The Sacred Serpent
Common Abilities and Options
Crossfire:
Whenever a friendly BROOD BROTHER operative is shooting against or fighting against an enemy operative, after resolving all of your attack dice, if that enemy operative is not incapacitated it gains one of your Crossfire tokens.
Whenever a friendly BROOD BROTHER operative is shooting against, fighting against or retaliating against an enemy operative that has any of your Crossfire tokens, you can remove any of those tokens. For each that you do, you can re-roll one of your attack dice.
Group Activation:
Whenever this operative is expended, you must then activate any other ready friendly BROOD BROTHER TROOPER operative (if able) before your opponent activates.
When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives as specified with this rule).
Operatives
1. Zafir 'The Serpent’s Tongue'
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 3+ | 2/3 |
| Power Weapon and Claw (Balanced, Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
CrossfireCoordinateNotes
Zafir is a charismatic leader among the Genestealer Cult, known for his ability to manipulate both his fellow cultists and unsuspecting Imperial civilians. Originally a skilled military tactician in his former life as an Imperial officer, he now serves the cult as a commander. His words and actions inspire great loyalty and fear in those around him.
2. Caden 'Blinding Flame'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 4+ | 2/4 |
| Krak (Prc1) | 4 | 4+ | 4/5 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireNotes
Caden was once a lowly laborer on Byzantium, but after his Genestealer infection, he was transformed into a deadly servant of the Cult. Armed with a Grenade Launcher, he is able to clear chokepoints, flush out enemies hiding behind cover, or disrupt enemy formations. He is often tasked with softening up heavy resistance before the rest of the team moves in.
3. Fahd 'The Scorched'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireNotes
Fahd is one of the more aggressive members of the cult, eager to see the Imperium burn. His Plasma Gun is his weapon of choice, and he uses it to obliterate Imperial targets with devastating precision. His role is to act as a fire support specialist, weakening key targets and breaking through heavily armored positions.
4. Yazid 'The Eternal Flame'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Large Knife | 4 | 4+ | 3/5 |
Abilities
Broodmind DevotionCrossfireCult IconNotes
Yazid is a high-ranking cultist who is responsible for maintaining morale and guiding the team in their darkest hours. His Icon of the Cult is a symbol of their unyielding faith in the Great Sandworm, and he uses it to empower the team, filling them with religious zeal and conviction.
5. Sariyah 'The Healer'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
| Gene-Needler (Lethal 5+, Lim1) | 1 | 4+ | 5/7 |
Abilities
CrossfireMedic!1AP: MedikitNotes
Sariyah was once a skilled medic among the lower classes of Byzantium before her transformation into a Brood Brother of the Cult. While not as strong as others, her medical expertise makes her an invaluable asset, ensuring the survival of her fellow cultists by patching up wounds or enhancing their physical capabilities with forbidden practices.
6. Jamal 'The Reaper'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demolition Charge (Rng 3", Blast 2", HVY(Repos), Lim1, Prc1, Sat) | 4 | 3+ | 4/6 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireFinal DefianceGrenadier1AP: ExplosivesNotes
Jamal is a zealot, fully devoted to the Cult's cause. After the psychic awakening and his transformation into a Brood Brother, he willingly took up the role of Sapper, knowing his only fate would be to give his life for the Great Sandworm. He is armed with explosives and wears a belt filled with detonators, ready to take down Imperial strongholds in a single, glorious act of self-sacrifice.
7. Hakim 'The Silent Death'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sniper Rifle | |||
| Concealed (Dev3, Hvy, Sil, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Hvy) | 4 | 2+ | 3/3 |
| Fists | 3 | 4+ | 2/3 |
Abilities
Crossfire*Concealed PositionNotes
Hakim is a patient and calculating cultist who can strike from great distances without alerting the enemy. His Sniper Rifle allows him to pick off key Imperial figures before they even know what hit them. He often works in coordination with the Brood Brother Commander and the Primus to target important enemy commanders.
8. Zaydah 'The Voice of the Hive'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
Crossfire1AP: Jam1AP: SignalNotes
Zaydah is the voice of the Genestealer Cult, ensuring that the team remains in constant contact with the rest of the Cult’s forces. Her Vox-Caster allows her to relay important tactical information, request reinforcements, or call for extraction if needed. She is also trained in Lasgun use for defense.
9. Sami 'The Infiltrator'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireGroup ActivationNotes
Sami is a simple cultist who serves as the backbone of the team. He was one of the first to be indoctrinated into the Genestealer Cult and has proven his loyalty time and time again. Armed with a lasgun and Combat Blade, he is often the first to engage enemies in close combat, distracting them long enough for the rest of the team to strike.
