40K Saga (Age of Plasma) - All Factions Done
Genestealer Cult
Here is the First Draft of the Genestealer Cult
Warlord
Armour – 5 (5)
Aggression 8
Unquestioning Loyalty: When a Genestealer Cult Warlord is the target of a shooting attack check to see if a friendly Warrior or levy unit is within S. If such a unit is within range the Genestealer Cult player may elect to have them become the new target of the attack, on a 4+ the Warlord takes a point of fatigue and the hit is resolved against the chosen unit instead.
Cult Psyker: The leaders of Genestealer Cults are powerful Psykers but manifesting their great power means exerting less direct control and is done with great preparation.
This is the magic Rule from the Age of Magic Rulebook but the Warlord cannot cast spells unless a Battleboard Ability says they can.
Hearthguard – Purestrain Genestealers
Armour 5 (5)
Aggression 3 (0)
Warriors – Acolyte & Neophyte Hybrids (Neophyte’s can be either Warriors or Levy but cannot be mixed without a clear distinction between the two)
Acolyte’s
Armour 4 (4)
Aggression 1 ½ / (½)
Weapon Range M
Neophyte Hybrid’s
Armour 4 (4)
Aggression 1 (1)
Levy – Neophyte Hybrid’s
Armour 3 (3)
Aggression ½ / (½)
Cult Ambush
Before the Game Starts a single unit of Warriors or Levy (of any legal size) may be hidden in a piece of terrain. Leave them off the table until you wish to launch the ambush.
At the end of any turn you may reveal the Ambushers, place them within M of the piece of terrain and give them two fatigue.
If an enemy unit occupies the piece of terrain where the Cultists are hiding immediately place them on the table with two points of fatigue and fight a round of melee. The Cultist player may not use any Battleboard abilities or use the enemies fatigue in this combat.
"In the sunless body of our Hive, the flock of the faithful grows. We are guided by our Great Father's sacred vision, protected by his loving hands. Within these holy shadows we dwell, while the impure bathe in spire-top starlight. And what lies between those stars? What sails beyond those distant suns? Shrouded in night, borne within that eternal black: Our redeemers, our Gods -- truer than the silent, long-dead Emperor -- the Children of the Void. We hear them in our dreams, we feel them in our blood. They call and we will answer. We will rise and claim the engines of labour that have bound us in servitude. This world will burn. It will be cleansed, purified, made ready, and the Heavens will deliver our reward!" - Unknown Genestealer Cult Magus
The Cult possess a form of collective consciousness that the leaders can tap into and organise large scale maneuvers
Collective Consciousness (1-3, 4-5 or 6)
Activation
Activate all Warrior and Levy Units and make a range M move with them.
Gain one fatigue on each unit that moved.
If a 6 is used do not gain any fatigue.
The Cult Patriarch is the physical embodiment of everything the Cult believes in and desires, when he takes t the field of battle the Cult fights even harder to defend their Messiah
Will of the Patriarch (1-3 + 1-3)
Orders
Warlord Only
Remove a Fatigue from each unit within M of the Warlord
With the mere hint from the Cult Leaders their followers will disregard all sense of moderation and charge the enemy with near supernatural speed.
Furious Charge (1-3 + 4-5)
Activation
Activate a Unit to Charge, the range of their charge is increased to M+S.
Gain Two attack dice in the following Melee or Four if the enemy was more than M away.
No matter the Cult they all must live in utter secrecy from the outside world and this usually means in areas of rough and inhospitable terrain which they quickly learn to cross with ease
Experienced Scramblers (1-3 or 4-5)
Activation
Select a friendly unit, they make make a Range M+S Move that ignores the effects of all terrain except Impassable terrain.
This move may be used to travel vertically but may not end on a vertical surface.
Even the most inconspicuous of Cultists possess some kind of natural weapons whether they’re a hidden third arm or a layer of chitin under their skin that makes their punches feel like hammer blows
Tooth and Claw (1-3 or 6)
Melee
Gain One Attack and One Defence Dice
If the Unit contains more than 10 models or is a Warlord gain Two Attack and Two Defence Dice.
The Cult comes before all other things imaginable, if a Cultist must die for his Cult he will do so without the idea of hesitation even entering his mind
For the Good of the Many (4-5 + 4-5)
Shooting or Melee/Reaction
Remove Up to three Models from the unit (Levy count as half) and gain two defence dice for each model removed in this way.
A timely reminder from a leader can redouble all belief in the Cult and drive the Cultists to shrug off wounds that would have previously crippled them
Zealous Devotion (1-3 or 4-5)
Shooting/Reaction
Put a fatigue marker on your unit to increase it’s armour by 2.
When the Brood leader prepares to unleash his Psychic might he is well guarded and raises Psychic barriers to clear his mind and shield his form from the bullets and knives of the foe
Exhaulted Leader of the Brood (6 + 6)
Activation
Warlord Only
Remove all Fatigue from your Warlord.
His Armour increases to 6 (6) until the start of your next turn.
You may not activate you Warlord again this turn except to cast spells.
Until the end of your turn your Warlord can use Spells.
Our Princes will Lead us, Their Blood, purified by our Devotion. They Hear the Call from Beyond the Stars and they will Lead us to Deliverance. The Day of Reckoning is at Hand
The Eagle Eyed Among you will have noticed that the Genestealer Cults have only 8 SAGA Abilities rather than the Usual 10.
Genestealer Cults can be roughly split down into Four Major Types. if anyone can think of any other major types they’d like to see comment below and I’ll see what I can do. These are designed to add a little flavour to the list rather than a total overhaul.
