101 DEFF DREAD The results of an insane collaborative effort from both a Mekboy and a Painboy a Deff Dread is rattling shambolic war machine operated by an aspirational Ork cybernetically grafted to the machine. Lurching forward on piston powered legs the Deff Dredd is arrayed with a wide range of Ork favourites, from multiple Big Shoots to spinning buzz saw blades and snapping Klaw. Unleashed in battle these machines quickly sow panic as they rampage through enemy lines, sending the accompanying mobs of Orks wild as the observe and bask in the mayhem! When the duo of Mekboy and Painboy undertake the construction of one of these monstrosities hundreds of Orks clamour to volunteer. Being wired into a Deff Dread affords strength, resilience, and a terrifying array of vicious weaponry. Of course, the reality of being stuck in a metal box for life soon gets old, but the pilots’ resulting unhinged ferocity only serves to make Deff Dreads all the more dangerous in battle. MORKANAUT The Orks have no dedicated tabernacle to their Gods, no great altars, or religious ceremonies. They instead prefer to worship via the delivery and violent continuation of the two values their Gods revere above all else – Brutality and Cunning. To this end the hulking form of the Morkanaut serves as both an extremely capable and devastating weapon and as a towering effigy to the God of Cunning, Mork. These giant walkers stomp onward, crushing enemies underfoot or unleashing the bizarre accoutrement of outrageous, and patently dangerous weapons bolted to it. Usually piloted by the exiled Badmek who built it, a Morkanaut is a hulking combat walker with a dash of Mork-esque knowwotz applied. Its kustom force field wreathes the armoured war engine in a protective energy bubble, allowing the Morkanaut to unleash its array of kustom weapons and assorted dakka with impunity, sending panicked terror among those assembled to repel the ever-encroaching green tides. GORKANAUT Built from a vast array of scrap, loot and held together with rusted rivets and nails the Gorkanaut is the pinnacle of the Mekboyz technical know-wotz. A gargantuan, shambling titan of Ork menace that spreads fear and panic alongside uncountable rounds of ammunition. These immense killing machines are built with the enthusiastic single mindedness that is unique to their Mek creators as they dedicate themselves completely to the construction of these great, battle-ready idols to their god of brutality, Gork. Outcast Nobz, excessively truculent even by the standards of Orks, pilot these lumbering war engines, following the echoing call of the Great Waaagh! out across the stars in search of the biggest and most violent engagements. They are welcomed by Ork warbands wherever they go, a creaking, war born effigy to their most belligerent of Gods. Those that face these terrifying constructs seldom live to tell of their horror, ripped asunder as the Gorkanaut unleashes punishing hails of devastating firepower, shattering bones in the grasp of their enormous, piston-powered klaws or simply crushing anything in its way under their massive steel feet. DEFF DREAD Threat A|A|A|E|E ORK, [CLAN] S T A I Wil Int Fel 7 9 2 4 4 2 1 Defence Wounds Shock Resilience 3 17 8 16 (AR 6) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 6, Intimidation 8, Weapon Skill 8 ABILITIES ACTION: Big Shoota: 12 +2 ED / Range 18 – 36 – 54 / Salvo 3 / Assault, Waaagh! Dread Klaw: 15 +5 ED / AP -3 / Range 21 / Brutal, Unwieldy (3), Waaagh! DETERMINATION: Ramshackle: Spend 1 Ruin or sacrifice 1 AR to roll 9d6 ANNIHILATION: Explosive: When a Deff Dread dies, roll a d6. If you roll a Complication, the Deff Dread explodes. Deff Dread Explosion: 15 +5 ED / Blast (8) Conviction Resolve Speed Size 4 3 6 Hge BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
102
103 MORKANAUT Threat A|A|A|A|A ORK, [CLAN] S T A I Wil Int Fel 13 13 2 4 5 3 1 Defence Wounds Shock Resilience 3 23 10 18 (AR 4) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 7, Intimidation 10, Weapon Skill 9 BONUSES Big ‘n’ Stompy: When the Gorkanaut Charges it can move through any Huge or smaller individuals, forcing them to make a DN 2 Agility Test or suffer 1d6 Mortal Wounds. Transport: If you are using the rules for vehicles from Church of Steel, a Morkanaut has 1 Nob Pilot, 1 Nob Crew, and space for 6 Passengers. Champion: This Threat may use Ruin Actions and has 3 personal Ruin. Wall of Dakka: The Morkanaut can fire each of its ranged weapons once as a Multi-attack without suffering a DN penalty. ’Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. ABILITIES ACTION: Kustom Mega-Blasta: 16+1d6 ED / AP -3 / Range 12 – 24 – 36 / Salvo 1 / Blast (4), Heavy (5), Waaagh! Kustom Mega-Zappa: 17+2d 3 ED / AP -3 / Range 18 – 36 – 54 / Salvo 1 / Blast (4), Heavy (5), Waaagh! Rokkit Launcha(6): 16 +1d3 ED / AP -2 / Range 12 – 24 – 36 / Salvo – / Assault, Blast (4) Twin Big Shoota: 12 +2 ED / Range 18 – 36 – 54 / Salvo 6 / Assault, Waaagh! Klaw of Gork (or possibly Mork): Each time an attack is made with this weapon the Morkanaut can Crush once, or Smash 3 times without suffering a Multi-attack penalty to DN.choose one of the following actions: Crush: 21+6 ED / AP -4 / Range 4 / Unwieldy (3), Waaagh! Smash: 12+1 ED/ AP -2 / Range 4 / Waaagh! COMPLICATION: If the Morkanaut rolls a Complication on a ranged attack Test using either its Kustom Mega-Blasta or Kustom Mega-Zappa, it suffers 1d3 Mortal Wounds. DETERMINATION: Spend 1 Ruin to roll 1d6. ANNIHILATION: Explosive: When a Morkanaut dies, roll a d6. If you roll a Complication, the Morkanaut explodes. Morkanaut Explosion: 18 +6 ED / Blast (150) Conviction Resolve Speed Size 5 4 8 Gtn GORKANAUT Threat A|A|A|A|A ORK, [CLAN] S T A I Wil Int Fel 14 12 2 4 5 3 1 Defence Wounds Shock Resilience 3 22 10 17(AR 4) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 6, Intimidation 10, Weapon Skill 10 BONUSES Big ‘n’ Stompy: When the Gorkanaut Charges it can move through any Huge or smaller individuals, forcing them to make a DN 2 Agility Test or suffer 1d6 Mortal Wounds. Champion: This Threat may use Ruin Actions and has 3 personal Ruin. ’Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. Transport: If you are using the rules for vehicles from Church of Steel, a Gorkanaut has 1 Nob Pilot, 1 Nob Crew, and space for 6 Passengers. ABILITIES ACTION: Deffstorm Mega-Shoota: 14 +2 ED / AP -1 / Range 18 – 36 – 54 / Salvo 4 / Mounted (Large), Rapid Fire (2), Waaagh! Rokkit Launcha (6): 16 +1d3 ED / AP -2 / Range 12 – 24 – 36 / Salvo – / Assault, Blast (4) Skorcha : 12 +1 ED / AP -1 / Range 6 – 12 – 18 / Salvo 2 – / Flamer, Mounted (Huge) Twin Big Shoota: 12 +2 ED / Range 18 – 36 – 54 / Salvo 6 / Assault, Waaagh! Klaw of Gork (or possibly Mork): Each time an attack is made with this weapon the Gorkanaut can Crush once, or Smash 3 times without suffering a Multi-attack penalty to DN. Crush: 22+6 ED / AP -4 / Range 4 / Unwieldy (3), Waaagh! Smash: 13 +1 ED/ AP -2 / Range 4 / Waaagh! DETERMINATION: Spend 1 Ruin to roll 124d6. ANNIHILATION: Explosive: When a Gorkanaut dies, roll a d6. If you roll a Complication, the Gorkanaut explodes. Gorkanaut Explosion: 18 +6 ED/ Blast (15) Conviction Resolve Speed Size 5 4 8 Gtn BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
104 orruption takes many forms — some forsake the God Emperor and succumb to the temptations of the Ruinous Powers, while the weak-willed are misled by blasphemous technology and duplicitous xenos. The malicious influence of the Genestealer Cults, however, is more insidious: they are tainted, body and soul, by a vile infection at the genetic level, serving as hidden envoys of a looming Tyranid Hive Fleet. A single Genestealer can produce a vast progeny of hybrids who infiltrate Imperial society and foment insurrection within a few decades. Some hybrids can almost pass as human, while others display their monstrous heritage in the form of multiple chitinous arms, obscene mandibles, and slabs of alien muscle capable of maiming even a Space Marine. After several generations, more Purestrain Genestealers are born to doting hybrid parents and the tendril of corruption spreads once more, from hive city to hive city and then to other Imperial Worlds. As the brood grows, the original Genestealer who sired the bloodline grows bloated with power and psychic energy. As a focal point, the Genestealer — now the Patriarch of a nascent cult — projects a psychic beacon across the void to the hive fleets, drawing them to a world ripe with organic material. While awaiting the fleet’s arrival the cult grows, spreading its influence, awaiting the command to rise up, and take the world. The Patriarch is at the heart of the brood mind, a comforting psychic web that binds the growing ranks of hybrids together. The cult only reveals itself after decades of secrecy, sowing chaos and disruption just as their starborn gods draw close. Only in the very last moments of the Tyranid invasion might the cultists realise the folly of their revolution, shortly before being torn apart for biomass by the very masters they served. GENESTEALER CULTS
105 THE GENESTEALER CULTS any progeny they sire. From these first victims are born generations of hybrid offspring. Most bear some mark of their alien heritage; ridges on their foreheads, black sclera, or bulbous heads. However, by the fourth generation, the hybrids almost pass for Human, their genetic taint hidden. From this fourth generation, any children born are Purestrain Genestealers, who quickly mature and are capable of spreading the genetic curse afresh. The parents, and enraptured by the Broodmind, regard their offspring as beautiful beyond words, blind to the chitinous clawed beasts their corruption has spawned. Genestealers were once thought to be a xenos species onto themselves, until they were spotted during the invasion of the first Tyrannic War in 745.M41. Later investigations confirmed their role as vanguard creatures of the Tyranid Hive Fleets. When a Genestealer arrives on a world suitable for infestation, it begins to infect members of the local population. The so-called Genestealer’s Kiss implants genetic material within an unfortunate host, forever altering them in subtle ways. From this point on most victims become a node in the nascent broodmind, psychically connected and instinctively protective of THREAT ASSESSMENT +++Transmission from observational asset 14-Psi-GPrimus+++ This is Roylo Wint, Emperor take your blasted codenames for soon they will not matter. I’m recording one more report for the fleet. Tell those blasted Tech-priests their logistical analysis might have something going for it after all — there is definitely something wrong beneath Hive Amaranthia. As reported, the religious fervour among the locals is something to behold. I thought it admirable at first. I heard quiet prayers to the Emperor — Blessed may He be upon his Throne on Terra — murmured everywhere, at all times of day. Preachers on every corner and outside every manufactorum, their voices lifted high by the tenor of true faith. But when it came to the details, well, that’s when I knew something was off. I’m no Ministorum preacher, but there was heresy in it or I’m an Ork’s right leg. The Emperor is happy on his Throne, watching over us all, I know that — but this lot call him ‘The Emperor Larval, like he was some creature in a cocoon, slowly changing, becoming something else. Pure heresy, and it hurts me to write it out, but it hardly stopped there. Rumour persists that they have their own temples, far away from those the Adeptus Ministorum maintains. Their own shrines too, with strange statues and stranger priests. They all seem to know each other as well, mixing with no proper concern for rank or status. I got to following them about. At first most seemed like any other citizen, but then I noticed the patterns. Odd movements between shifts, strange handshakes and passing packages. I intercepted one, and was almost caught. It turned out to be some kind of list, names of important people and their staff high up in the Hive. Some hard marks by their names, but I couldn’t say what they meant. I think they spotted me taking the package. I should have been more careful, but my curiosity got the better of me. I’ve been followed myself these past few days, but that’s given me a chance to watch them. They’re united in more than faith, that much is for sure. There’s a certain look many of them have, an elongation of the head — perhaps a shared mutation. And a handful, ones that seemed like leaders, I swear they have an extra arm, tucked away beneath cloaks or rags. I’ve decided to face my pursuers. I’ve let them follow me to a drainage ditch on the edge of the district. Precious few folks about. I’ve retrieved my rifle, and set up a killing field. If you hear from me again, I may be in need of urgent extraction. If you don’t then, for the Emperor’s sake — don’t come back to Hive Amaranthia without proper numbers. There’s a rot in this place, and more grief than one Ratling alone could face. +++End of Transmission+++ BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
106 Where other cults in the Imperium might rise up and unleash terror, those of Gilead remain in the shadows, biding their time. This lack of urgency stems from the torpor of the cult Patriarchs. Cut off from the Tyranid Hive Mind by the Great Rift they have sat, immobile as statues in their sanctums, the distant echoes of Xenos whisperings quietly resonating in their skulls. With no Hive Fleet able to reach them, the Patriarchs are content to bide their time and grow their power. However, in recent days the faithful have noticed their master begin to stir again, and whispers in their mind push them to prepare. Perhaps, finally, the star-gods have heeded their call. Secrecy is the primary defence of the cults, the nature of some of the hive cities of Charybdion making this secrecy easier to maintain. Those parts of hives that penetrate far below the waves, to the abyssal depths of the ocean floor, provide havens for the Temple of the Endless Ocean. In an environment of almost pure darkness save for the bioluminescence of the aquatic life, the cult here has little need to appear human, revelling in their true nature as they infiltrate and taint the bloodlines of the hive nobility. USING GENESTEALER CULTS IN YOUR GAME Genestealer cults are a threat that operates in the shadows. As the primary antagonist for a campaign, many of the threats the Agents may initially face are simply lackeys and mercenaries hired by the cult in order to preserve their own anonymity. Just when the Agents think they have uncovered the truth, a well placed dagger or gunshot ends another avenue of investigation. The infiltration of the cult into Imperial institutions allows many military and security forces to be subverted, as credits, fuel, weapons, and equipment are diverted and used to prepare their insurgency. Of course, these narratives of secrecy and shadow wars can only last so long, as the cult is finally revealed. Killteams and high ranking Imperial agents launch surgical strikes, seeking to decapitate the cult and if possible, purge it from the planet. But if Imperial forces act too late, the cult can unleash the full might of their forces, sowing discord in the ranks of the institutions they have infiltrated, and commandeering ranks of warmachines and confused Imperial forces for their war effort. After decades of operating in secret, the cult can number in the millions, all linked by the Patriarch’s Broodmind. This psychic connection ensures a rare unity, usually worshipping the Patriarch as an earthbound emissary of distant gods. The details vary from world to world, as pre-existing beliefs are twisted to better serve alien needs, but this belief is absolute in all bound to the Patriarch. Patience is the key to the cult’s success, as each generation allows more of the planetary governance to be infiltrated and influential bloodlines brought into the fold. Outwardly most cults maintain the appearance of orthodoxy. They may appear to venerate an aspect of the Emperor, led by several Magi and Primus who command the cult as the infection spreads across the world. In the case of hive world, their populations are so vast that a spawned Genestealer sent to another spire on the same world may become a Patriarch itself, fostering a splinter cult within the massive population. While the methods and beliefs of these splinter cults may vary, all remain dedicated to a singular goal. In any case, such distinctions melt away as the day of ascension arrives and the Hive Fleet descends on a world ripe for harvest. THE GENESTEALER CULT IN GILEAD The perilous threat of the Genestealer Cults exists on each of the major hive worlds of the Gilead system, despite the efforts of the Cult Mechanicus, including inspections and quarantines, the infection spreads relentlessly. Three main cults infest the system: the Emperor Larval on Gilead Primus, the Temple of the Endless Ocean on Charybdion and the fledgling Disciples of the Steel Claw. Though currently numbering less than a thousand, the Disciples of the Steel Claw infests the Forge World of Avachrus, permeating the exhausted mines which serve them as grotesque cathedrals. Munitions and resources are funnelled away from the Manufactorums so that the uprising can be adequately provisioned while hampering any support Avachrus can muster in its defence when the revolution begins. Elsewhere, less than a half dozen small broods, each offshoots of their terrestrial cults, lurk in the abandoned mines and space stations within the asteroid belts and the Voidmire, waiting to hitch a ride upon a ship to spread their genetic curse.