10. Laila 'The Watcher'
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Bayonet | 3 | 4+ | 2/3 |
Abilities
CrossfireGroup ActivationNotes
Laila is a quiet but deadly member of the cult. She has an uncanny ability to track enemies and identify weak points in enemy defenses. Armed with an lasgun and Combat Blade, Laila supports the team by eliminating any stragglers or enemies who try to flee.
11. Hasan 'The Unseen'
A 2
M 6"
S 5+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws (Rnd) | 3 | 4+ | 2/3 |
Abilities
CrossfireElusiveGroup ActivationSmallNotes
Hasan is a psychic Familiar, bound to the will of the Primus. His powers are often used to augment the abilities of the rest of the team. He can shield his allies from harm and even send psychic warnings when enemies are near.
12. Nadir 'The Father'
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Needle Pistol | |||
| Short Range (Rng 8", Lethal 5+, Silent) | 4 | 3+ | 2/4 |
| Long Range (Silent) | 4 | 3+ | 2/4 |
| Bonesword and Toxin Injector Claw (Lethal 5+, Rnd) | 5 | 3+ | 4/5 |
Abilities
CrossfireFist Of The PatriarchMastermind1AP: ConspireNotes
Nadir is the leader of the Genestealer Cult on Byzantium, and his psychic power is legendary. He has a direct connection to the Hive Mind and controls the cult's forces with an iron will. Armed with a Bone Sword, he can dispatch even the most dangerous of foes in close combat.
Equipment
Covert Disguises
After revealing this equipment option, roll 1D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly BROOD BROTHER BROODGUARD operatives 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.
Cult Knives
Friendly BROOD BROTHER BROODGUARD operatives have the following melee weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Cult Knife | 3 | 4+ | 3/4 |
Cult Talisman
Once per turning point, when an operative is shooting a friendly BROOD BROTHER operative (Excluding Patriarch), in the roll defence dice step, you can retain one of your normal successes as a critical success instead.
Lookout
STRATEGIC GAMBIT: Select one enemy operative visible to a friendly BROOD BROTHER operative to gain one of your Crossfire tokens.
Ploys
Cult Devotion
Strategy PloyWhenever a friendly BROOD BROTHER operative (excluding PATRIARCH) 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.
Embedded
Strategy PloyWhenever an enemy operative is shooting a friendly BROOD BROTHER operative, if you can retain any cover saves as a result of Heavy terrain, you can retain one additional cover save.
Pervasive
Strategy PloyDuring friendly BROOD BROTHER operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.
Uprising
Strategy PloyThe first time each friendly BROOD BROTHER operative performs either the Shoot or Fight action during each of its activations, if its order was changed from Conceal to Engage at the start of that activation, the enemy operative selected as the valid target or to fight against gains one of your Crossfire tokens as soon as it is selected (instead of after resolving your attack dice).
This ploy has no effect if that friendly operative was activated within control range of an enemy operative.
Note this ploy cannot come into effect more than once per activation (you cannot use it during both the shoot and the fight action in the same activation).
Idolisation
Firefight PloyUse this firefight ploy when a friendly BROOD BROTHER operative (excluding LEADER) within 6" of a friendly BROOD BROTHER LEADER or friendly BROOD BROTHER ICONWARD operative is shooting, fighting or retaliating, in the Roll Attack Dice Step. You can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
Insidious
Firefight PloyUse this firefight ploy after an activation. Before the next activation, you can perform a free Dash action with one friendly BROOD BROTHER operative, as long as it is not a valid target for an enemy operative when it starts and ends that action. You cannot use this ploy during the first turning point.
Ruthless Coordination
Firefight PloyUse this firefight ploy when selecting a valid target for a friendly BROOD BROTHER operative. Until the end of the action, determine Visibility as normal, but you can instead determine intervening (for cover and obscured) from another friendly BROOD BROTHER operative that both that friendly operative and the potential valid target are visible to, but that is not itself within control range of enemy operatives.
Note the friendly operative does not gain the additional benefits of Vantage terrain if the other operative is on it (e.g, to target an enemy operative that has a conceal order that is in cover provided by only Light Terrain.
Unquestioning Loyalty
Firefight PloyUse this firefight ploy when a friendly BROOD BROTHER LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly BROOD BROTHER BROODGUARD operative (excluding LEADER) visible to and within 3" of that LEADER operative to become the valid target or to be fought against (as appropriate) instead (even if it normally would not be valid for this. If it is 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 is the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Tac Ops
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.