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Shadow of War: Cultist Uprising


Teetengee

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2 Players: Imperial and either Genestealer Cult or Chaos but not both

Suggested points 1000-1500 per player plus 2000 for the third Imperial Guard group.

Imperial Player:
May use any imperial armies to create their list. Must include an Inquisitor which must be the warlord. All units must be kept in reserves. The inquisitor may choose their warlord trait, but they are worth an additional D6 VP if slain.

No One Expects Me: Any unit joined by the Imperial Player's warlord gains Preferred Enemy: Cult Player's Units, and may elect to fire into close combat or at friendly units. If they do so, randomize all hits between all combatant units before rolling to wound and then reallocate wounds on a per unit basis as if the unit was hit normally.

 

Cult Player:
Player chooses to create an army either entirely from Guard and Genestealer Cult elements, or entirely from Chaos elements (Chaos Daemons, Khorne Daemonkin, Chaos Space Marines, IA 13) and optionally renegade knights (for either Genestealer Cults or Chaos). Whichever they choose, they will treat all units they control as battlebrothers. The cult player must keep all units in reserves.

Our Saviour Has Come!: The Cult Player's Warlord gains Zealot and any friendly unit within 12" of them can reroll failed morale tests.

 

Imperial Guard Group:
The Imperial player selects this army from a single Combined Arms Detachment from the Imperial Guard Codex. This must include at least 12 units.

 

Our Time To Strike: The Cult player deploys this group, using the whole board as a deployment zone. All units from the Imperial Guard group must be deployed at the beginning of the game, even if this would normally not be allowed.

 

Insidious Plot: All units in the Imperial Guard Group start loyal. Loyal Imperial Guard Group units obey the following restrictions.
On turns 1-4, at the beginning of each of the cult player's turns, roll a D6 for each surviving loyal Imperial Guard Group unit (just like reserves, do not roll separately for units that are joined together or embarked on a transport from each other or the transport respectively). On a 5+, the unit is revealed as a traitor. From that point on, they change faction to the cult player's faction (treating all units in that faction as battle brothers) and are treated in every way as a unit controlled by that player. Units roll one fewer die for charge range on the turn they are revealed as a traitor.

Additionally, until turn 5, loyal Imperial Guard Group units treat all of the Imperial Player's units as allies of convenience.
 

 

Special Game Rules:
Stealthy Infiltration: Players do not lose if none of their forces are on the board at end of turn. Additionally, each player treats the combination of all board edges as their board edge, with fleeing units fleeing towards the nearest board edge.

Traitor! He's a Traitor!: The loyal Imperial Guard Group units must test for one eye open for other loyal units from the Imperial Guard Group that they are not joined with embarked on or carrying. If successful they may function normally. These tests pass automatically on game turns 5+.


Victory Points and other rules;
Night fighting, Deep Strike, Reserves, Slay the Warlord all work normally. Additionally, 1 VP is awarded for each enemy unit slain. Furthermore, the game uses normal random game length rules. The Cult player always goes first.

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