Professional Documents
Culture Documents
CULTIST BLIPS
1: Cultist armed with Autogun/Autopistol.
ILL-EQUIPPED
All rolls to kill receive a +2 modifier to the dice result when made
against Cultists. (Note a roll of 1 is never modified).
ILL-TRAINED
Cultists are not nearly as well-trained as Space Marines and so
never receive a sustained fire bonus.
MORE HUMAN
Cultists receive 4APs per turn. They may make a free 90 degree
turn action before or after moving just like the Genestealer models,
There are many dark thoughts which are nurtured within the unless they are encumbered by a Heavy Weapon
Imperium and it is the job of the Inquisitors to root them out.
However, the domain of the Emperor is vast and sometimes in a far
flung corner, where his watchful gaze has long been absent, CLOSE ASSAULT
citizens rise up in rebellion. Their heretical thoughts, and their
physical mutations, nurtured by the foul taint of Chaos. Cultists are not nearly as deadly in combat as Purestrain
Genestealers. They roll 1D6 in combat and subtract 2 from the roll.
The path they have chosen, forever excommunicating them from
the bosom of the Imperium, causes them to fight with a fanatical
zeal. Against the might of Terminators they are no match, but there AUTOGUN/PISTOL
are plenty of Imperial Guardsmen and even some Space Marines
who have terrible tales to tell of bloody engagements with a cultist The Autogun has become a catch-all term for the many variants of
uprising. this offensive weapon that employs crude and cheap projectiles. It
costs 1 AP to fire the gun. A Cultist player rolls 1D6 when firing and
Show them no mercy, and expect none in return. They hate the kills on a roll of 6. Both the autogun and its smaller variant the
Imperium with an unholy vigour, for they know that death will throw autopistol can be used in Overwatch but will jam on a kill roll of 1. It
them ever closer into the fold of their Chaotic gods, where all receives no sustained fire bonus.
manner of immortal gifts await them.
FLAMER
The flamer is a smaller version of the Heavy Flamer carried by
Terminators. It has an area effect that is persistant. It will kill on a
roll of 5+. Roll one dice per target in the area. It costs 2APS to fire
which cannot be combined with a Move action.
AUTOCANNON (HEAVY WEAPON) In the Mission Status phase of each turn, roll a dice for each model
that fired a Lascannon. If the number of shots fired by the model
The Autocannon is a mounted Heavy Weapon with a rapid fire that during this turn was greater than the dice result, the Lascannon
is able to cut down several targets very quickly. Roll three dice, explodes and the model equipped with it is killed. In addition, the
killing on a roll of 5+. Cultists using an Assault Cannon are not able player must roll for each model, blip or door on the same board
to use a sustained fire bonus to represent the lack of training they section as the Lascannon; that model, blip or door is destroyed on
receive compared to the Space Marines Terminators. a roll of 4 or more.
LASCANNON (HEAVY WEAPON) Frenzy: The Cultist player may allow one model to take an
additional 2 Action Points this turn. This point may be used by any
Lascannons are huge shoulder or fixed mounted weapons with model at any time in the Cultist player’s own Action Phase.
awesome firepower, designed to pierce the armour of warmachines
Psychic Assault: The Psyker may reroll his dice during each Close
on the battlefield. It costs 2APs to fire a Lascannon. This cannot be
Assault he is involved in this turn.
combined with any other action. Roll 1D6, killing on a roll of 2+. You
can fire more than once if desired. Lascannons generate enormous
amounts of heat when fired and can explode in the midst of battle.
REFERENCE
CLOSE COMBAT
Model Assault Dice Notes
Cultist with Autopistol and Crude Weapons 1D6 - 2
Psyker with Autopistol 1D6