107 Genestealer Cults operate as insurgency forces, making use of sabotage, improvised weaponry, and in depth knowledge of the battlefield. Cult forces are masters of ambush, luring enemy troops into bottlenecks and deadends so that they can make the most of their poorly equipped, yet numerous fighters. Snipers lying in wait can pick off targets or even threaten the most heavily armoured warriors. Hybrids and Brood Brothers throng around brutal Purestrain Genestealers and Aberrants, allowing these beasts to close the distance to their targets while the cultists die around them. USING GENESTEALER CULTS IN COMBAT Using trucks, motorbikes and buggies, the cult raids in the hostile landscapes around hive cities and forge worlds. Utilising the tactics they develop fighting rival gangs, they perform lightning hit and run attacks which cripple supply lines to planetary defence forces. Ultimately the Genestealer Cult will only commit to engagements where the scales are tipped in their favour, or when the situation is desperate and the survival of the cult is at risk. Otherwise they will inflict what damage they can before slinking off into the shadows once more to prepare their next assault. FLASHPOINT: HIVE AMARANTHIA In hushed tones, a select few of the noble lords and ladies of Hive Amaranthia speak of the Cult of the Emperor Larval. All too often, when one of their peers has raised concerns regarding sightings and rumours of bizarre mutants or peculiar xenos beasts, the same noble is usually found a few days later with a bullet in their skull. Few realise that their enemy is not a rival house but rather the ranks of unnamed, faceless bodyguards they think protect them. Numerous and ruthless, these bodyguards are personally selected from various Imperial organisations across the hive and have only grown in prominence as the Nobles of Amaranthia continue to swell their ranks. Yet beneath their carapace armour helmets and the façade of righteousness are the black eyes of Hybrids. Where others believe that these bodyguards are operating above expectations, the fact is that they are taking prisoners away for induction into the cult. Led by Verispex Marissa Pelios, hundreds have been inducted across Amaranthia, and if the conspiracy is not ended, the very forces the hive nobles now rely upon for personal protection will be wholly under the control of the Cult of the Emperor Larval. Not all in the hive are blind to what is happening, many noting that the corelation between missing nobles and the prominence of these bodyguards. Probator Hasselford has gathered reports and sightings regarding Genestealers in connection with the disappearance of noted nobles. Hassleford has built up quite a body of evidence through contacts within hiver gangs but cannot act without the assent of the very nobles he is trying to protect. If word of the infection were to spread to the wrong ears it would spell disaster for Amaranthia and all who dwell within, though those few of the hive’s highborn who know if it are concerned chiefly with their own survival. Floating above the polluted world is a marvel from the Dark Age of Technology, the orbital plate known as Brassyl. A scheme hatched by Lady Hecatryl of House Gallerhorn, would see this floating city de-orbited, sending it crashing into the hive below. Not only would this see the Genestealers erased in one fell swoop, but also the convenient end of her many political enemies who dwell in the palaces of the plate. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
108 PATRIARCH At the heart of the cult is the origin of the infection — the Genestealer that sired the cult, towering over even a Space Marine and swelled with a frightening inhuman strength. The Patriarch’s ferocity is coupled with its ability to entrance others with its hypnotic gaze and psionic abilities, making it a terrifying beast that few can summon the courage to fight against. When a lone Genestealer stowaway reaches a new world, severed from the greater Tyranid Hive Mind, it instinctively sets about infecting hosts. Dormant genetic traits take hold, as the Genestealer seeks to form its own gestalt mind and foster a growing throng of thralls. As its followers grow in number so does the Patriarch, swelling in size and developing its bestial brain into a more potent psychic mind. As the cult expands, the gestalt Brood Mind spreads like a thick fog, enveloping the minds and wills of those about it, mimicking the true Tyranid Hive Mind at a smaller scale. The Patriach Bio-Throne The Patriarch sits in a sanctum that has slowly grown to take on structure more akin to the bio-forms within the Tyranid Hive Ships. The excreations and liquiefied biomatter of dead cultists forms a psychoactive slurry that contains the collective memories of the dead, known as a genesis pool. Through the will of the Patriarch and the multiplying Tyranid micro-organisms, organic structures are grown, forming the throne and the sanctum into a near seamless extension of the Patriarch itself. From these structures blades and daggers can be cut and shaped, then tainted with poisons distilled from the bubbling slurry. By wallowing in this churning pool of viscera the Patriarch can absorb the genetic memories of its dead children, and in turn form the Familiars who accompany its agents. As creatures form from the genesis pool, the thoughts and senses of the Familiars can be tapped into by a Patriarch when they immerse themselves in the psychic miasma. PATRIARCH Threat A|A|A|A|A GENESTEALER CULT, TYRANID S T A I Wil Int Fel 10 8 6 8 8 4 2 Defence Wounds Shock Resilience 7 18 — 9 SKILLS: Default 8, Awareness 10 (Passive 5), Athletics 11, Psychic Mastery 10, Stealth 10, Weapon Skill 12 BONUSES Champion: This Threat may use Ruin Actions and has 4 personal Ruin. Living Idol: Any Threats with GENESTEALER CULT within 10 metres gain +2 bonus to all Tests. Second Strike: This Threat reduces the Multi-Attack penalty by 2DN, as though is had the Dual Wield Talent (Wrath & Glory, page 133). ABILITIES BATTLECRY: Swift and Deadly The Threat Seizes the Initiative without spending a point of Ruin and Charges. It gains an additional +1 bonus die to its attack Test as part of the Charge. ACTION: The Patriarch may use its Broodmind and Monstrous Rending Claws without suffering the -2DN Multi-Attack penalty. Broodmind: The Patriarch may attempt to activate any of the following psychic powers: Smite (Wrath & Glory, page 272), Psyniscience (page 267), Deny the Witch (page 267), Compel (page 268), Fog the Mind (page 279), Psychic Shriek (page 279), Terrify (page 280). Patriarch’s Claws: 15 + 4 ED / AP -3 / Range 1 / Rending (3) RUIN: Broodmind Spend 1 Ruin. The Patriarch attempts to activate a Psychic Power, or Deny the Witch. DETERMINATION: Lightning Reflexes Spend 1 Ruin to roll 8D6. This Threat can roll Determination against Mortal Wounds Conviction Resolve Speed Size 8 7 8 Large
109 PRIMUS Adepts of the Ordo Xenos theorise that in response to the cult reaching a significant size, or due to the presence of a nearby hive fleet, the Brood Mind triggers a genetic change in the cult, leading to the emergence of a Primus. These individuals display martial prowess and consummate strategic inspiration, making them ideal leaders for a cult on the verge of initiating an insurgency. Unlike many other bioforms that emerge as the cult readies for its bloody uprising, Primuses more easily pass for human, though often they have extra limbs and clawed hands. Not only are they savvy commanders, they are blessed with strength and preternatural speed, enabling such figures to fight toe-to-toe with even the superhuman Astartes. While a Primus is a competent fighter, they further are enhanced by their twisted wargear. They wield needle pistols loaded with toxins concocted from their own poisonous blood, and their blades are living chitinous shards drawn from the bio-throne of the Patriarch. Despite being military commanders and warriors of significant skill, they are ultimately extensions of the Patriarch’s will, and are driven by instinct to lead the brood when the Patriarch signals that the time is right. PRIMUS Threat A|A|A|A|A GENESTEALER CULT, TYRANID S T A I Wil Int Fel 6 6 5 6 8 5 5 Defence Wounds Shock Resilience 5 16 13 9 (AR 2) SKILLS: Default 6, Awareness 18(Passive 4), Ballistic Skill 10, Cunning 10, Deception 10, Leadership 12, Stealth 8, Weapon Skill 10 BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Cult Demagogue: Whenever a Threat with the GENESTEALER CULT Keyword within 10 metres of the Primus Extra Arm: This Threat has 3 arms. If this Threat is wielding a one-handed weapon in each hand, or a one-handed weapon in one hand and a two-handed weapon in its other two hands, it can make one attack with each weapon without suffering a Multi-Attack DN penalty. If this Threat is wielding a weapon with all 3 hands, they can take the Brace Action (Wrath & Glory page 189) as a free action. Scoped Needle Pistol: All range penalties to ranged attacks this Threat makes with its Scoped Needle Pistol are reduced by -2. ABILITIES BATTLECRY: One With The Shadows: When this Threat or another within 10m of the Primus is benefitting from Cover in combat, they gain a further +1 bonus to Defence. ACTION: Cult Bonesword: 11 + 5 ED / -1 AP / Range 1 / Brutal, Rending (2) Scoped Needle Pistol: 8 + 2 ED / Range 6 - 12 - 18 / Salvo 1 / Agonising, Inflict (Poisoned 4), Pistol, Silent Toxin Injector Claw: 6 +3 ED / -1 AP / Range 1/ Agonising, Inflict (Poisoned 4). RUIN: Meticulous Planner: Spend 1 Ruin and select an individual or Mob within 10m of the Primus. That individual or Mob may use the Primus’ Leadership dice pool when making any Test on their next turn. DETERMINATION: Spend 1 Ruin to roll 6D6. Conviction Resolve Speed Size 8 7 6 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
110 MAGUS While the genetic taint of the Genestealer can cause all manner of grotesque mutations, if a cult member has been touched by the Warp, then there is a high probability that their offspring will be psychically gifted. Despite the risk of disaster, nascent Genestealer Cults are more than ready to induct untrained psykers, knowing that in doing so they pave the way for a Magus to be born. Tapping into the gestalt Broodmind, Maguses can control the hybrids around them, and in return a Magus is venerated as a prophet of their alien star-gods. Despite all the bravado and pomp, a Magus is totally enslaved to the Patriarch, and acts as an extension of their will, openly walking places where the Patriarch may not. Maguses outwardly appear almost Human, with no extra limbs, and just the signature ridged forehead. Combined with their psychic abilities, they are able to insinuate themselves within Imperial society. Moving within courts and monasteries, the Magus can bend nobles and governors to their will, removing obstacles to the cult’s expansion. While a gene-sect only has a single Magus who tends to the needs of the Patriarch, as the cult swells, more Maguses are born to the cult and are placed in command of the cells that operate far from the Patriarch’s home domain. MAGUS Threat A|A|E|E|E GENESTEALER CULT S T A I Wil Int Fel 4 4 3 4 8 6 6 Defence Wounds Shock Resilience 3 10 11 9 (AR 0) SKILLS: Default 6, AWareness 8 (Passive 4), Deception 8, Insight 8, Leadership 10, Persuasion 10, Psychic Mastery 10 BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Magus is not Human. Spiritual Leader: Allied GENESTEALER CULT Threats within 10m of the Magus gain +4 bonus to dice to resist psychic powers. ABILITIES BATTLECRY: Cult Recruitment: The Magus attempts to activate Possession (Wrath & Glory, page 281) ACTION: Broodmind The Magus may attempt to activate any of the following psychic powers: Smite (Wrath & Glory page 272), Psyniscience (page 267), Deny the Witch (page 267), Compel (page 268), Fog the Mind (page 279), Psychic Shriek (page 279), Terrify (page 280). ACTION: Autopistol: 7 + 1 ED / Range 6 - 12 - 18 / Salvo 2 /Pistol Force Stave: 8 + 2 ED / AP -1 / Range 2 / Brutal, Force Bio-dagger: 6 + 1 ED / Range 1 / Inflict (Poisoned 3) RUIN: Broodmind Spend 1 Ruin. The Magus attempts to activate a Psychic Power or Deny the Witch. DETERMINATION: Spend 1 Ruin to roll 4D6. Conviction Resolve Speed Size 8 7 6 Avg
111 BROODMIND DISCIPLINE Mass Hypnosis DN: 8 Activation: Full Action Duration: Sustained Range: 30 m Multi-target: Yes Keywords: Broodmind, Psychic Effect: Casting their gaze over the masses, their eyes glow, entrancing those without the will to resist the suffocating presence of the Brood Mind. Up to 5 targets may be influenced at once by this power, with each additional 5 targets counting as an extra target following the Multi-Target rules. Each target can resist if they pass a DN 6 Willpower Test, otherwise they become Hindred (2) and Staggered. Potency: u [1] +5 targets u [2] Targets may be directed to use their next combat action against a target of the psyker’s choosing. Mental Onslaught DN: Target’s Willpower (Opposed Test) Activation: Full Action Duration: Action Range: 20 m Multi-target: No Keywords: Broodmind, Psychic Effect: The intense psionic energy of the Broodmind is projected into the brain of the victim. The induced hyperactivity causes hematomas and aggressive swelling within the cranium. Those victims unable to resist the intrusion scream in agony as their brain literally burst within their skulls. The target suffers 1d6 Wounds, and 1d6 Shock. Potency: u [1] +1 Shock u [2] The target suffers the effect of the Vicious Vivisection Critical Hit. Psychic Stimulus DN: 4 Activation: Full Action Duration: Action Range: 30 m Multi-target: Yes Keywords: Broodmind, Psychic Effect: The will of the Broodmind overcomes the instincts of the cultists, bending them to the will of the psyker, driving them into a snarling frenzy. With no fear for their own lives, those in the thrall of the Broodmind burst from cover, turning upon their attackers with a renewed vigour. The friendly GENESTEALER CULT targets recover d3 Shock, and perform an All-Out-Attack as their next attack action and Seize the Initiative. Potency: u [1] Targets gain a further +1 Shock. u [2] Targets heal 1 Wound. Might From Beyond DN: 4 Activation: Full Action Duration: Action Range: 30 m Multi-target: Yes Keywords: Broodmind, Psychic Effect: Within every hybrid is the alien vigour of the Genestealer. This genetic trait can be triggered by a cult psyker, who pushes the hybrids into a ravenous rage. Pulses quicken as the psychic scream within their minds grows into a bellowing roar. Target friendly GENESTEALER or GENESTEALER HYBRID allies gain a bonus +1 Strength and +1 Weapon Skill to their next combat action. Potency: u [1] Targets gain a further +1 bonus Weapon Skill to their next combat action. u [2] Targets attacks gain the Brutal trait. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
112 ACOLYTE HYBRID The first and second generation of Hybrids express the Genestealer in the most obvious manner, and display the most aspects of their inherited xenos morphology. The nature of their existence makes Hybrids capable hunters and experts in stealth, ambushing the unwary who they drag away and infect. While incapable of pursuing the cult’s agenda in Imperial society, the Acolyte Hybrids are fearsome combatants, capable of wielding heavy weaponry with ease thanks to their alien strength and extra limbs. Typically they are seen wielding whirring rock saws and pulverising drills taken from the miners and hive labourers that they capture and eventually replace. With hunched posture, elongated craniums, extra arms and clawed hands and feet, these Hybrids are unable to insinuate themselves into Imperial society, instead existing in the shadows amongst other outcasts where many think them simply victims of mutation. Due to their savagery, Acolytes often form the loyal guard of the Patriarch. Their minds are closer to the alien thoughts of their progenitor, and their strong connection to the Broodmind means that they will fight to the very end to protect their sire. Genestealer Hybrid Generations The genetic material injected by the ovipositor of the Patriarch taints every subsequent generation born to the infected. These first hosts go on to sire offspring, and as the first generation born of the infection, they display strong morphological traits associated with the Genestealer. Each subsequent generation displays less of the Genestealer morphology, and are more capable of moving within Imperial society, with the the third generation almost passing for Human, while the fourth are only given away by the rigids on their forehead, black irises, and pallid flesh. The next generation to be born from fourth generation parents however are not less alien, but more. The parents dote upon their offspring, seeing it as a normal Human infant, and not the snarling Genestealer that it is. These newborn Genestealers mature rapidly, and set about beginning a new cycle of infection in fresh hosts. By this process the Gene-Sect rapidly grows in population, consisting of Genestealers, Hybrids of different generations, along with Human hosts whose minds are in the thrall of the Broodmind.
