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Warhammer 40k: Genestealer Cults

Warhammer 40k: Genestealer Cults

A Genestealer Cult is a xenos-worshipping underground society run by Tyranid Genestealers that lives in the darkest depths of the Imperial underbelly across the galaxy. Genestealer Cults are now the diseases that are growing unnoticed in Mankind's world. They are secretive, sly, and utterly malignant.


In the service of a xenos god who is truly a Tyranid Hive Fleet, they want to step up and take command of Imperial worlds. The cultists' astral vapors are scooped up by the nearest Hive Fleet's stretch of the Hive Mind, which is then attracted to swallow the world, cult members and all around.


The enemy's munitions crates are empty, their fuel supplies are depleted, their transport vehicles have been seized, and their backup fleet is holed up in orbit. The opponent is already trapped, stuck, and half-beaten whenever the cult strikes, primed for a long-planned bloodbath.

The cult's leaders — the Primus, an inspiring war king; the Magus, a mesmerizing master illusionist; and the Patriarch himself, a hideous terror who traveled the depths of space to bring doom to the planet — fight the enemy commanders in combat.


In reality, the cult serves a vastly higher power. This inescapable entity, this Great Devourer, is pulled to the victim realm by the very cult that strives to conquer it, unseen and completely beyond explanation.


History and Origin



The Genestealer Cultists come from the depths and murky alleyways, misshapen beings united by a malevolent worship of unfathomable star-born entities. Cankers growing unnoticed in the Imperium's underground regions are secretive, sly, and entirely malignant.

When penetrating Imperial space, though, the Genestealers demonstrate their stealth and cunning abilities. Solitary Genestealers drift away on Imperial spacecraft and proliferate like a virus, slithering and sneaking, pursuing and murdering in quiet. In principle, all it takes is one Genestealer to successfully onboard a freight freighter and reach an inhabited world to bring an entire sector to its knees. Legends abound in the Imperium of colossal Space Hulks swarming amid many thousands of such monsters.


Nexoses give logistical  backup to their Primus' strategic planning, with unrivaled attention to detail and contingency. Clamavuses preach the cult's word and hinder hostile communications, while Sanctuses function as assassins and Locuses as bodyguards. Purestrain Genestealers and Aberrant behemoths — occasionally aided by the genomic known as Biophaguses — harry the enemy flanks while Atalan Jackals hurry into battle on Dirtcycles and Wolfquads, besieging the opposing flanks.


The cult will still have seized and stashed many automobiles to assist it in its violent mission during the many years of planning for this day. Goliath Trucks and Goliath Rockgrinders, which are widespread in mines and factories around the Imperium, have been repurposed for violent purposes. Goliath Trucks, equipped with a variety of heavy armaments, rush Acolytes towards the front, forging a route through even the most challenging terrain and launching a never-ending barrage of bullets into enemy forces. Rockgrinders just slam into the foe's formations, wreaking havoc as their Drilldozer Blades crush shrieking corpses into gory mush.


The Patriarch's generals command their armies with exquisite competence, risking the lives of thousands of their warriors to clear the way for the Tyranid onslaught. The Patriarch personally joins the conflict at this final, exalted hour, sending his believers into a fanatical frenzy as their prophet tears the unfit apart with razored claws and ripping fangs.


The Hive Mind encompasses the Patriarch into its broader awareness as soon when the last of the survivors is crushed by this torrent of carapace and thwacking claws. The telepathic Broodmind that once linked its cult is severed in a second, and it becomes just another cell in the Tyranid swarm. The cultists finally learn the truth in a dreadful moment of realization. The Tyranids expose the same beings outside the cosmos that they previously venerated as gods as their fate embodied because all flesh is the same to them.


The game

Deathwatch: Overkill is a solo game that includes a slew of new Space Marine and Genestealers Cult (Tyranid) miniatures that may be used in any Warhammer 40.000 game. The miniatures can be used in this game as well as in a conventional Tyranids army or one of the numerous Space Marine chapters. White Dwarf 109 will contain the Space Marine rules, whereas White Dwarf 110 will have the Tyranid rules.

But what's in the box?

A brand-new game in a box that tells the narrative of the Warhammer 40.000 Genestealers Cult's discovery (Tyranids).

The set includes 50 brand-new, extremely detailed plastic miniatures, each with several small details indicating character backstory.

The miniatures will need glue and construction and have a mobility pose.   Miniatures can be classified into two groups:


The Kill Team of Deathwatch

These seasoned Space Marines would make outstanding conquerors for just any Space Marine force!

11 times veteran Space Marine champions

Cult of the Genestealer

Warhammer 40.000 fraction, brand new! The miniatures listed below can be added to an existing Tyranid army, used as an allied detachment in another army, or used to establish a completely new Tyranid army! This box includes the following items: Cult of Genestealers miniatures

12 Hybrid Acolytes (1st and 2nd generation Tyranids)

4 times Aberrants

1 Primus

Neophyte Cultists: 16 (3rd generation Tyranids)

2x Genestealers of Purestrain

2 times Familiars

One Patriarch and one Magnus

A 48-page handbook containing all of the rules (which are only three pages long, making it a simple and quick game), player descriptions, backstory, and nine separate missions. (Each section presents one of the story's stages.) Each scenario will take half an hour to 2 hours and shall be very playable.)

8 double-sided board tiles featuring various sceneries.

A deck of 12 reference figure cards and 30 Broodmind assault and assignment cards to give the game even more variety and make each game unique.

Markers, templates, and six dice are included in the game.

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