Acolyte

Champion
125
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
3
4
2
3+
2
Ld
Cl
Wil
Int
7+
5+
5+
7+
Save
-

Skill Access

Primary: Combat, Ferocity

Secondary: Cunning, Leadership, Shooting

Starting: Acolytes start with 1 skill chosen from their Primary skill sets

Equipment

Access: A Genestealer Cult Acolyte can be equipped with Armor, Basic Weapons, Close Combat Weapons, Grenades, Pistols, and a minimum of three (3) Mutations (with no upper limit).

Special

Genestealer Cultists Acolyte: This fighter is a Genestealer Cultists Acolyte; any game effect referring to Genestealer Cultists or Champions is applicable to them. This fighter is not eligible for promotion to become the cult's Leader. This fighter may be equipped from the Genestealer Cultists Acolyte Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.

Acolyte Skills

When an Acolyte would choose a Primary Skill, they may instead choose one of the following Acolyte Skills.

Broodmind: Group Activation (3): only Genestealer Cultist fighters within 6'' of this fighter.
Resilient: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Sentinel: This fighter has a 360° vision arc, gains a +1 bonus to Detect enemy fighters, and has a special 4+ unmodified save against all attacks made by Hidden opponents. Additionally, when an opposing player would choose this fighter's facing, the controlling player determines this fighter's facing instead.
Shadow: This fighter may be set up onto the battlefield Hidden, even if the scenario does not normally permit this. When this fighter is activated if they are at least 6'' away from and outside line of sight from all enemies, they may become Hidden if they are not already. Finally, there is a -1 penalty to Detect this fighter.
Springing Charge: This fighter may declare a Charge action while Pinned; this fighter may take a free Stand Up action at the beginning of their activation when they use this option.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.

Acolyte Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, an Acolyte may select from the following Equipment list.

Mutations

Mutations are purchased for fighters who are allowed to have one or more in a similar way to Equipment, but are permanent additions to a fighter and cannot be removed from the fighter by any means.

Genestealer Cultist Mutations may only be purchased for a fighter from their Equipment List when the fighter is first added to a gang's Roster; if the fighter is retired and rehired or becomes part of an Offshoot gang they do not have the option of buying Mutations at that time.

Armor

20
Common
15
Common
10
Common
10
Common
20
Common

Weapons (CCWs)

40
Common
5
Common
15
Common
55
Common
5
Common
25
Common
50
Common
50
Common
20
Common
40
Common
45
Common
50
Common
10
Common
20
Common

Weapons (Pistols)

10
Common
55
Common
10
Common
20
Common
10
Common

Weapons (Basic)

15
Common
15
Common
45
Common
10
Common
15
Common

Grenades

35
Common
50
Common
25
Common

Mutations