Misshapen, lumpen and inhumanly strong, the Aberrants are the repugnant offshoots of the brood cycle. Though dim-witted, their instinctive need to defend their broodkin makes them valuable assets to the cult. With heavy industrial tools raised, they cause impressive carnage with only their brute force and single-minded determination.
By the time a Genestealer Cult launches its insurrection, its Neophyte Hybrids make up a horde of thousands. Weathered and toughened by a life of hard labour, each cultist features the inhuman reactions and strength their alien genes gift them. These third and fourth generation hybrids can pass as human – sinisterly, some can even infiltrate the Astra Militarum, such are their blessings. When the cult signals their attack, Neophytes swarm from sewers, catacombs and shadowy barracks, overwhelming their enemies and seizing control of entire planets within hours.
This multi-part plastic box set contains all the components necessary to assemble 10 Genestealer Cult Neophyte Hybrids, armed with autoguns, autopistols and blasting charges. Any model can replace their autogun with a shotgun – 10 are included – and 2 models can take special weapons chosen from a seismic cannon, heavy stubber or mining laser.
One model can be upgraded to a Neophyte Leader, armed with either a web pistol, autopistol or bolt pistol and a chainsword, power pick or close combat weapon. One model can take a Cult icon.
Supplied with 10 Citadel 25mm Round bases and 2 Citadel 32mm Round bases.
The Jackal Alphus is the undisputed leader of their pack. Not only are they the deadliest and fastest of their kin, they possess nerves of steel and a mind so focused that those of the Ordo Xenos who have seen them work have compared them to Imperial Assassins.
The Genestealer Cults are insidious, secretive organisations that take root in the underground of Imperial worlds. At the culmination of a plan often many generations in the making, the cultists and those under their sway will rise up as one to overthrow the surface dwellers and welcome the coming of their Tyranid 'saviours'.
Undermine the Imperium and strike from the shadows with Codex: Genestealer Cults – your complete guide to the 41st Millennium’s most cunning insurrectionists. Inside this 120-page codex, you'll find everything you need to add the Genestealer Cults to your games, plus thrilling lore and art to inspire your own collection.
Stoic and inhumanly patient, the Locus can go from sombre stillness to a blur of motion in an eye-blink. This sudden eruption of violence is as startling as it is deadly. Like a Lictor jumping from the shadows, the Locus makes a lightning-fast decapitating strike, their twin sabres flashing through the fog of battle to take the head of their foe.
Achilles Ridgerunners range into deadly frontier environments, their pilots scanning for promising resource deposits and communicating their location back to base. Though well equipped to engage enemy scouts and outriders, the Achilles Ridgerunner's true qualities lie in its ability to rove ahead of the cult's main forces, scouting out potential ambush sites and routes of ingress into the foe's territory.
It is common for the Neophyte Hybrids of a gene-sect’s later brood cycles to infiltrate their world’s garrison force, or even those Astra Militarum regiments founded from amongst its populace. There, they work alongside the infected humans who sired the cult’s hybrids – yet appear normal – to ensure the cult spreads ever further.
Sanctuses are the favoured blades of their Patriarch, assassins whose task it is to eliminate any who oppose the cultists’ ascension to glory. Like creeping shadows they slip into the most heavily guarded facilities, seeking out their targets and eliminating them with merciless precision.
Nexoses act as each Genestealer Cult’s central nervous system. They are granted psychometric powers that allow them to absorb the memories and consciousness of indoctrinated organisms, processing that sensory data into a steady stream of strategic instructions and deployment orders.
A master of gene-manipulation and bio-alchemy, the Biophagus is responsible for industrialising the process of indoctrination and infection. They concoct devious new contaminants that infect their victims with xenos genetics, morphing their body and mind, and rendering them susceptible to the sinister influence of the cult. A Patriarch may grant the Biophagus a Familiar, a scuttling assistant that sneaks into safeguarded facilities to disperse chemical agents into watersumps or air filtration bellows.
A champion amongst the mutant aberrants of the cult, the Abominant is a misshapen wrecking ball of muscle and chitin that wields a heavy bludgeoning instrument as if it weighs no more than a switch of willow. Only when the roaring, demented brute crushes all before it in a spasmodic frenzy, crying out in a mixture of anger, pain and self-loathing, does the true horror of its existence become clear. It is guided by a Mindwyrm Familiar, a diminutive bio-psychic construct that is given life in the decaying slurry found in a Patriarch's lair.