113 ACOLYTE OPTIONS An Acolyte Hybrid can exchange their Autopistol for a Hand Flamer. They may also exchange both their Autpistol and Cult Knife for any of the following options: u Heavy Rock Cutter: 11 +6 ED / AP -4 / Brutal, Heavy (6), Rending (2), Unwieldy (4) u Heavy Rock Drill: 10 +5 ED / AP -4 / Brutal, Heavy (6), Rending (4), Unwieldy (4) u Heavy Rock Saw: 11 +4 ED / AP -4 / Brutal, Heavy (4), Unwieldy (3) Acolyte Leader Some Mobs of Acolytes have leaders designated by their Patriarch or the Broodmind. They have the following changes to the Acolyte Hybrid statblock: u +1 Toughness, meaning they also have 8 Resilience and 7 Wounds. u +1 Willpower, meaning they also have 6 Shock, 5 Conviction, and 4 Resolve An Acolyte leader has the following instead of an Autopistol and Cult Knife: u Cult Bonesword: 10 + 5 ED / -1 AP / Range 1 / Brutal, Rending (2) u Demolition Charge: 15 + 4 ED / -4 AP / Thrown 10m / Blast (10) An Acolyte Leader may also carry either a Cult Icon or a Cult Lash Whip: u Cult Icon: As long as this Threat is alive, all other Threats with the GENESTEALER CULT Keyword that can see the Cult Icon gain +1 Conviction and Resolve. u Cult Lash Whip: once per Round, a single individual within 4m of this Threat can reroll an attack Test. ACOLYTE HYBRID Threat A|E|E|T|T GENESTEALER CULT, TYRANID S T A I Wil Int Fel 5 4 4 4 4 2 1 Defence Wounds Shock Resilience 3 6 5 7 (AR 2) SKILLS: Default 6, Awareness 6 (Passive 3), Ballistic Skill 6, Stealth 8, Weapon Skill 8 BONUSES Extra Arm: This Threat has 3 arms. If this Threat is wielding a one-handed weapon in each hand, or a one-handed weapon in one hand and a two-handed weapon in its other two hands, it can make one attack with each weapon without suffering a Multi-Attack DN penalty. If this Threat is wielding a weapon with all 3 hands, they can take the Brace Action (Wrath & Glory, page 189) as a free action. ABILITIES REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. ACTION: Autopistol: 7 + 1 ED / Range 6 - 12 - 18 / Salvo 2 /Pistol Blasting Charge (1): Text Cult Knife: 7 + 2 ED / Range 1 Frage Grenade (1): Text Rending Claw: 11 + 4 ED / -2 AP Range 1 / Rending (2) DETERMINATION: Spend 1 Ruin to roll 4D6. Conviction Resolve Speed Size 4 3 6 Avg MOB ABILITIES Broodmind: This Threat gains a +3 bonus dice to Resolve Tests when within 20 metres of a Threat with the GENESTEALER CULT and PSYKER Keywords. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
114 NEOPHYTE HYBRIDS Threat T|T|T|T|T GENESTEALER CULT, TYRANID S T A I Wil Int Fel 3 3 3 3 3 3 2 Defence Wounds Shock Resilience 2 5 4 6 (AR 2) SKILLS: Default 4, Awareness 5 (passive 3), Ballistic Skill 5, Stealth 6, Weapon Skill 5 BONUSES Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Neophyte is not Human. ABILITIES ACTION: Autopistol: 7 + 1 ED / Range 6 - 12 - 18 / Salvo 2 /Pistol Autogun: 7 + 1 ED / Range 12 - 24 - 36 / Salvo 3 / Pistol Reaction: Unquestioning Loyalty You can activate this ability whenever a Threat with the GENESTEALER and PSYKER Keywords within 6m of the Neophyte Hybrid is targeted by an attack. The Neophyte Hybrid interposes themself and becomes the new target for the attack. DETERMINATION: Spend 1 Ruin to roll 3D6. Conviction Resolve Speed Size 3 2 6 Avg MOB OPTIONS In a Mob of 10 or more Neophyte Hybrids, 2 Neophytes can exchange their Autogun for any of the following: • Flamer: 10 +4 ED / Range 4 - 8 - 12 / Salvo 1 / Assault, Flamer • Grenade Launcher: • Frag: 10 +1 ED / Range 12 - 24 - 36 - Salvo - / Assault, Blast (6) • Krak: 14 +2 ED / Ranged 12 - 24 - 36 / Salvo - / Assault, Blast (4) • Heavy Stubber: 10 + 2 ED / Range 18 - 36 - 54 / Salvo 3 / Heavy (4) • Mining Laser: 18 +1 ED / AP -3 / Range 12 - 24 - 36 / Salvo 1 / Heavy (6) • Webber: this weapon has a range of 9 - 18 - 27, and it does not deal damage. If it hits the target, all individuals of Large size or smaller within Blast (4) are Restrained. The restraining webs require a DN 3 Strength Test to escape as an Action. MOB ABILITIES Broodmind: This Threat gains a +3 bonus dice to Resolve Tests when within 20 metres of a Threat with the GENESTEALER CULT and PSYKER Keywords. NEOPHYTE HYBRID The third and fourth generation of Hybrids appear far more Human compared to the previous generations. Third generation Hybrids lack extra arms or chitinous hides, but still have distinct features that marks them as alien, such as their elongated skulls, and pronounced bone structure. They stand more upright compared to their parents and grandparents, but still have a gait that is not Human. Despite their appearance, they are able to hide amongst the under society of the Imperium, or don clothing and armour that hides their inhuman nature. The fourth generation appear far more Human, standing completely upright, with a regular skull shape, save for the ridges on the forehead. Infiltrating industry and local military structures, these Hybrids siphon funds and munitions for the cult. Despite their weapons being primitive compared to the Adeptus Astartes or Skitarii cohorts, the Gene-Sects make up for it in sheer numbers and guerilla tactics. Such is the secrecy of their struggle, and their desire to take over an Imperial world, that they will often fight within the ranks of Imperial forces when a planet is attacked by other xenos forces or heretics in league with the Ruinous Powers.
115 Hybrid Infiltration Hybrids infiltrate all strata of Imperial society, posing as mutants in the underhives and forgotten mines and sump pits, cloaking themselves with the obscuring garb worn by miners and chemical workers. Those Hybrids that appear almost Human, especially those blessed with psychic abilities, can worm their way into the upper spires and estates of the nobility, binding the unsuspecting to their will so that they may spread the Genestealer infection among the wealthy elite.. Depending upon the world and institutions present, cults can take different forms. Worlds with a heavy military presence, such as fallen Cadia, present an opportunity for the cult to burrow deep into the ranks — Hybrids often rise to command platoons of soldiers, and with care entire barracks can be filled with late generation Hybrids and infected thralls. On death worlds, enclaves of Humans are cut off from each other by vast swathes of wilderness and native beasts, within which numerous Purestrain Genestealers can stalk and capture hosts with impunity. The cassocks and robes of the Ecclesiarchy offer a means to hide the alien features of Hybrids, while also allowing them to masquerade as a faithful follower of the Emperor and draw to them willing hosts for the Genestealer Curse. While agri worlds are not the most populous, a cult can still flourish. Enclaves are small and operate for years providing their tithe without seeing any sign of the Imperium. On such Agri Worlds, or any other world that exports goods to the wider Imperium, such as Forge Worlds, a ‘gift’ is often hidden inside shipments — Purestrain Genestealers. NEOPHYTE OPTIONS A Neophyte Hybrid can exchange their Autogun for a Cult Shotgun: 9 +2 ED / Range 6 - 12 - 18 / Salvo 0 / Assault, Brutal, Spread, Unwieldy (2) Neophyte Leader Some Mobs of Neophytes have leaders designated by their Patriarch or the Broodmind. They have the following changes to the Neophytes Hybrid statblock: u +1 Toughness, meaning they also have 7 Resilience and 6 Wounds. u +1 Willpower, meaning they also have 5 Shock, 4 Conviction, and 3 Resolve The Neophyte Leader may exchange their Autopistol for either of the following: u Bolt Pistol: 10 +1 ED / 6 - 12 - 18 / Salvo 1 / Brutal, Pistol u Web Pistol: this weapon has a range of 6 - 12 - 18, and it does not deal damage. If it hits the target, all individuals of Large size or smaller within Blast (3) are Restrained. The restraining webs require a DN 3 Strength Test to escape as an Action. The Neophyte Leader may exchange their Autogun for either of the following: u Chainsword: 8 +5 ED / Range 1 / Brutal, Parry u Power Pick: 8 +4 ED / -2 AP / Range 1 / Rending (3) BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
116
117 PURESTRAIN GENESTEALER These terrifying creatures go by many names across the worlds of the Imperium: Cave Nightmares, Clawed Changelings, Snatcher-Devils, Scuttlers, and Void Ghosts. The populations they prey upon soon speak in hushed tones about these creatures, as if they are monsters born from folklore, or half-forgotten tales told to their ancestors by space faring merchants. Genestealers can display a variety of bio-weapons and deadly organs, but commonly their morphology is consistent across the thousands of worlds they have been found upon: standing around the height of an average Imperial citizen, these hunched bipedal beasts have clawed feet and two sets of arms. Their upper arms end in scything claws that are capable of ripping through Terminator armour, while the second set of arms end in powerful hands. From their bulbous skulls comes a slathering tongue within which is their ovipositor. Their multiple limbs make them capable fighters and agile climbers. When found within the Hive Fleets, Genestealers take on the colouration of the greater fleet, but away from the fleet they tend to have dark blue exo-skeletons and light purple soft tissue. PURESTRAIN GENESTEALER Threat A|A|E|E|T GENESTEALER, TYRANID S T A I Wil Int Fel 6 6 6 6 4 1 1 Defence Wounds Shock Resilience 5 12 7 7 SKILLS: Default 6, Athletics 10, Awareness 8 (passive 4), Stealth 10, Weapon Skill 10 BONUSES Second Strike: This Threat reduces the MultiAttack penalty by 2DN, as though is had the Dual Wield Talent (Wrath & Glory, page 133) ABILITIES BATTLECRY: Swift and Deadly The Threat Seizes the Initiative without spending a point of Ruin and Charges. It gains an additional +1 bonus die to its attack Test as part of the Charge. ACTION: Rending Claw: 12 + 4 ED / -2 AP / Range 1 / Rending (2) DETERMINATION: Lighting Reflexes Spend 1 Ruin to roll 6D6. This Threat can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 4 3 8 Avg MOB ABILITIES Flurry of Claws: As long as all individuals in the Mob of Genestealers target the same opponent, they gain +2 bonus dice to the attack Test. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
