Favoured Disciples

Homebrew by Omnissiah

The Favoured Disciples are an elite Genestealer Cults Kill Team. They are the Cultists the Patriarch himself dispatches to take down and deal with priority targets. This elite is made up from mainly Hybrids and a few distinct heroes of the Cult, who are adept at killing any target their leader deemed not to be.

100% positive
Composition

A FAVOURED DISCIPLES killteam is composed of:

1 FAVOURED DISCIPLES leader selected from the following list:

  • ACOLYTE HYBRID LEADER operative
  • METAMORPH HYBRID LEADER operative

9 WYRMBLADE operatives selected from the following list:

  • ACOLYTE HYBRID WARRIOR with one of the following options: Autopistol; Cult Blade and Rending Claws

    Heavy Rock-Saw**

    Heavy Rock-Drill**

  • ACOLYTE HYBRID DEMOLITIONIST

  • METAMORPH HYBRID WARRIOR

  • ACOLYTE HYBRID ICONWARD

  • METAMORPH HYBRID ICONWARD

  • ABERRANT

  • REDUCTUS SABOTEUR*

  • BENEFICTUS*

  • ABOMINANT*

*These operatives count as two selections each. Other than WARRIOR operatives, your kill team can only include each operative on this list once.

**You can only use one of these weapons each.

Your kill team can only include up to two ACOLYTE HYBRID DEMOLITIONIST operatives. Your team can also only include up to two operatives in total that have weapons with the CHARGE (Blasting Charges, Demolition Charges) keyword. Your kill team can take up to two ABERRANT operatives.

Your kill team can only include up to two CULT AGENT operatives.

The REDUCTUS SABOTEUR operative can also be used as a leader, but still counts towards the CULT AGENTS limit.

Common Abilities and Options

A Perfect Ambush:
Whenever a friendly FAVOURED DISCIPLES operative is shooting or fighting during its activation, if its order was changed from Conceal to Engage or vice versa at the start of that activation, or it wasn’t visible to enemy operatives at the start of that activation, that friendly operative's weapons have the Ceaseless weapon rule. Once per turning point, one FAVOURED DISCIPLE operative is also able to perform a free dash action right after performing a shoot action.

Assassination Edict:
FAVOURED DISCIPLES operatives are able to use the charge action even with a conceal order.

Bio-Mutant Resurgance (1AP):
Select one other friendly FAVOURED DISCIPLES operative visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

Hidden In Shadows:
When this operative has a conceal order, they always count as in conceal, regardless of any other rules.

Superior Form:
Whenever an operative is shooting this operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

Guerilla Warfare:
Once per turning, one WARRIOR operative in your team with rule can change its order after its activation, regardless of any prior actions.

Grenadier:
This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e, if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

Iconbearer:
Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this.

Overthrow The Oppressors:
Once per turning point, when a ready friendly FAVOURED DISCIPLES operative is incapacitated while visible to and within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can either perform one free Shoot action (you can change its order to do so), or you can use the A Plan Generations in the Making firefight ploy for 0CP if that incapacitated operative is the specified friendly FAVOURED DISCIPLES operative.

It is then removed from the killzone as normal.

Crushing Charge:
Whenever this operative finishes moving during the Charge action, you can inflict 2 damage on one enemy operative within its Control Range.

Dim-Witted:
You must spend 1 additional AP for this operative to perform the Pick Up Marker and Mission actions (excluding Operate Hatch).

Hulking Monster:
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

Cult Agent:
Whenever an operative is shooting a friendly WYRMBLADE CULT AGENT operative:

  • Ignore the Piercing and Saturate weapon rules.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
Acolyte Hybrid Leader
A 3
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Cult Blade and Rending Claws (Rending)
5
3+
4/5
Bio-Lash with Bone-Sword (Brutal, Lethal 5+, Shock)
5
3+
3/5
Abilities
A Perfect AmbushA Plan Generations In The MakingAssassination Edict1AP: Bio-Mutant ResurganceHidden In Shadows

A Plan Generations In The Making: Once per turning point you can use a strategy or firefight ploy for 0CP. This operative can perform two fight actions in the same activation, but a different weapon must be chosen than the one used for the first.

FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, ACOLYTE HYBRID, LEADER
Metamorph Hybrid Leader
A 3
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Rending Claws and Mutated Talons (Severe)
5
3+
3/5
Mutated Bio-Rippers (Brutal, Lethal 5+)
4
3+
4/6
Abilities
A Perfect AmbushAssassination EdictBio-Mutant Resurgance1AP: In The Image Of The Star-ChildrenSuperior Form

In The Image Of The Star-Children (1AP): At the start of each turning point, this operative can give themselves and the rest of the FAVOURED DISCIPLES operatives one of the following effects for the rest of the turning point:

  • Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative on a successful roll of a 5+.
  • You can ignore any changes to this operative’s Move stat from being injured.

This operative can perform two fight actions in the same activation, but the second fight action must be performed with a different weapon than the first.

FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, METAMORPH HYBRID, LEADER
Metamorph Hybrid Warrior
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Hand Flamer (Rng 6", Sat, Torrent 1")
4
3+
3/3
Rending Claws and Mutated Talons (Severe)
4
3+
3/5
Abilities
A Perfect AmbushAssassination EdictGuerilla WarfareSuperior Form
FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, METAMORPH HYBRID, WARRIOR
Acolyte Hybrid Warrior
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Cult Blade and Rending Claws (Rending)
4
3+
4/5
Heavy Rock Saw (Brutal, Rending)
5
4+
5/6
Heavy Rock Drill (Lethal 5+, Brutal)
5
4+
4/6
Abilities
A Perfect AmbushAssassination EdictGuerilla WarfareHidden In Shadows
FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, ACOLYTE HYBRID, WARRIOR
Acolyte Hybrid Demolitionist
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Demolition Charge (Rng 3", Blast 2", Heavy (Repos), Lim1, Prc1, Sat)
4
3+
4/6
Blasting Charge (Rng 4", Blast 1", Saturate)
4
3+
3/5
Cult Blade and Rending Claws (Rending)
4
3+
4/5
Abilities
A Perfect AmbushAssassination EdictGrenadierHidden In Shadows
FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, ACOLYTE HYBRID, DEMOLITIONIST
Acolyte Hybrid Iconward
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Cult Blade and Rending Claws (Rending)
4
3+
4/5
Abilities
A Perfect AmbushAssassination EdictHidden In ShadowsIconbearerOverthrow The Oppressors
FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, ACOLYTE HYBRID, ICONWARD
Metamorph Hybrid Iconward
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Bio-Lash and Rending Claws (Brutal, Lethal 5+, Shock, Rending)
5
3+
4/5
Abilities
A Perfect AmbushAssassination EdictIconbearerOverthrow The OppressorsSuperior Form
FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, METAMORPH HYBRID, ICONWARD
Aberrant
A 2
M 5"
S 5+
W 14
Weapons
ATK
HIT
DMG
Aberrant Power Weapons (Lethal 5+, Brutal)
5
3+
5/6
Abilities
A Perfect AmbushAssassination EdictCrushing ChargeDim-WittedHulking Monster
FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, ABERRANT
Reductus Saboteur
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Reductus Autopistol (Rng 8", Lethal 5+)
4
3+
2/3
Reductus Dagger (Lethal 5+)
3
3+
3/4
Blasting Charge (Rng 6", Sat, Blast 1")
4
3+
3/5
Demolition Charge (Rng 5", Piercing 1, Saturate, Blast 2", Heavy (Repos))
4
3+
4/6
Abilities
A Perfect AmbushAssassination EdictCult Agent1AP: ExplosivesGrenadierPlan At Any Costs

Explosives (1AP): The first time this operative performs this action during the battle, place your Explosives marker within its control range. The second time this operative performs this action during the battle, inflict 2D6 damage on each operative within 2" of that marker (roll separately for each) unless Heavy Terrain is wholly intervening between that operative and that marker. The marker can also be placed on objectives, where it gets triggered automatically once an enemy operative moves into its control range.

This operative cannot perform this action more than twice per battle, while within control range of an enemy operative, or during the same activation in which it performed the Charge, Dash or Fall Back action (or vice-versa).

Plan At Any Costs: If this operative is incapacitated, it can perform a free Explosives unique action before it is removed from the killzone.

FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, CULT AGENT, REDUCTUS SABOTEUR, LEADER
Benefictus
A 3
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Psionic Cascade
Witchfire (Psychic, Piercing 1, Rnd)
4
3+
4/5
Focused Witchfire (Psychic, Piercing 1, Rnd, Dev3, Hot)
4
3+
5/3
Cult Knife
3
4+
3/4
Abilities
A Perfect AmbushAssassination Edict1AP: Bio-Horror DisruptionClaimed for the CultCult AgentPsionic Shield

Bio-Horror Disruption (1AP): Select an enemy operative visible to and within 8" of this operative. The ranged weapons of this operative have the Hot rule until the start of their next turning point.