The Hive Cult
The Hive Cult – The Hive Cult’s are those who have emerged from the sprawling Hive’s of the Imperium. They are the Bureaucrats, menials and workers who take up arms to fight for the Cult.
A Mining Cult gains the “At Home in a Hive” and “Masters of Concealment” Battleboard Abilities
Cover is no protection again Cultists who have spent their entire existence in the claustrophobic confines of a hive where shooting at targets in cover is the norm.
At Home in a Hive (1-3 or 4-5)
Shooting
Activate a Unit to shoot. The enemy do not gain any bonus’s from cover.
If the enemy is not in cover instead gain two attack dice.
Living among so many people forces Hive Cults to be even more secretive and as such they develop a keen ability to move and strike unseen
Masters of Concealment (4-5 + 6)
Activation
Your Unit in Ambush is immediately placed on the table and may make a shooting attack or charge, no fatigue is placed on this unit.
An enemy unit that takes any casualties from this ability also takes a point of fatigue.
If no unit is in ambush then choose two enemy units within M, they both gain a fatigue.
The Mining Cult
The Mining Cult – The Cults that emerge in the mining world and communities of the Imperium are experts at moving over terrain and stockpile large arsenals of everything from simple blasting sticks to earthshaking mining charges.
A Mining Cult gains the “Hidden Explosives” and “Masters of Movement” Battleboard Abilities
Mining Installations of the 41st Millennium use so much explosives that a stick here or a detonation charge there does not even register, with stealth, bribes and a few decades a Cult can amass quite the arsenal.
Hidden Explosives (1-3 or 4-5)
Shooting or Melee
If shooting at a target within M your attack dice get a +1 bonus.
If in melee you can re-roll 4 attack dice but if the re-rolled dice is a ‘1’ then the unit using the explosives takes an automatic hit.
Those who dwell permanently underground amid the crags and rubble heaps are the true and unrivaled masters of movement in such environments
Masters of Movement (4-5 and 6)
Orders
Until the end of your turn all your units treat rough and dangerous terrain as open terrain.
The Ganger Cult
The Ganger Cult – The Cults that grow among the Gangs of an under hive or feral world are truly dangerous as they combine a culture of absolute violence with the mindless obedience of the Cult.
Ganger Cults have the “Despicably Dirty Fighters” and “Thunderous Charge” Battle Board Abilities
The Ganger Cultists have adopted the cunning of their Gang opponents in the under, they will wait and look for an opportunity to throw dirt in someones face or trip them before truly committing themselves to the melee
Despicably Dirty Fighters (4-5)
Melee
Reduce your armour by 1 and discard three attack dice.
Each of your opponents attack dice that does not score a hit adds an automatic hit to the hits you inflict on them.
When the Bikes of a Ganger Cult go to War their engines are amplified to intimidate the foe, on their thundering steeds the Bikers surge forward with a common purpose unheard of in the Under Hive.
Thunderous Charge (4-5 + 4-5)
Activation
Activate all your mounted units to move or charge.
Units which engage in melee using this activation get 2 bonus attack dice.
The Military Cult
The Military Cult – The Cults that infest the local PDF forces are perhaps the most destabilising. When the fighting starts the people instinctively turn to those sworn to protect them and find only the smoking barrels of lasguns and a autoguns.
Military Cults gain the “Seeds of Doubt” and “Traitors Within” Battleboard Abilities
Once the first PDF unit has turned the seeds of doubt are sewn across the planet, no man can be sure that the man men around them are not the foe and will scrutinise their allies every move
Seeds of Doubt (4-5 or 6)
Activation/Reaction
Trigger this ability after the resolution of an enemy rest action.
Place a fatigue on another unit within M of the unit which rested.
You may place fatigue on Two units if a 6 was used.
One or Two Cultists in an otherwise Loyal unit can spread chaos and confusion among the chain of command, men ordered to fire suddenly find themselves told to halt and a charge that would have ended with many dead cultists finds itself halted in it’s tracks by an anonymous man in a PDF Officer’s uniform
Traitors Within (6)
Activation/Reaction
If the targeted Unit is activated to charge or shoot and has one or more points of fatigue remove a fatigue and cancel the action.
This unit may not be activated again this turn.
We Claim the Weapons of our Oppressors and Turn them into Tools of Righteous War
Special Rules
Army Special Rule
Exalted of the Cult: This hero counts as a Warlord for the ‘Will of the Patriarch’ Ability.
Atalan Jackals – Warriors – 1 Point – 1 Jackal Unit of Any Kind Per Army Unless Ganger Cult
Armour 4 (3)
Aggression 1 (1)
Range M Weapons
Motorcycle: A motorcycle is a horse in all ways.
Veteran Jackals – Hearthguard – 1 Point – 1 Jackal Unit of Any Kind Per Army Unless Ganger Cult
Armour 5 (4)
Aggression 2 (1)
Range M Weapons
Motorcycle
Aberrants – Hearthguard – 1 Point
Armour 4 (4)
Aggression 3
Abominations: At the start of any melee you can decrease your armour by 1 to gain 1 attack and defence dice for each model in the unit.
Inhuman Strength: Such is the sheer strength of an Aberrant that no enemy may close ranks against them.
The Kelermorph – Any Lieutenant Can be a Kelermorph but they do not gain the Faction Special rule
Armour 5 (5)
Aggression 2 (3)
Weapon Range M
Many Armed Gunslinger: This unit may choose to double their shooting attack dice, if they do so gain two fatigue.
Folk Legend of the Cult: Whenever the Kelermorph uses his “Many Armed Gunslinger” special rule remove a point of fatigue from a single friendly unit within M of the Kelermorph.
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