118 HYBRID METAMORPH The Genestealer genome hides many attributes that, with the right trigger, can mutate the organism. All manner of grotesque adaptations can be expressed, many of which resemble the hideous bio-weapons of other Tyranid creatures. The trigger is typically the presence of a Hive Fleet, but if the Gene-Sect is threatened then the Broodmind can also induce these changes. The mutations occur within those Hybrids of the first and second generation of the breeding cycle, their extra limbs forming crushing claws and scything talons. Some digits fuse and extend into spined whips of thrashing muscle. Mouths distend, containing glands filled with acid and venom, or reform entirely into a host of writhing tentacles. These Hybrids are treated as prophets of their long awaited star-gods, each mutation a blessing that the cultists fervently hope to share in, praying and bringing gifts in the hopes they too will be changed. All of these adaptations prime the cult for war as the Hive Fleet nears, creating the perfect killers - blessed with the gory bioweapons of the Tyranids, and the intelligence and ability to sabotage the indigenous civilisation. METAMORPH MUTATIONS Each Hybrid Metamorph has a Rending Claw, a firearm (either an Autopistol or a Hand Flamer), a Metamorph Weapon Mutation, and a Metamorph Adaptation. u Rending Claw: 8 +3 ED / -2 AP / Range 1 / Rending (2) u Autopistol: 7 + 1 ED / Range 6 - 12 - 18 / Salvo 2 /Pistol u Hand Flamer: 7 +1 ED / Range 6 - 12 - 18 / Salvo 1 / Flamer, Pistol Metamorph Weapon Mutations u Scything Talon: 9 +4 ED / -1 AP / Range 1 / Rending (3) u Lash Whip: 9 +4 ED / -1 AP / Range 4 / Agonising Metamorph Adaptations u Poisoned Sacs: The Hybrid Metamorph’s weapon mutation gains the Inflict (Poisoned 4) trait. u Acid Gland: The Hybrid Metamorph can spit acid using the following profile: 8 +2 ED / -3 AP / Range 3 - 6 - 9 / Melta u Extra Eyes: The Hybrid Metamorph gains +2 Awareness. u Thickened Carapace: The Hybrid Metamorph gains +2 Armour. HYBRID METAMORPHS Threat A|E|T|T|T GENESTEALER CULT, TYRANID S T A I Wil Int Fel 5 5 3 4 4 2 1 Defence Wounds Shock Resilience 3 7 5 8 (AR 2) SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic Skill 6, Stealth 7, Weapon Skill 8 BONUSES Broodmind: This Threat gains a +3 bonus dice to Resolve Tests when within 20 metres of a Threat with the GENESTEALER CULT and PSYKER Keywords. Extra Arm: This Threat has 3 arms. If this Threat is wielding a one-handed weapon in each hand, or a one-handed weapon in one hand and a two-handed weapon in its other two hands, it can make one attack with each weapon without suffering a Multi-Attack DN penalty. If this Threat is wielding a weapon with all 3 hands, they can take the Brace Action (Wrath & Glory, page 189) as a free action. ABILITIES ACTION: see Metamorph Mutations. Blasting Charge (1 Ammo): 10 +2 ED / AP -4 / Thrown 20m / Blast (4) Frag Grenade (1 Ammo): 10 +4 ED / Range 20m / Blast (6) REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. DETERMINATION: Spend 1 Ruin to roll 5D6. ANNIHILATION: Savage Amalgam: When the Hybrid Metamorph would die, it may make a melee attack, a charge, or a ranged attack. When the attack resolves, the Hybrid Metamorph dies. Conviction Resolve Speed Size 4 3 6 Avg
119 ABERRANT Hulk towers of muscle and sinew, Aberrants are slow thinking but capable of superhuman feats of strength. They shamble in battle, lurching towards the enemy as they mumble prayers to their void born gods, brandishing industrial power hammers, pneumatic pick axes, and improvised weapons to crush their enemies. Aberrants are an unexpected, but welcome, mutation amongst the brood, caused by exposure of their parents to unstable chemicals and radiation, or the reality shifting influence of the Warp. Their base instincts and lack of complex thoughts makes Aberrants easy for a Magus and Patriarch to control. When not called upon to fight, these brutes toil away carving out tunnels within which the Gene-Sect may hide and multiply. Archeotech may be unearthed, further supplementing the armouries of the cult, and as part of their preparation, carefully laid explosives can bring down planetary defenses above. Aberrants are already giants of flesh and bone, able to withstand a hail of small arms fire, but the arrival of a hive fleet induces further mutations. Bone spurs erupt through the skin, and their spines extend into whipping barbed tails. Known as Hypermorphs, these Aberrants are possessed by the urge to tear any before them to shreds. ABERRANT HYPERMORPHS Warped to an even more nightmarish form than their kin, Aberrant Hypermorphs sprout muscular, misshapen tails with a grotesque blade at their tip. The mind of a Hpyermorph is even more bent on destruction and re-engineered for close quarters brutality. An Aberrant Hypermorph uses the same statblock as an Aberrant, with these changes: u A Metamorph has an Initiative of 5, resulting in a Defence of 4. An Aberrant Metamorph has a Weapon Skill of 10. u An Aberrant Metamorph replaces their Heavy Power Pick with a Heavy Power Hammer and Hypermorph Tail. The Hypermorph Aberrant can make an attack with its Hypermorph tail once per turn as a free action. u Heavy Power Hammer: 17 +6 ED / AP -1 / Range 1 / Brutal, Heavy (8), Unwieldy (4) u Hypermorph Tail: 10 +2 ED / -1 AP / Range 2 BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
120 ABOMINANT There are even monsters amongst the monsters: Abominants are hideous juggernauts of taut muscle and alien fury, towering over their fellow Aberrants. They are champions that chill the souls of their opponents as they witness the beast pulverise man and machine about them. Typically seen late in the cult’s brood cycles, as the hive fleets call to their hybrid children, their creation is heralded by a Mindwyrm Familiar. The familiar is a bio-psychic construct created by the Patriarch and which selects the Aberrant with the most potential, injecting them with mutagenic cells from the Patriarch, which initiates the dramatic changes in the host. Directed by the familiar, the Abomiant leads a throng of Aberrants, smashing through the lines of their aggressors, sending the broken bodies of their enemies flying. HYBRID ABOMINANTS Threat A|A|A|E|E GENESTEALER CULT, TYRANID S T A I Wil Int Fel 9 8 3 4 4 1 1 Defence Wounds Shock Resilience 3 16 8 9 SKILLS: Default 6, Athletics 12, Awareness 6 (passive 3), Stealth 8, Weapon Skill 8 BONUSES Second Strike: This Threat reduces the Multi-Attack penalty by 2DN, as though is had the Dual Wield Talent (Wrath & Glory, page 133) Extra Arm: The Aberrant’s extra arm confers the Second Strike bonus when each arm wields a different weapon, or a single weapon and a double handed weapon. Using all three arms allows the Abominant to ignore the Unwieldy weapon trait. Champion: This Threat may use Ruin Actions and has 2 personal Ruin. ABILITIES BATTLECRY: Thunderous Charge: The Threat Seizes the Initiative without spending a point of Ruin and Charges. It gains an additional +1 Strength when it attacks. ACTION: Power Sledgehammer: 16 + 4 ED / -3 AP / Range 1 / Brutal, Unwieldy, Inflict (Hindered 1) DETERMINATION: Unstoppable Bulk Spend 1 Ruin to roll 8D6. This Threat can roll Determination against Mortal Wounds. RUIN: Pulverise: Spend 1 Ruin to add the game’s Tier as ED to all attacks this Threat makes this Round. Conviction Resolve Speed Size 4 3 6 Large HYBRID ABERRANT Threat A|A|A|E|E GENESTEALER CULT, TYRANID S T A I Wil Int Fel 9 8 3 4 4 1 1 Defence Wounds Shock Resilience 2 14 6 10 (AR 1) SKILLS: Default 4, Athletics 10, Awareness 4 (Passive 2), Intimidation 8, Weapon Skill 8 BONUSES Extra Arm: This Threat has 3 arms. If this Threat is wielding a one-handed weapon in each hand, or a one-handed weapon in one hand and a two-handed weapon in its other two hands, it can make one attack with each weapon without suffering a Multi-Attack DN penalty. If this Threat is wielding a weapon with all 3 hands, they can take the Brace Action (Wrath & Glory, page 189) as a free action and ignore the Unwieldy weapon trait. ABILITIES BATTLECRY: Thunderous Charge: The Threat Seizes the Initiative without spending a point of Ruin and Charges. It gains an additional +1 Strength when it attacks. ACTION: Heavy Power Pick: 16 +5 ED / AP -2 / Range 1 / Heavy (8), Rending (4), Unwieldy (4) REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. DETERMINATION: Bestial Vigour: Spend 1 Ruin to roll 8D6. This Threat can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 3 2 6 Large
121 BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
122 NEXOS As the cult spreads across a planet, and billions of thralls and hybrids come under the control of the Patriarch, the effort of coordinating the cult becomes too much for the Patriarch alone. Stimulated by the Broodmind, certain Hybrids, called Nexoses, develop psychometric powers, which allow them to absorb the thoughts and memories of other members of the cult, and by their enhanced cerebral cortex, process and analyse the information and develop stratagems. By absorbing the thoughts of the cult, and exchanging information between each other, Nexoses build complex mental plans within their brains - not just the physical battlefields, but also the power and political structures that keep a planet running. Keeping all this information in their minds, no matter how advanced the Genestealer mutation, causes stress upon the Nexoses. Their physical forms grow worn and weathered, their thin skin stretched across ridged skulls and visibly crisscrossed by pulsing veins. With all this information in their mind, and connected to the Broodmind, Nexoses can orchestrate daring raids and well-timed ambushes — though rarely seen on the frontlines of battle, they will appear to lend their expertise in critical confrontations. LOCUS Darting from the shadows and dealing eviscerating strikes, Locuses are the silent sentinels of the cult. Their preternatural speed and agility makes them perfect guardians, leaping to the defence with a decapitating strike. These warriors typically guard the cult Magus, draped in thick cloaks and standing statue still. Beneath their robes they bear scything blades and executioner swords, coupled with their barbed poison tipped tail. When they do speak, they are calm and focused, each word said with purpose. They conduct themselves as diligent monks, attending to their charges and watching for any threats. The staff that many Locuses carry is a neural disruptor — it transmits waves of psionic energy that induce artery bursting headaches and grotesque waking nightmares in their enemies. It is a subtle weapon, designed to tilt the balance in favour of the Locus, before its effects are even noticed. Such is their ability to move undetected, a Locus may even act as a spy, slipping through the masses and tracking a target for days before striking.
