that was selected as the target of one or more of the attacking unit’s
attacks.
EFFECT: Until the end of the
phase, models in
your unit have a 4+ invulnerable save.
PERVASIVE DREAD
Infestation Swarm – Strategic Ploy Stratagem
With the death of their leader, the surviving prey feel an
ominous sense of doom
press down upon them, heightened by subtle psionic assault.
WHEN: Fight phase, just after
the enemy WARLORD is destroyed (and is not returned to the battlefield) by a
GREAT DEVOURER
unit from your army.
TARGET: That GREAT DEVOURER unit.
EFFECT: In your opponent’s next Command phase,
each enemy unit on
the battlefield must take a Battle-shock test,
subtracting 1 from the
result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase.
HUNTING GROUNDS
Infestation Swarm – Strategic Ploy Stratagem
Genestealers on the hunt are relentless, squirming through
hatches before they
have even half opened.
WHEN: Your Movement phase, just
after a GREAT DEVOURER
unit from your army opens a Hatchway.
TARGET: That GREAT DEVOURER unit.
EFFECT: Your unit can make a Normal move of up to 3",
provided at
least one of its models ends that move on the opposite side of that Hatchway from when your unit
opened it.
OUTFLANK
Infestation Swarm – Strategic Ploy Stratagem
Swarms of Genestealers crawl through vents and ducts as they seek
to outflank
their prey.
WHEN: End of your opponent’s
Fight
phase.
TARGET: One GENESTEALERS or PURESTRAIN GENESTEALERS
unit from your army that is wholly within an Entry Zone.
EFFECT: Remove your unit from the battlefield and
place it into
Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your
next Movement
phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be
set up wholly
within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when
it was removed,
it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is
not possible,
your unit is destroyed.
Enhancements
We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!
Click to view
|
Stalking Menace
Soon after this nightmarish predator vanishes from sight, its victims
feel the
hot reek of its breath upon the napes of their necks in the instant before it strikes.
Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within
Engagement Range
of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the
battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the
Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is
not
possible, the bearer is destroyed. When the bearer is set back up on the
battlefield,
until the end of the turn, it cannot declare a charge. |
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Psi-spoor Sensitivity
Able to taste its prey’s terrified mental signatures like pheromones,
there is
nowhere to hide from this beast.
Each time the bearer declares a charge, it can target enemy units that are not visible to it.
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