Claimed for the Cult: Once per turning point, when this operative or another friendly FAVOURED DISCIPLES operatie visible to this operative is controlling an objective marker, you can use this ability; you will gain 1 Command Point.

Psionic Shield: Whenever an operative more than 6" from this operative is shooting a friendly FAVOURED DESCIPLES operative within 6" of this operative, improve that friendly operative's Save stat by 1 and reduce Piercing by 1 (to a minimum of 1).

FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, CULT AGENT, BENEFICTUS
Abominant
A 3
M 5"
S 5+
W 14
Weapons
ATK
HIT
DMG
Power Sledgehammer (Brutal, Lethal 5+, Stun, Shock)
5
3+
5/7
Abilities
A Perfect AmbushAssassination EdictCrushing ChargeCult AgentDim-WittedHulking MonsterThe Chosen One

The Chosen One: When this operative is incapacitated during a fight action, roll a D6. On a 3+, this operative can absolve one more of their successful attack dice before removing them from the board. This operative regenerates 2 wounds at the end of their activation.

FAVOURED DISCIPLES, TYRANIDS, GENESTEALER CULTS, CULT AGENT, ABOMINANT
Equipment

Spotlights:
Whenever a friendly FAVOURED DISCIPLES operative is shooting, the target cannot be obscured if it is visible to and within 6" of a friendly FAVOURED DISCIPLES operative that is not within control range of enemy operatives.


Cult Icon:
Once per turning point, when an operative is shooting a friendly FAVOURED DISCIPLES operative (Excluding CULT AGENTS), in the roll defence dice step, you can retain one of your normal successes as a critical success instead.


Bio-Toxical Promethium:
You can use this equipment twice per turning point when activating a friendly FAVOURED DISCIPLES operative using a ranged weapon with FLAMER in its name. This weapon gains the Piercing Crit 1 keyword.


Factorum Disguises:
After revealing this equipment option, roll 1D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly FAVOURED DISCIPLES operatives (excluding CULT AGENTS) equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.


Ploys

Firefight - Chink In Their Armor:
Use this firefight ploy when a friendly FAVOURED DISCIPLES operative is shooting or fighting, after rolling your attack dice. If that friendly operative’s order was changed before their activation, at the start of that activation and this is the first time it has performed either the Shoot or Fight action during that activation, you can retain one of your normal successes as a critical success instead. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).


Firefight - Unquestioned Loyalty:
Use this firefight ploy when a friendly FAVOURED DISCIPLES CULT AGENT or FAVOURED DISCIPLES LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly FAVOURED DISCIPLES operative (excluding LEADER) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.


Firefight - Final Purpose:
Use this firefight ploy when a friendly FAVOURED DISCIPLES operative is incapacitated. It can perform a free mission action before it’s removed from the killzone.


Firefight - Adaptive Tactics:
Use this firefight ploy at the end of a friendly WYRMBLADE operative’s activation. If that operative has an Engage order, change it to Conceal. You cannot use this ploy for each friendly operative more than once per battle.


Strategic - Enhanced Musclemass:
During friendly FAVOURED DISCIPLES operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.


Strategic - The Day Is At Hand:
Whenever a friendly FAVOURED DISCIPLES operative is activated, if its order is changed from Conceal to Engage, until the end of that activation:

-Its ranged weapons have the Rending weapon rule. -Add 1 to the Atk stat of its melee weapons (to a maximum of 5).

Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.


Strategic - Spiteful Reckoning:
Whenever a friendly FAVOURED DISCIPLES operative (excluding CULT AGENTS) is incapacitated when fighting or retaliating, if you have any unresolved attack dice, you can roll 1D6. If the result is a success as if it were the Roll Attack Dice step of that sequence (i.e, using the same weapon, but with no re-rolls), you can strike the enemy operative in that sequence with one of your unresolved normal successes, or any of your successes instead if the 1D6 result is a critical success. In either case, that friendly operative is removed from the killzone afterwards.


Strategic - Writhe Into Darkness:
Whenever an operative is shooting a friendly FAVOURED DISCIPLES operative that has a Conceal order, if Light terrain is intervening, that friendly operative is obscured (unless the intervening Light terrain is within 1" of either operative).


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.