123 NEXOS Threat A|A|E|E|E GENESTEALER CULT, TYRANID S T A I Wil Int Fel 3 4 3 4 6 8 5 Defence Wounds Shock Resilience 3 10 9 7 (AR 2) SKILLS: Default 4, Awareness 10 (Passive 5), Ballistic Skill 5, Cunning 10, Deception 8, Investigation 10, Leadership 8, Stealth 6, Weapon Skill 5. BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Nexos is not Human. ABILITIES ACTION: Autopistol: 7 +1 ED / Range 6 - 12 - 18 / Salvo 2 /Pistol Battlefield Analysis: Select an individual or Mob that the Nexos is aware of in 1km. All Threats with the GENESTEALER CULT Keyword gain +3 bonus dice to all tests targeting that individual or Mob until the start of the Nexos’ next turn. RUIN: Strategic Coordination: A Threat with the GENESTEALER CULT Keyword within 1km that has fewer Wounds than the Nexos immediately takes a turn. REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. DETERMINATION: Spend 1 Ruin to roll 4D6. Conviction Resolve Speed Size 8 7 6 Avg LOCUS Threat A|A|A|E|E GENESTEALER CULT, TYRANID S T A I Wil Int Fel 5 5 6 8 6 4 3 Defence Wounds Shock Resilience 7 13 10 8 (AR 2) SKILLS: Default 6, Athletics 8, Awareness 8 (Passive 4), Cunning 8, Stealth 10, Weapon Skill 10. BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Locus is not Human. ABILITIES ACTION: Locus Blades: 10 +5 ED / -3 AP / Range 1 / Parry Hypermorph Tail: 8 +3 ED / -1 AP / Range 2. WRATH: Death of a Thousand Cuts: If this Threat rolls a Wrath Critical as part of an attack, the target suffers the Bleeding Condition in addition to any other effects. RUIN: Quicksilver Strike: Spend 1 Ruin. The Locus Takes the Initiative and can Charge up to 20m. REACTION: Bodyguard: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by an attack, this Threat may interpose themself as a reaction and become the new target for the attack.Takes the Initiative and can Charge up to 20m. DETERMINATION: Preternatural Reflexes: Spend 1 Ruin to roll 5D6. This Threat can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 6 5 6 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
124 KELERMORPH If a Magus is a priest, and Abominants living saints, then a Kelermoprh is a folk hero, fighting the good fight against the oppressive forces of the Imperium. The emergence of a Kelermorph is no accident, as the Broodmind selects the Hybrid most respected and heroic, and shapes them into an expert marksman and gunfighter whose actions inspire the greater body of the cult. Their image is daubed on the walls of ruined factorums and corpsestarch refineries, and the cult spreads fanciful tales of these champions of the revolution. As a product of the Broodmind and generations of breeding, a Kelermorph displays supernatural speed and heightened senses, on a par with the Aeldari. Every sense in a Kelermorph is enhanced, perceiving their enemies in the pitch black or during the thunderous roar of cannon fire. Such figures are not just an inspiration — they also act as an advertisement to mercenaries and dilettante nobles who come seeking these romantic heroes, only to be taken in by the cult. KELERMORPH Threat A|A|A|E|E GENESTEALER CULT, TYRANID S T A I Wil Int Fel 4 4 8 7 6 4 3 Defence Wounds Shock Resilience 5 10 9 7 (AR 2) SKILLS: Default 6, Athletics 8, Awareness 10 (Passive 5), Ballistic Skill 12, Leadership 8, Stealth 10, Weapon Skill 8 BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Extra Arm: This Threat has 3 arms. If this Threat is wielding a one-handed weapon in each hand, or a one-handed weapon in one hand and a two-handed weapon in its other two hands, it can make one attack with each weapon without suffering a Multi-Attack DN penalty. If this Threat is wielding a weapon with all 3 hands, they can take the Brace Action (Wrath & Glory, page 189) as a free action and ignore the Unwieldy weapon trait. Hypersensory Abilities: If the Kelermorph fires any of its Liberator Autostub Pistols it can Sprint as a Simple Action on the same turn. Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Kelermorph is not Human. Revolutionary Anarch: All Threats with the GENESTEALER CULT Keyword that see a Kelermorph kill an opponent gain +1 Conviction and Resolve for 1 day. ABILITIES ACTION: Liberator Autostub Pistol: 12 +1 ED / -1 AP / Range 9 - 18 - 27 / Salvo 2 / Pistol, Rad (2) WRATH: Dead Shot: When the Kelermorph scores a wrath critical on a ranged attack test with a Liberator Autostub Pistol, the target automatically suffers 1d3 Mortal Wounds. RUIN: Gunslinger: Whenever the Kelermorph successfully deals a Wound using a Liberator Autostub Pistol it may spend 1 Ruin to make another attack with the same weapon against the same target as a Free Action. REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. Takes the Initiative and can Charge up to 20m. DETERMINATION: Preternatural Reflexes: Spend 1 Ruin to roll 4D6. This Threat can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 6 5 6 Avg
125 SANCTUS Threat A|A|A|E|E GENESTEALER CULT, TYRANID S T A I Wil Int Fel 4 4 6 6 5 5 1 Defence Wounds Shock Resilience 6 10 8 7 (AR 2) SKILLS: Default 5, Athletics 7, Awareness 8 (Passive 4), Ballistic Skill 10, Cunning 6, Stealth 12, Weapon Skill 10 BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Cloaked by Shadows: If this Threat is in cover or hidden by shadows it gains +2 Defence. Additionally, attacks that target this Threat from 12m or more away suffer a +2 DN penalty. Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Sanctusis not Human. Soulsight: This Threat ignores all vision penalties when making attack Tests. ABILITIES ACTION: Cult Sniper Rifle: 12 +2 ED / -3 AP / Range 18 - 36 - 54 / Agonising, Inflict (Poisoned), Sniper (2), Silent Sanctus Bio-Dagger: 6 +3 ED / Range 1 / Agonising, Inflict (Bleeding, Poisoned), Rending (10) REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. RUIN: Dead-Eye Sniper: After this Threat makes a successful ranged attack, you can spend 1 Ruin to inflict the Vulnerable Condition and a Mortal Wound to the target. Conviction Resolve Speed Size 5 4 6 Avg SANCTUS Sanctuses prowl the hives and factorums of Imperial worlds, delivering knives to the backs of investigators, gang leaders, and anyone else who threatens the cult and their bloody uprising. They are the precision scalpel directed by the Nexoses and Magus to perform the Patriarch’s will. Armed with advanced sensor goggles allowing them to see all forms of light and radiation, they run their prey to ground, ending their lives with their alien daggers — their atrophic blades, like many of the strange daggers and swords wielded within the cult, are grown from the pools of rotting matter and psychic essence from thousands of slain cultists. Victims of such blades are overwhelmed by the echo of the deathroes of hundreds, collapsing as their mind shatters in pain just as blood drains from their body. Other Sanctuses utilise sniper rifles armed with toxin tipped bullets made using the venoms that course through the veins of Genestealers. Woe betide the victim if they are a psyker, as the venom triggers a neural cascade and intrusion of the Hive Mind upon them. Accompanying the Sanctus is a familiar, which allows the Patriarch to remotely view and direct the Sanctus to their target. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
126 SANCTUS FAMILIAR Threat T|T|T|T|T GENESTEALER CULT, TYRANID S T A I Wil Int Fel 2 1 6 4 2 1 1 Defence Wounds Shock Resilience 4 3 3 2 SKILLS: : Default 4, Athletics 6, Awareness 8 (Passive 4), Stealth 10, Weapon Skill 6 BONUSES Cloaked by Shadows: If this Threat is in cover or hidden by shadows it gains +2 Defence. Additionally, attacks that target this Threat from 12m or more away suffer a +2 DN penalty. Second Strike: This Threat reduces the Multi-Atack penalty by 2 DN, as though it had the Dual Wield Talent (Wrath & Glory, page 133). ABILITIES ACTION: Familiar’s Claws: 10 +4 ED / Range 1 REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. DETERMINATION: Spend 1 Ruin to roll 4D6. Conviction Resolve Speed Size 2 1 6 Small REDUCTUS SABOTEUR While a Nexos does the planning, and a Sanctus provides covering fire, the Reductus Saboteur moves into position to plant the charges. When chaos and terror are the order of the day, these cunning chemists mix the toxic slurry from the Patriarch’s lair with noxious chemicals from the sump pits, mining explosives from the quarry, even adding them to the occasional purloined melta bomb. These devices are not used entirely for offence either and many are the unfortunate souls that have fallen foul of a Saboteur booby trap while attempting to clear a Genestealer infestation. REDUCTUS SABOTEUR Threat A|A|A|E|E GENESTEALER CULT, TYRANID S T A I Wil Int Fel 3 4 6 4 5 5 3 Defence Wounds Shock Resilience 3 8 7 7 (AR 2) SKILLS: Default 5, Awareness 8 (Passive 4), Ballistic Skill 12, Cunning 8, Leadership 8, Stealth 8, Tech 8, Weapon Skill 6 BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Clandestine: This Threat gains doubled Defence and Stealth bonuses from cover and visual conditions. Extra Arm: This Threat has 3 arms. If this Threat is wielding a one-handed weapon in each hand, or a one-handed weapon in one hand and a two-handed weapon in its other two hands, it can make one attack with each weapon without suffering a Multi-Attack DN penalty. If this Threat is wielding a weapon with all 3 hands, they can take the Brace Action (Wrath & Glory, page 189) as a free action. Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Saboteur is not Human. ABILITIES BATTLECRY: Grenade! During the first round of combat the Saboteur may Seize the Initiative to make an immediate ranged attack with a Blasting Charge, a Demolition Charge, or a Frag Grenade. ACTION: Autopistol: 7 + 1 ED / Range 6 - 12 - 18 / Salvo 2 / Pistol Blasting Charges (3): 11 +4 ED / -4 AP / Thrown 12m / Blast (2) Demolition Charge (1): 15 + 4 ED / -4 AP / Thrown 6m / Blast (10) Frage Grenades (3): 10 +4 ED / Thrown 12m / Blast (6) RUIN: Remote Explosives: Spend 1 Ruin. The Reductus Saboteur may make one Demolition Charge attack up to 60m away as if they had thrown the charge, representing a booby trap they have placed, or a servitor based improvised explosive that has moved into position. DETERMINATION: Spend 1 Ruin to roll 4D6. Conviction Resolve Speed Size 5 4 6 Avg
127 ATALAN JACKAL Kicking up dust, the thrum of engines heralds the Atalan Jackals. These Neophyte Hybrids cross the wastes on their Atalan pattern dirt bikes. Gangs of these rebels race down the streets of forge cities, the nimble machines able to navigate sand dunes, scrap piles, and the steppes of agri-worlds with equal ease. The primary goal of these outriders is to scout for new territory and resources for the Gene-Sect. Such riders are often mistaken for prospectors working for mining corps, or rangers keeping watch over the herds of genespliced cattle. As nomads, the Jackals are well-prepared, covering their tracks and maintaining their provisions. Atalan dirt bikes, and Wolfquads are produced in vast numbers on forge worlds and shipped out to mining worlds, making it simple for a cult to claim a handful without raising suspicions. Their simple design makes them easy to repair, with many bikes over the years ending up as a mishmash of parts from variant patterns and makeshift replacements. Leading every pack of Jackals is an Alphus, who has travelled far and wide, racing at breakneck speeds and leading daring ambushes. JACKAL OPTIONS An Atalan Jackal may be equipped with either a Hand Cannon or a Shotgun from the Wrath & Glory Rulebook. In a mob of 4 or more Atalan Jackals, one may wield a Grenade Launcher, one may exchange their Blasting charge for a Demolition Charge (15 + 4 ED / -4 AP / Thrown 6m / Blast (10)) and one may ride a Wolfquad (Church of Steel) instead of a Dirtcycle. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
128 JACKAL ALPHUS Threat A|A|E|E|T GENESTEALER CULT, TYRANID S T A I Wil Int Fel 3 5 6 5 5 4 4 Defence Wounds Shock Resilience 4 (6 Mounted) 11 8 8 (AR 2) SKILLS: Default 5, Awareness 10 (Passive 5), Ballistic Skill 10, Cunning 8, Leadership 8, Pilot 10, Weapon Skill 7 BONUSES Master Outrider: If this Threat is Mounted and moves on its Turn it gains +2 Defence until the start of its next Turn. Additionally, if an Atalan Jackal is within 6m of the Jackal Alphus, its Defence increases by a further +2. Mounted: By default, Jackal Alphus is mounted on a Dirtcycle (see Church of Steel). Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Jackal Alphus is not Human. Priority Target: All of the Jackal Alphus’ ranged weapons have the Inflict (Vulnerable) weapon trait. ABILITIES ACTION: Autopistol: 8 + 2 ED / Range 6 - 12 - 18 / Salvo 2 /Pistol Blasting Charge: 10 + 2 ED / -4 RUIN: Jackal Manoeuvre: If Mounted, this Threat can move and attack as a single Ruin Action. REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. If this Threat is mounted, the range of this Reaction is half the Speed of the vehicle. DETERMINATION: Spend 1 Ruin to roll 5D6. Conviction Resolve Speed Size 5 4 6 / 38 (Mounted) Avg ATALAN JACKAL Threat T|T|T|T|T GENESTEALER CULT, TYRANID S T A I Wil Int Fel 3 4 5 4 3 2 3 Defence Wounds Shock Resilience 3 (6 Mounted) 6 4 6 (AR 2) SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic Skill 7, Cunning 5, Pilot 7, Weapon Skill 6 BONUSES Mounted: By default, an Atalan Jackal is mounted on a Dirtcycle (see Church of Steel). Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Atalan Jackal is not Human. Raiders: When this Threat makes a ranged attack test against a target within 6m, that target is Vulnerable. Skilled Outriders: If this Threat is Mounted and moves on its Turn it gains +1 Defence until the start of its next Turn. ABILITIES ACTION: Autopistol: 8 + 2 ED / Range 6 - 12 - 18 / Salvo 2 /Pistol Blasting Charge: 10 + 2 ED / -4 AP / Thrown Sx4 / Blast 4 Power Pick: 8 +4 ED / -2 AP / Range 1 / Rending (3) RUIN: Jackal Manoeuvre: If Mounted, this Threat can move and attack as a single Ruin Action. REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. If this Threat is mounted, the range of this Reaction is half the Speed of the vehicle. DETERMINATION: Spend 1 Ruin to roll 3D6. Conviction Resolve Speed Size 3 2 6 / 38 (Mounted) Avg
130 BIOPHAGUS Why rely on kidnapping and luring new subjects to be indoctrinated in the cult when the entire process can be industrialised? A Biophagus is a master of genetics, virology, and mutagenics, developing novel means to spread the Genestealer plague. Some pose as medicae providing cheap treatment to injured workers, all while planting the Genestealer Curse in their unwitting patients. Others work in starch refineries and fungal fermentation factorums, tainting the food supplies with the Genestealer germ-seed before the rations are shipped around the planet or off-world to the front lines of the Imperium. These same twisted doctors maintain secret labs where their brood of Aberrants toil as servants to the genius biologists, as their masters use them to test out their latest mutagenic serum or harvest the unstable cells that makes them the brutes they are. To enable these tests some Biophagus fashion injector goads, designed to clam around the necks of their victims and pump alchemical concoctions into their bodies. Many Biophaguses are served by a familiar, which acts as a twisted lab assistant scurrying to bring them reagents or sneaking into secure facilities to spread the latest genetic bioweapon. ALCHEMICUS FAMILIAR Threat T|T|T|T|T GENESTEALER CULT, TYRANID S T A I Wil Int Fel 2 1 4 4 2 2 1 Defence Wounds Shock Resilience 3 3 3 2 SKILLS: Default 3, Awareness 4 (Passive 2), Cunning 4, Medicae 4, Weapon Skill 6 ABILITIES ACTION: Alchemicus Courier: The Alchemicus Familiar can use its action to assist a Biophagus, extending the range of its Genomic Enhancement to 18m. Rending Claws: 5 +3 ED /-22 AP / Range 1 / Rending (2) REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keyword within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. DETERMINATION: Spend 1 Ruin to roll 1D6. Conviction Resolve Speed Size 2 1 6 Sml BIOPHAGUS Threat A|A|E|E|T GENESTEALER CULT, TYRANID S T A I Wil Int Fel 3 5 5 4 6 7 2 Defence Wounds Shock Resilience 3 9 8 7 (AR 1) SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic Skill 6, Cunning 6, Medicae 10, Tech 7, Weapon Skill 8 BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Passes For Human: A DN 3 Awareness (Int) Test is required to notice a Biophagus is not Human. ABILITIES ACTION: Autopistol: 7 + 1 ED / Range 6 - 12 - 18 / Salvo 2 /Pistol Injector Goad: 6 +2 ED / Range 1 / Inflict (Poisoned 4), Rending (8) Chemical Vials: 4 +6 ED / -2 AP / Thrown 8m / Rad (3), Rending (8) Genomic Enhancement: Choose a Threat within 3m with the GENESTEALER CULT Keyword and roll 1d3. The target gains the matching effect for the next hour: 1. Enhanced Musculature: the target gains +2 Strength (this results in +2 damage with melee attacks and bonus dice for Athletics Tests). 2. Enhanced Aggression: the target is Frenzied and gains +2 Initiative (this results in +2 Defence and Weapon Skill). 3. Enhanced Resilience: the target gains+2 Toughness (this results in +2 Wounds and Resilience). An individual can only be affected by one type of Genomic Enhancement at a time, except for the use of Twisted Experiment. If the target of Genomic Enhancement is an Aberrant, you may choose the enhancement instead of rolling 1d3. RUIN: Twisted Experiment: Spend 1 Ruin and choose one of the following effects: • The Biophagus uses their Genomic Enhancement Action on two targets within range. • The Biophagus uses their Genomic Enhancement Action twice on the same target. REACTION: Unquestioning Loyalty: When a Threat with the GENESTEALER CULT and PSYKER Keywords within 6m of this Threat is targeted by a ranged attack, this Threat may interpose themself as a reaction and become the new target for the attack. If this Threat is mounted, the range of this Reaction is half the Speed of the vehicle. DETERMINATION: Spend 1 Ruin to roll 5D6. Conviction Resolve Speed Size 5 4 6 Avg
