Neophyte Beta

Specialist
55
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
7+
7+
Save
-

Skill Access

Primary: Combat, Shooting

Secondary: Cunning, Ferocity, Leadership

Starting: Neophyte Betas start with 1 skill chosen from their Primary skill sets

Equipment

Access: A Genestealer Cult Neophyte Beta can be equipped with Armor, Basic Weapons, Close Combat Weapons, Heavy Weapons, Special Weapons, Grenades, Pistols, Wargear, and up to three (3) Mutations.

Special

Genestealer Cultists Specialist: This fighter is a Genestealer Cultists Specialist; any game effect referring to Genestealer Cultists or Specialists is applicable to them. This fighter may be equipped from the Genestealer Cultists Specialist Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Neophyte Alpha position this fighter may be promoted to become a Neophyte Alpha. If this option is taken this fighter loses this ability, the Broodmind Coordination ability, and their current Equipment and Skill Access, and gains the Neophtye Broodmind ability, and the Equipment and Skill Access of a Neophyte Alpha; any Skills this fighter already has are retained and their characteristics remain unchanged.
Broodmind Coordination: When this fighter participates in a Group Activation via a Broodmind ability, they may apply a +1 bonus to a single roll they make during their activation.

Neophyte Beta Skills

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

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.
Neophyte Broodmind: Group Activation (3): only Neophyte fighters within 6'' of this fighter.
Point Blank: This fighter may use a Basic or Special weapon in close combat as if it has the Pistol trait. This skill cannot be used with a weapon profile that has the Blast, Template, or Unwieldy traits.
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.

Neophyte Beta Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, a Neophyte Beta 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

Weapons (Specials)

100
Common
55 + ammo
Common

Ammunition is purchased for this weapon separately.

10
Common

Weapons (Heavies)

130
Common
155
Common

Grenades

35
Common
50
Common
25
Common

Bionics

30
Common
60
Common
95
Common
90
Common
90
Common

Wargear

10
Common
35
Common
10
Common
5
Common
15
Common
25
Common
40
Common
25
Common
25
Common
5
Common
5
Common
15
Common

Mutations