131 ew Xenos species arouse horror in their foes like the deathless legions of the Necrons. Skeletal automatons advancing in eerie silence, wielding weapons of unmatched potency, they are emotionless and tireless in their slaughter. Cut them down and they rise again. Defeat them and they will return. Drukhari may delight in your suffering, Tyranids may steal all that you are, but to the Necrons you are no more than an irritation. Some scholars postulate that it was the coming of the Cicatrix Maledictum that awoke these ancient beings from aeons of slumber, while others suggest the arrival of the Tyranid menace. Nobody suspected how many of their “tomb-worlds” were scattered across the void, nor how many Necrons slumbered within their depths. Already, great sections of the galaxy have been overrun, and still the Necrons continue to awaken in increasing numbers. Whole worlds are being reshaped to provide fortresses, ships, and vehicles for the Necron advance. The Necrons of today are terrifying, but only a fragment of their might in ages past. It seems they are no longer unified, warring even upon each other and pursuing strange goals. It is in the best interests of the wider Galaxy that this conflict continues, for should one faction succeed in uniting or subjugating the others, the consequences would be catastrophic. AWOKEN STEEL A warlike species, the Necrontyr evolved beneath a blistering star whose radiation left them with short, painful lives. Through blasphemous technology, the Necrontyr shed their mortal bodies, and were remade in cold, living metal that would endure forever. While the rulers retained most of their minds and some degree of free will, the vast majority of these new “Necrons” were rendered virtually mindless. NECRONS
132 Szarekh, the Silent King, ordered the construction of massive stasis tombs where the Necrons could sleep away the ages. As they entered the crypts, Szarekh unshackled their minds, allowing the Necron lords their own autonomy once more, and then departed on a mysterious mission of his own. Sixty million years passed, and many of the Necron tombs were lost or destroyed. A few were discovered by lesser species, most of whom were exterminated by the automated defences or learned to shun the tombs as cursed. Well hidden, the majority of the crypt complexes survived relatively intact, ensuring trillions of Necrons have slumbered for millenia. Guided by powerful subroutines, the Canopteks have laboured ceaselessly to maintain these vaults until the day of awakening. It is in the current, desperate age the Necrons have at last begun to awaken in truly frightening numbers, their hidden crypts unleashing their legions once more. They arise to find a galaxy overrun with threats, their leaders once more engaged in dynastic politics. With the drift of stars, many of their ancient kingdoms have scattered, meaning ambitious underlings are carving out their own empires. The Necrontyr were always a hierarchical species, arranged into strict dynasties who warred frequently. As Necrons they retained these allegiances, but were enslaved to the will of Szarekh through protocols forced on them during the biotransference process. Their minds now free, many of these dynasties have begun to vie with each other once more. Many other Necrons have awoken entirely insane, reduced to an endless thirst for slaughter by extensive corruption. Such Necrons form murderous Destroyer cults, twisting their own bodies into bizarre and deadly forms, to better enact their slaughter. It was to this fractured tableau that Szarekh returned from his sojourn in the void. The Silent King is blamed by many Necrontyr for the biotransference, but his words are compelling. He has swayed several dynasties to his rule with a plan for a Necron victory over the galaxy. Using noctilith, known in low Gothic as blackstone, the Necron plan to blot out the Warp’s influence altogether. This will require building massive structures across the entire galaxy, allowing their “pariah” signal to propagate, banishing the Cicatrix Maledictum. It will, of course, also slowly drive all living creatures towards an inescapable soul-death, leaving the Necrons with more than adequate resources to begin investigation into transferring themselves back to organic life once more. If all goes to plan, the Necrontyr will live again, and this time the galaxy will be theirs alone. THREAT ASSESSMENT ‘How long have I been scouring Gilead for evidence of their remains? Thanks to this accursed Warp anomaly, no two chronometers in the system seem to agree. Decades, at least. Much has changed while I was cloistered away underground. Had it not been for the terminal failure of my recycler I would still be there now. Gilead looks fearfully to the sundered skies, but the true danger has been here all along. I believe it was the storm that re-awakened the machines, those remnants leftover from the destruction of some ancient civilisation. For how many ages have they lain undisturbed, buried deep in the crust of unsuspecting planets, or floating silently in the asteroid belt? Slowly, clumsily, they began questing towards each other; sundered fragments of a once-indivisible whole. What manner of manufacturing allows them to function still? The secrets I have wrung from them, the augmetics I have created for myself, could make me an arch-magos — or see me executed as a blasphemous heretek. At first it was just sub-sentient machines with insectile forms, but as they reactivated the battered monoliths, more complex forms began to emerge; corroded and addled, yet still potent. For now they are confused, acting on some form of instinct. But if these beings are, as I believe, related to the Necrons that my fellows insist are an isolated phenomenon, then this will not last. Already my auspex systems have located a major facility rising towards full function, and I intend to travel there. Perhaps my modified implants will allow me to communicate; more likely I will simply bear witness to the beginning of the end. I leave my archive logs stored in this humble dock cogitator stack in the hope that some future Explorator may find the record useful. For us, I believe it is already too late.’ — Magos Explorator Quintus Tet-9 Ascending
133 THE NECRONS IN GILEAD The Necrons in Gilead are remnants of the Lezektekhan Dynasty. Only ever a minor power, their Phaeron, Lezektekh the Razored Light, sustained his ambition by encouraging his subordinates to take risks and toy with terrible powers. His greatest coup came towards the end of the War In Heaven, when his troops secretly seized a C’tan shard from a rival dynasty. Knowing this was sure to bring reprisal, he assigned the dynasty’s greatest scientific mind, the Cryptek Anaphteh, to build a weapon of surpassing power to annihilate any enemy. He also tasked his favoured general, Lord Ka’lalek, to furnish the resources for this weapon, forcing the two bitter rivals to grudgingly work together. Gilead was an unimportant system at that time, and the dynasty constructed their weapon — dubbed The Chronomantic Array — on a barren world. The Array was designed to harness the power of a C’tan shard, and intended to project a beam of fractalising energy capable of reducing its targets to sub-chronic particles. Despite countless setbacks, the weapon was nearing completion when the Silent King’s orders arrived, and the Necrons were told to enter stasis. The two bickering lieutenants could not trust each other with the weapon, and each quietly began to establish secret crypts and caches across the system as a safeguard against their rival. The weapon itself was sealed in a vast stasis tomb to ensure it couldn’t be tampered with. Pondering such a weapon being outside his direct control, Lezektekh decided he could not take the chance of his minions betraying him. Once his lieutenants were sealed in their crypts, he gave the order to cause a massive stellar flare in Gilead’s star. This should have been enough to eradicate every planet in the system, but he hadn’t considered the sheer power of the weapon he had wrought. Unfinished though it was, it absorbed most of the energy from the flare, releasing it in the form of temporal energy. The resulting gravity wave tore the planet apart, and the Array was lost. The majority of the planet’s remains slowly formed into an asteroid belt, while other pieces were thrown clear of the system or fell into the gravity wells of the celestial bodies of Gilead. The Necron facilities studded throughout these were incredibly resilient, but even they could not survive such events without damage. Many have been destroyed, torn open, or malfunctioned in some way. The Necrons themselves have survived to varying degrees, but most have signs of mental or physical damage, their once gleaming white armour pitted and shattered. The more senior members of the dynasty, being both more physically robust and benefitting from better protective measures, have survived in better condition than most of the rank-and-file, and both Anaphteh and Ka’lalek have now awoken. Needless to say, the system’s “infestation” by lesser species is annoying and the presence of the Cicatrix Maledictum disturbing. Each of them believes that they must first destroy their hated rival before these problems can be dealt with. Now they are racing to recover the caches and crypts they set aside long ago, and gain control over the scattered forces that are awakening all across the system. Each is keenly aware that they may have a limited amount of time to establish themselves — and settle old rivalries — before their erstwhile master returns. Cryptek Anephteh Anephteh’s base of operations was a huge industrial complex known as the Luminous Vaults. Filled with stasis crypts and assembly systems for pouring out scarabs and manufactured products, it was used to construct the components of the weapon array. While the Vaults survived the planetary destruction, they were hurled out, striking the world of Enoch. Ruptured and broken, the Vaults sank to the crushing depths of the ocean. The automated systems did their best to repair and maintain the base, but had to scavenge and improvise significantly from their surroundings. Overhead, millions of years of organic detritus and tectonic upheaval eventually covered the complex completely. Anephteh awoke to find his marvellous Vaults in twisted ruins, buried beneath the ocean of a primitive world. After running calculations, he inferred that Lezektekh’s hand was behind the destruction of the weapon, and that the Phaeron probably considers Gilead lost. This suits the patient Cryptek, who has taken steps to block all long-range Necron communications. Long needed repairs have begun on the Vaults, but he fears discovery, so moves with great subtlety, patiently orchestrating each move with wilful precision and supported by small teams eager to help further his goals. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
134 Slowly but surely he is reactivating the Luminous Vaults. The ocean depths are no deterrent to Necrons, and he has sunk several massive geothermal taps to supply energy and material. Once these are complete, he intends to create a limitless horde of scarabs which will rise from the oceans to scour the surface of life, converting Enoch to a fortress-factory to conquer the entire system. Lord Ka’lalek Wanting to be ready for war as soon as he awoke, Ka’lalek had himself entombed aboard his command vessel, the Seker-Ka. This highly modified Shroudclass cruiser was once the pride of the Dynasty’s fleet, packed with experimental weapons and defences, as well as great halls filled with trophies from Ka’lalek’s many victories. Unfortunately, it was to be this very experimental nature that worked against it. Left battered and drifting for millions of years, the canopteks servicing this vessel were unable to maintain such advanced systems, and have slowly cannibalised the craft to maintain power to the stasis tombs. To his ire, Ka’lalek has been unable to awaken most of his soldiers, and his ship is immobile on the fringes of Gilead. He has made repair a high priority, but this will require resources that he doesn’t have. Should he manage to reactivate the Seker-Ka, he will have access to not only legions of his elite soldiers, but also to a powerful vessel. For now he makes his moves carefully, sending out small teams via Doom Scythes and transport vessels to reactivate caches and awaken other Necron forces — and of course sabotaging Anephteh’s schemes as he uncovers them. After fighting for his master for millennia, Ka’lalek’s military style favours swift and deadly strikes from unexpected directions, and he is adept at identifying and exploiting his enemies’ weak spots. He has no fear of fighting superior numbers, and even occasionally takes to the cockpit himself to execute particularly important missions. He has no idea that Lezektekhan was responsible for the destruction of the system, and on the surface at least still gives homage to the dynasty. If there’s one thing he does become irrational about, it’s snuffing out Anephteh, who he blames for the current Necron condition in Gilead. FLASHPOINT: THE PERFIDIA UPSWELL After a huge stampede of megafauna nearly overwhelmed one of the Nethrean Dominions, scouts were sent to investigate the cause. What their auspex systems detected was a pyramidal structure, pushed to the surface by a tectonic event that drew up rock formations that had lain buried for millions of years. The structure was seemingly in the process of activation, with xenos scarabs and warriors beginning to emerge and weapon systems slowly powering up. The chance to capture this facility while it is still lightly defended is priceless, and many factions are scrambling to throw agents into the field to secure it — though almost none recognise the true threat it represents. Meanwhile others, such as the Aeldari, are marshalling their forces to try and destroy it before it fully activates. What not even the Aeldari realise is that the site is already a warzone. The awakening Necron warriors within this stasis crypt have no idea of the current situation, and no loyalty beyond their dynasty. If one of the two Necron factions can claim the facility for themselves, they can seize control of this force and use it to enhance their own power base significantly. Lord Ka’lalek has dispatched a wing of vessels to drop troops near the crypt and then claim air supremacy while they advance. Cryptek Anpheteh is preparing to blanket out vox and auspex signals in the area before deploying their amassed forces. Both sides will exterminate anything in their path, and neither will wish to leave the facility intact if the other wins. Caught between these two forces (and the defences of the crypt itself) even factions diametrically opposed to each other may have to join forces to fight off the overwhelming Necron assault. The longer it takes, the higher the chance of more advanced Necron forms awakening from stasis, meaning that time is of the essence. However, the crypt is vulnerable right now, and it can be destroyed with appropriately placed melta charges, or by destruction of the generator.
135 USING NECRONS IN YOUR GAME Necrons leaders are always working towards a goal, and without exception these goals are related to the acquisition of power. With no biological needs to distract them, they can remain fixated on a single task for unimaginably long periods of time. Dynastic politics, mental instability, and cold alien sensibilities often make the purpose of Necron actions hard for organic species to interpret. Given the overwhelmingly deadly nature of Necron incursions, it is rare that their motives can be analysed in depth until after they’ve already been achieved. This means that when Agents first stumble into a Necron scheme, it can seem entirely baffling. An attack on a hive city that bypasses critical reactor systems only to descend into the mutant-infested underhive might seem illogical — if you don’t know that there’s a Necron crypt buried deep beneath. Agents that try and solve the Necron problem by just blasting away at it will discover too late that they missed the bigger picture. USING NECRONS IN COMBAT Necrons are implacable foes, their leaders willing to sacrifice almost any number of their own warriors to achieve tactical or strategic goals. As such, when they do attack, it tends to be overwhelming. This means that their foes are usually so busy just trying to survive that they don’t have time to question or coordinate. Necron armies are fearless and pitiless, and fight methodically. Against enemies they hold in low regard (which is almost everyone) Necrons will simply employ their heaviest weapons to sweep them aside, heedless of destruction. However, the rare foe who shows a great talent for combat may achieve a modicum of respect from a Necron leader, who will then accord them an “honourable” death by more personal weaponry. None of this applies to the Destroyer Cults, who fight with nihilistic savagery and will not stop until every living creature in the area is completely destroyed. Even other Necrons find such lunatic creatures distasteful and disturbing. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
136 NECRON LORD ’I have waited sixty million years to feel the thrill of victory once more. It does not disappoint.’ — Lord Neferhet, the Scarab Prince These ‘minor’ nobles represent the lowest rung of royalty amongst the Necrons, but even they are vastly more potent and cunning than most of their underlings. Strong willed, Necron Lords have retained their personalities through biotransference, and although less of them have suffered outright engrammatic decay during the Great Sleep, many of them do display subtle quirks of personality that they didn’t have before. To be a Lord is a difficult position, since you must not only keep your superiors happy, but also deal with the scheming underlings who would like to replace you. If you appear too powerful or competent, your own Overlord or Phaeron will take notice, and while this can be a path to power, it can also be a mark of death. Your own peers will also vie with you constantly through means both foul and fair. On top of this, a Lord will be expected to frequently lead their armies into battle, expanding their dynasty’s power-base through relentless conquest. While this is certainly glorious, it also exposes them to increased danger. NECRON LORD Threat A|A|A|A|A NECRON, [DYNASTY] S T A I Wil Int Fel 8 8 4 4 9 8 3 Defence Wounds Shock Resilience 3 18 14 13 (AR 4) SKILLS: Default 7, Awareness 10 (Passive 5), Ballistic Skill 8, Leadership 10, Weapon Skill 8 BONUSES Architect of Ruin: The GM gains 1 point of Ruin at the start of each of this Threat’s turns. Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Relentless March: Every Mob or individual with the same [DYNASTY] Keyword as this Threat within 10 m gains +1 Speed. ABILITIES ACTION: Staff of Light (Shooting): 10 + 2ED / AP -1 / 9 - 18 - 27 Staff of Light (Melee): 11 + 5 ED RUIN: Resurrection Orb Roll 10d6. The Resurrection Orb restores a number of Wounds equal to the number of Icons rolled to any individual or Mob within 10 m of the Necron Lord that share a [DYNASTY] Keyword, including destroyed Necrons. The Resurrection Orb can only be used once per day. DETERMINATION: Spend 1 Ruin to roll 8d6. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 9 8 6 Avg
137 OVERLORD The highest social strata of the Necron empire are the Overlords, brilliant strategists and accomplished dynastic leaders from whose ranks the Phaerons themselves are drawn. These nobles serve as the generals of their house, directing legions into battle and commanding the host of Lords beneath them to their grand strategic plan. A single Overlord will have fleets, armies, and whole worlds at his command, answering only to the Phaeron. If the power of the Overlord is great, so too is the cost for failure. An Overlord can be sure that their Phaeron will keep tabs on them at all times; any sign of weakness, treachery, or incompetence is likely to be punished. Phaerons are adept at keeping their Overlords at each others’ throats, and should one rival succeed to the throne then their first act is likely to be to settle a lot of old scores. Conspiring against the throne, however, is to be discouraged by all means and the Phaerons prefer to keep their Overlords busy with campaigns of conquest. OVERLORD Threat A|A|A|A|A NECRON, [DYNASTY] S T A I Wil Int Fel 8 8 5 5 10 8 4 Defence Wounds Shock Resilience 4 18 15 14 (Armoured Carapace: AR 4, PHASE SHIFTER: AR 2*) SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic Skill 10, Leadership 12, Weapon Skill 9 BONUSES Architect of Ruin: The GM gains 1 point of Ruin at the start of each of this Threat’s turns. Champion: This Threat may use Ruin Actions and has 3 personal Ruin. Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. My Will Be Done: Individuals and Mobs that share a [DYNASTY] Keyword with the Overlord and can see the Overlord gain +2 bonus dice to all Tests. ABILITIES ACTION: Hyperphase Glaive: 14 +5 ED / AP -3 / 2m / Rending (2) Tachyon Arrow (single use): 20 + 8 ED / AP -5 / 60 - 120 - 180 / Blast 20, Reliable RUIN: Resurrection Orb Roll 10d6. The Resurrection Orb restores a number of Wounds equal to the number of Icons rolled to any individual or Mob within 10 m of the Necron Lord that share a [DYNASTY] Keyword, including destroyed Necrons. The Resurrection Orb can only be used once per day. DETERMINATION: Roll 8d6. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 10 9 6 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
138 ROYAL WARDEN Physically potent and unswervingly loyal, the Wardens act as both bodyguards and lieutenants to the lords of the dynasty. They strike fear into the scheming underlings of the viperous Necron courts, for it is well known that Wardens cannot be bought or blackmailed. Many ambitious Necron nobles have found their existence extinguished by the pitiless weaponry of the Royal Wardens after perceived treachery or failure. While intelligent and free-willed, Royal Wardens have additional engrams ensuring their loyalty, and hence are trusted implicitly to speak for their lord in negotiations. In turn, Royal Wardens tend to be granted access to the finest weaponry and wargear, so that they can function as champions. On the battlefield the Royal Wardens direct phalanxes, ensuring that objectives are achieved. Should their lord wish (or be forced) to partake in combat, the Royal Warden will stand at their side, shielding them from assault and laying waste to their enemies. Steeped in ancient Necron traditions, Royal Wardens often hold themselves to a coldly honourable code of conduct. ROYAL WARDEN Threat A|A|A|E|E NECRON, [DYNASTY] S T A I Wil Int Fel 9 8 4 4 7 5 2 Defence Wounds Shock Resilience 3 16 11 13 (AR 4) SKILLS: Default 6, Awareness 8 (Passive 4), Ballistic Skill 10, Leadership 8, Weapon Skill 10 BONUSES Adaptive Strategy: At the start of each Round, one Mob or individual with the same <DYNASTY> Keyword as this Threat within 10 m can Seize the Initiative for free. Champion: This Threat may use Ruin Actions and has 1 personal Ruin. Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Relentless March: Every Mob or individual with the same [DYNASTY] Keyword as this Threat within 10 m gains +1 Speed. ABILITIES ACTION: Relic Gauss Blaster: 12 + 1 ED / AP -2 / 15 - 30 - 45 / Salvo 2, Rapid Fire (2), Reliable DETERMINATION: Spend 1 Ruin to roll 8d6. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 7 6 6 Avg
139 TECHNOMANCER The Crypteks work as advisors to the nobility, providing the technological marvels that Necron society relies on. Technomancers are particularly trained in the arts of repairing and modifying Necrons and other Necron technology. Although equipped with a deadly Staff of Light, Technomancers are far more likely to focus their attention on either reanimating fallen Necrons or directing Canoptek units to fight on their behalf. Crypteks are generally heavily involved in dynastic politics, and Technomancers will often trade their services to other powerful Necrons in return for favours or resources. Given how vital the services of Technomancers are, they are often allowed a certain leeway by their Lords — even if this involves questionable experiments such as adapting the bodies of Destroyer Cult members. Necron royalty tend to value vehicles far more highly than their warriors, and a large part of a Technomancer’s time will likely be spent producing or repairing vehicles for the dynasty. A Technomancer’s lab will likely be filled with a variety of experiments, mostly focused on military research. TECHNOMANCER Threat A|A|E|E|E NECRON, [DYNASTY], CRYPTEK S T A I Wil Int Fel 4 5 4 4 6 8 3 Defence Wounds Shock Resilience 3 9 8 9 (AR 3) SKILLS: Default 5, Awareness 10 (Passive 5), Ballistic Skill 6, Tech 12, Weapon Skill 6 BONUSES Architect of Ruin: The GM gains 1 point of Ruin at the start of each of this Threat’s turns. Canoptek Cloak: This Threat can Fly. Once per turn, if this Threat flies within 3m of another Threat with the same <DYNASTY> Keyword, that Threat regains 1d3 Wounds. Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Rites of Reanimation: Once per turn, the Technomancer can select a Threat with the same <DYNASTY> Keyword within 10m. Select one of the following effects to apply to the target: • The Threat’s Living Metal restores 1d3 Wounds and Shock. • The Threat’s Reanimation Protocols activate on an Icon and an Exalted Icon. ABILITIES ACTION: Staff of Light (Shooting): 12 + 1ED / AP -1 / 9 - 18 - 27 Staff of Light (Melee): 8 + 3 ED / AP -2 / 2m / Parry DETERMINATION: Spend 1 Ruin to roll 5d6. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 6 5 5 (Fly) Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
140 PSYCHOMANCER Threat A|A|E|E|E NECRON, [DYNASTY], CRYPTEK S T A I Wil Int Fel 4 5 4 4 7 7 5 Defence Wounds Shock Resilience 3 9 9 9 (AR 3) SKILLS: Default 5, Awareness 9 (Passive 5), Ballistic Skill 6, Intimidation 10, Tech 8, Weapon Skill 6 BONUSES Architect of Ruin: The GM gains 1 point of Ruin at the start of each of this Threat’s turns. Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Nightmare Shroud: This Threat can Fly. Once per turn, this Threat can select an individual within 10m. The target increases the DN of all Willpower, Fear, Conviction, and Resolve Tests by +1. ABILITIES ACTION: Abyssal Lance (shooting): 10 +2 ED / AP -3 / 9 - 18 - 27 / Assault, Agonising Abyssal Lance (melee): 7 + 3 ED / AP -3 / 2m / Agonising, Parry DETERMINATION: Spend 1 Ruin to roll 5d6. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 7 6 5 (Fly) Avg CHRONOMANCER Wreathed in swirling energies, and surrounded by a strange mantle decorated with glyph-etched cubes, Chronomancers are one of the rarest and most potent of Crypteks. Claiming mastery over time itself, they advise their Lords in the manner of seers and prognosticators. By studying the temporal flow, they can forecast propitious times for action, and give warnings of impending disasters. As with all Crypteks, such advice is also political in nature, and is often intended to make life harder for their dynastic opponents. On the battlefield Chronomancers wield time as both weapon and armour, twisting chronomantic energy to deflect enemy attacks, power their entropic aeonstaves, and effectively speed up or slow down the actions of those around them. They seem almost bored by battle, as if the outcome of every interaction is already known. PSYCHOMANCER These sinister Crpyteks serve as the Necron equivalent of anthropologists or psychologists, studying the minds and cultures of organic species in order to understand their motivations. Of course, being Necron, they frame this all in terms of fear, and advise their Lords on exactly how to go about breaking their enemies’ will to fight. The fascination that the Psychomancer’s feel studying fear is partly to do with their longing for their own mortal forms, driving them to truly obsessive behaviour from time to time. When a Psychomancer takes to the field, it will be to test their theories by attempting to overload the senses or shatter the sanity of the organic species that they face. While they are figures of terror, their appreciation for drama sometimes prolongs a battle unnecessarily as they sadistically toy with their foes. Survivors are carried away to the most heinous laboratories in Necron space; places where minds are broken and re-assembled to suffer again in a cycle without end.
141 CHRONOMANCER Threat A|A|E|E|E NECRON, [DYNASTY], CRYPTEK S T A I Wil Int Fel 4 5 4 4 6 8 3 Defence Wounds Shock Resilience 3 9 8 11 (Armoured Carapace: AR 3, Timesplinter Mantle: AR 2*) SKILLS: Default 5, Awareness 9 (Passive 5), Ballistic Skill 6, Intimidation 10, Tech 8, Weapon Skill 6 BONUSES Architect of Ruin: The GM gains 1 point of Ruin at the start of each of this Threat’s turns. Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Chronometron: Once per turn, this Threat can select a target within 10m that shares the same [DYNASTY] Keyword. The target triples its movement when it chooses to Charge and gains +2 AR* until the end of its next turn. ABILITIES ACTION: Aeonstave (shooting): 12 + 2 ED / AP -2 / 9 - 18 - 27 / Blast 10, Brutal Aeonstave (melee): 8 +3 ED / AP -2 / 2m / Brutal, Parry DETERMINATION: Spend 1 Ruin to roll 5d6. REACTION: Chronotendrils Whenever the Technomancer is attacked in melee, it may make a counter attack using its Chronotendrils with the following profile: 7 +2 ED / Rending 4. The Chronomancer can use its Chronotendrils 3 times per Round. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 6 5 8 Avg PLASMANCER These cunning Crypteks have learned how to directly wield vast and potent energies — as such they are by far the most martial of all the Crypteks, raining down destruction on enemy forces like a living weapon system. They surround themselves by a glowing sphere of plasma, scorching the life from everything around them as they move. Alone amongst Crypteks, Plasmancers have a reputation for bluntness, but this is just as often a cover for the scheming minds beneath. It suits their purposes to be seen as wantonly destructive and single-minded, since this means that their enemies underestimate them. When not engaged in combat, they are generally conducting experiments into extremely high-energy systems, learning how to manipulate stellar energies, improve the efficiency of reactor systems, or tinkering with all kinds of doomsday weaponry. PLASMANCER Threat A|A|E|E|E NECRON, [DYNASTY], CRYPTEK S T A I Wil Int Fel 4 5 5 5 5 8 2 Defence Wounds Shock Resilience 4 11 8 11 (AR 3) SKILLS: Default 5, Awareness 10 (Passive 5), Ballistic Skill 7, Tech 10, Weapon Skill 8 BONUSES Architect of Ruin: The GM gains 1 point of Ruin at the start of each of this Threat’s turns. Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Harbinger of Destruction: After this Threat has moved, all enemies within 24m must make a DN 3 Athletics Test or suffer 1 Mortal Wound. ABILITIES ACTION: Plasmic Lance (shooting): 12 + 3 ED / AP -3 / 9 - 18 - 27 Plasmic Lance (melee): 8 +5 ED / AP -3 / Range 2m DETERMINATION: Spend 1 Ruin to roll 5d6. REACTION: Living Lightning Once per round when the Plasmancer is attacked in melee, all enemies of the Plasmancer within 6m must make a DN 4 Athletics Test or suffer 1 Mortal Wound. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 5 4 5 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
142 NECRON WARRIOR Little more than mindless automatons, the Necron Warriors are the undying cannon-fodder for their dynasties’ never-ending warfare. Heedless of injury, they slowly advance on enemy positions until victorious or destroyed. Equipped with horrifying gauss weaponry that strips layers of matter from their foes and capable of recovering quickly from the most grievous injuries, even death is not the end for the Necron Warrior. Should a unit sustain terminal damage, it becomes wreathed in green energy; either initiating an instantaneous repair protocol or being teleported back to a crypt casket where it can be reassembled to rise and fight again. Once these were the rank-and-file of the ancient Necrontyr empire, but during the biotransference process when they entered the C’tan soul-forges, their souls were consumed, leaving only the shell of a mortal mind in their robotic body. Each time the Necron Warrior falls, more of their mind and memories are burned away, leaving them incapable of imagination or desire. Without leadership to oversee their phalanxes on the battlefield, Necron Warriors are easy to outwit. NECRON WARRIOR Threat E|E|T|T|T NECRON, [DYNASTY] S T A I Wil Int Fel 4 4 2 2 3 2 1 Defence Wounds Shock Resilience 1 6 4 8 (AR 3) SKILLS: Default 4, Awareness 5 (Passive 3) Ballistic Skill 6, Weapon Skill 6 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. ABILITIES ACTION: Gauss Flayer: 10 + 1 ED / AP-1 / Range 12 - 24 - 36 / Salvo 2 / Rapid Fire (2) Gauss Bayonet: 6 +2 ED / AP -1 / Range 1 DETERMINATION: Spend 1 Ruin to roll 4d6. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 3 2 5 Avg MOB ABILITIES Their Number Is Legion: If 10 or more Necron Warriors are alive in a Mob, Reanimation Protocols activate on a result of 5 and 6.
143 BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
144 IMMORTAL Immortals are the core heavy infantry of the Necron armies, bearing larger and deadlier weapons than their Warrior counterparts. They are capable of standing toe-to-toe against almost any foe, their gauss blasters ripping through the armour of enemy vehicles with ease. Having once been the elite of the Necrontyr armies, the Immortals’ pride and determination allowed more of their minds to survive the biotransference process — they are capable of adapting their tactics to evolving situations and prioritising enemies intelligently. Like the Necron Warriors from whose ranks they were elevated, they have extensive self-repair capabilities, and will rise to fight their foes over and over again. Immortals are generally used as shock troops, breaking through enemy formations in order to allow other Necron units to advance. Very few military forces in the galaxy have the courage to stand against such a withering storm of fire or the deathless monsters that wield it. IMMORTAL Threat A|E|T|T|T NECRON, [DYNASTY] S T A I Wil Int Fel 5 6 3 3 3 2 1 Defence Wounds Shock Resilience 2 10 6 11 (AR 4) SKILLS: Default 4, Awareness 6 (Passive 3) Ballistic Skill 8, Weapon Skill 8 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. ABILITIES ACTION: Gauss Blaster: 13 + 1 ED / AP -2 / Range 15 - 30 - 45 / Salvo 2 / Rapid Fire (2) Gauss Bayonet: 7 +2 ED / AP-1 / Range 1 DETERMINATION: Spend 1 Ruin to roll 6d6. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 3 2 5 Avg
145 CANOPTEK SCARAB The humble scarab is the basis of the majority of Necron construction processes; these tiny insectile beings come in an array of sizes and forms, from the nano-scale up. Canoptek Scarabs are deployed to break material down into raw energy to feed the Necron industrial processes — often using enemy warriors, vehicles, and structures as fuel. On the battlefield, vast, chittering swarms are usually deployed to cover the advance of more valuable units. Despite their small size, the mandibles of a Canoptek Scarab are capable of chewing through almost any material, and they are particularly prized for their ability to rip through heavy armour. Even the heaviest of enemy vehicles seldom has any way to defend itself against a Swarm once it is latched onto their hull. Scarabs are hard to target and can pour in through even a small gun port or glide over fortifications to envelop their prey. Scarabs are generally under the control of more complex Canopteks, and have only instinctive intelligence without being directed. CANOPTEK REANIMATOR These slave-constructs are tasked with conducting repairs on Necrons and their tombs. With their gangly limbs, bulging orb-like visual arrays and armoured carapace, they resemble some kind of nightmarish creature from the depths of the ocean. Capable of projecting a beam which carries clouds of nanoscarabs directly onto damaged Necron materials, a Canoptek Reanimator can repair almost any Necron technology. For protection it wields a pair of Atomiser Beams, which can cause matter to soften, slide apart, and then fuse back together when the beam is switched off. Needless to say, this is a horrifying way to die, with gruesome injuries leaving the victima tangle of melted flesh and bone, or fused with inanimate objects. The Reanimator’s claws are also large and sharp, and can spear downwards with great force to pin struggling warriors to the ground. As with all Canopteks, Reanimators are merely sophisticated machines, and CANOPTEK SCARAB have no free will or desires of their own. Threat T|T|T|T|T NECRON, [DYNASTY] S T A I Wil Int Fel 1 2 2 3 3 1 1 Defence Wounds Shock Resilience 4 4 2 4 (AR 1) SKILLS: Default 2, Awareness 4 (Passive 2), Stealth 4, Weapon Skill 5 BONUSES Mechanical Assistance: A Scarab can use the Help any Necron within 10m as a Free Action. Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. ABILITIES ACTION: Feeder Mandibles: 2 +2 ED / Range 1 / Rending (6) DETERMINATION: Spend 1 Ruin to roll 2d6. RUIN: Self-Destruction Spend 1 Ruin to activate a Canoptek Scarab or a Mob of Canoptek Scarabs self-destruction protocols, causing them to explode with the following profile: 4 +1 ED / Blast (2). For every additional Scarab that self destructs, increase the ED and Blast Rating by +1. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 1 1 10 (Flying) Tiny CANOPTEK REANIMATOR Threat A|A|E|E|T NECRON, [DYNASTY], CANOPTEK S T A I Wil Int Fel 6 7 2 2 2 2 1 Defence Wounds Shock Resilience 1 11 4 12 (AR 4) SKILLS: Default 3, Awareness 6 (Passive 3), Ballistic Skill 6, Tech 6, Weapon Skill 6 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Nanoscarab Reanimation Protocols: Whenever a Threat within 6m that shares a [DYNASTY] Keyword with the Canoptek Reanimator activates its Reanimation Protocols, it may roll 2d6. ABILITIES ACTION: Atomiser Beam: 14 + 1 ED / AP -2 / 6 - 12 - 18 / Spread Reanimator Claws: 9 + 2 ED / AP -2 / Range 2m / Brutal DETERMINATION: Spend 1 Ruin to roll 7d6. ANNIHILATION: Self Destruct: When this Threat dies, roll a d6. If you roll a Complication, the threat explodes using the following profile: 12 +5 ED / Blast (10), Rad (1). Conviction Resolve Speed Size 2 1 8 Huge BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
146 DEATHMARK Deathmarks are the snipers and ambush forces of the Necron armies, with advanced sensory systems that are capable of defeating most stealth technology and compensating for any environmental conditions. Able to nest inside dimensional pockets where they are still able to view real-space, Deathmarks wait patiently until the perfect opportunity arises and then emerge to take down their targets with a single, precise shot. Typically deployed in small squads, this can make for a devastating surprise assault as they strike down multiple officers, champions, and specialists simultaneously. Deathmarks wield a precision weapon known as a Synaptic Disintegrator that targets both body and mind for destruction. This means that even if an attack fails to achieve a kill outright, it may still snuff out the target’s personality, leaving them a mindless husk. Deathmarks are so patient and stealthy that Crypteks have postulated that there may well be many of them scattered across the galaxy who were sent on missions only for their dynasty to fall. Without orders, they simply continue to fulfil their last instructions, and may do so for eternity. DEATHMARK Threat A|A|E|E|T NECRON, <DYNASTY> S T A I Wil Int Fel 4 5 5 3 3 2 1 Defence Wounds Shock Resilience 2 7 4 9 (AR 3) SKILLS: Default 4, Awareness 8 (Passive 4), Ballistic Skill 10, Stealth 8 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Synaptic Targeting: Whenever a Deathmark would suffer a DN penalty to a Ballistic Skill Test, roll a d6. If the result is an Exalted Icon, the Deathmark ignores the DN penalty. ABILITIES BATTLECRY: Dimensional Translocation: The Deathmark emerges from a hidden dimensional oubliette no closer than 10m to any Agent. All opponents of the Deathmark must make a DN 3 Initiative Test or are Ambushed. DETERMINATION: Spend 1 Ruin to roll 7d6. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. ACTION: Synaptic Disintegrator: 12 +2 ED / AP -2 / 18 - 36 - 54 / Sniper (2) WRATH: Synaptic Headshot: On a Critical Hit, the Synaptic Disintegrator inflicts an additional Mortal Wound. Conviction Resolve Speed Size 3 2 5 Avg
147 HEXMARK DESTROYER When a Deathmark succumbs to the corrupted engrams of the Destroyer Cult, they lose the icy efficiency that marked their previous life as a sniper, and instead embrace a fervent desire to inflict violent death on as many different beings as possible. They seek out unscrupulous crypteks to modify their forms, becoming hunched, bristling with extra limbs and additional visual arrays. Each one sports as many fearsome Enmitic Disintegrator Pistols as they can physically carry, and their extensive modifications mean that they are capable of targeting and firing these independently. While ‘sane’ Necrons regard these beings as loathsome perversions of both mind and body, their undeniable effectiveness means that less principled leaders will sometimes engage their services. Lurking in their dimensional oubliettes, the Hexmark waits until the enemy comes into view (or their limited patience runs out), then appears in their midst, striking in all directions with blasts of energy which cause their victims to literally explode as their molecules repel each other. Once unleashed, there really is no controlling a Hexmark, and they will simply slaughter until they run out of targets to destroy. HEXMARK DESTROYER Threat A|A|E|E|E NECRON, [DYNASTY], DESTROYER CULT S T A I Wil Int Fel 5 6 6 5 3 2 1 Defence Wounds Shock Resilience 3 10 5 11 (AR 4) SKILLS: Default 4, Awareness 10 (Passive 5) Ballistic Skill 12, Weapon Skill 6 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. Inescapable Death: This Threat ignores all environmental DN penalties (cover, lighting conditions, etc.) to Ballistic Skill Tests. Multi-threat Eliminator: When using its Enmitic Disintegrator Pistols, this Threat can Multi-Attack 6 times without suffering a DN penalty. ABILITIES BATTLECRY: Dimensional Translocation: The Hexmark Destroyer emerges from a hidden dimensional oubliette, automatically Ambushing all Agents. They cannot emerge closer than 10m. ACTION: Enmitic Disintegrator Pistol: 14 +1 ED / AP -1 / Range 9 - 18 - 27 / Pistol Pistol Whip: 6 +2 ED / Range 1 RUIN: Hardwired for Destruction: When you spend Ruin to re-roll all failing dice for a Hexmark Destroyer’s Ballistic Skill Test, results of 3 and 4 count as Icons and results of 5 and 6 count as Exalted Icons. Conviction Resolve Speed Size 3 2 8 Large BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
148 LYCHGUARD Unswervingly loyal, Lychguard act as the retinue and personal guard to Necron nobility. Wielding massive scythes crackling with eldritch energies and capable of slicing through any material, their presence is as much symbolic as military, and typically indicates that a commander is taking a personal interest in the battle. They are also responsible for defending their Lord from the various internal enemies of a Necron court, and will unthinkingly place themselves in harm’s way to protect any individual they have been instructed to defend. Lychguard operate in units, very seldom being left to their own devices. The extreme engrammatic programming they undergo means that they are left with little imagination, but their battle instincts are well honed and each has millennia of combat experience to call on. Should their lord ask it of them, they will not hesitate to sacrifice their lives to cover their escape from a threatening situation or soften up a particularly dangerous foe. LYCHGUARD Threat A|A|E|E|E NECRON, <DYNASTY> S T A I Wil Int Fel 7 7 4 4 4 2 1 Defence Wounds Shock Resilience 3 13 7 12 (AR 4) SKILLS: Default 4, Awareness 8 (Passive 4), Intimidation 8, Weapon Skill 8 BONUSES Living Metal: At the start of each of this Threat’s turns it regains 1 Wound and 1 Shock. ABILITIES ACTION: Warscythe: 11 +5 ED / AP -4 / 2m / Brutal DETERMINATION: Spend 1 Ruin to roll 7d6. ANNIHILATION: Self Destruct: When this Threat dies, roll a d6. If you roll a Complication, the threat explodes using the following profile: 12 +5 ED / Blast (10), Rad (1). REACTION: Guardian Protocols: Lychguard may use their Reaction to intercept any ranged attack targeting a Threat that they share a <DYNASTY> Keyword within 3m, forcing them to target the Lychguard instead. Conviction Resolve Speed Size 2 1 8 Huge
149 FLAYED ONE Even the most power-hungry of Necron nobles would think twice about allowing these abominations to fight alongside their armies, but the Flayed Ones are drawn to battle whether they are wanted or not. Suffering from the death-curse of the ancient C’tan, Llandu’gor, the Flayed Ones are monstrous travesties of the Necron form, wielding assemblages of blades, and draped in the blood drenched skins of their foes. Infected with the engrammatic ‘flayer’ virus’, they display a terrible thirst for blood, which as androids they cannot slake, although this doesn’t stop them trying in gruesome fashion. Their internal systems also swarm with corrupted nanoscarabs known as bloodswarms, which mean that even should a foe survive their strike, it will continue to signal its location. The Flayed Ones have been banished to a region known as the Bone Kingdom of Dazak, but they appear to have mastered some form of abhorrent teleportation technology, appearing alone or admist Necron forces across the galaxy. FLAYED ONE Threat A|A|E|E|T NECRON, FLAYER S T A I Wil Int Fel 5 5 4 5 3 1 1 Defence Wounds Shock Resilience 4 9 5 9 (AR 3) SKILLS: Default 3, Awareness 4 (Passive 2), Weapon Skill 8 BONUSES Flesh Hunger: This Threat’s attacks against organic targets have the Brutal weapon trait. Second Strike: This Threat reduces the MultiAtack penalty by 2 DN, as though it had the Dual Wield Talent (Wrath & Glory, page 133). ABILITIES BATTLECRY: Terrifying Dimensional Translocation: Flayed Ones can cut their way through reality to teleport into combat no closer than 10m to any Agent. All opponents of the Flayed One must make a DN 3 Initiative Test or are Ambushed. Additionally, all opponents of the Flayed One must make a DN 3 Fear Test. ACTION: Flayer Claws: 8 +5 ED / AP -1 / 1m / Rending (2) DETERMINATION: Spend 1 Ruin to roll 5d6. COMPLICATION: Feeding Frenzy: When a Flayed One rolls a Complication in a situation where blood has been spilt, they spend their next turn wallowing in gore. Anyone seeing this display must make a DN 3 Fear Test. ANNIHILATION: Reanimation Protocols When this Threat is destroyed, roll a d6. If the result is an Exalted Icon, it is resurrected with 1 Wound and 1 Shock. Conviction Resolve Speed Size 3 2 5 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE
150