The 9th edition Adeptus Custodes codex will release in early , according to the latest update from Warhammer Community. Originally planned to release this coming December , Games Workshop teased the codex as an accompaniment to Shadow Throne , the next double army boxed set coming to Warhammer 40k. It will also include the usual bundle of Stratagems, Relics, and Warlord Traits. Also delayed is the next Xenos book, the Genestealer Cults codex. Similar to the release of the Grey Knights and Thousand Sons codexes earlier this year, the Genestealer Cults codex and Adeptus Custodes codex were both planned for release alongside the upcoming Shadow Throne battlebox , featuring the two armies in a battle beneath Terra.
While that box will release in December, shipping delays have pushed the books to next year. Technically, the codex had already been released as part of the Black Templars Army Box back in October, but only received a standalone release the month after. A standalone version of the 9th edition Orks codex is now out in the wild. That means you can now grab the book even if you missed out on the Beast Snagga box earlier in the year. The codex includes updated rules for all Ork factions, not just the squig-obsessed Beast Snaggas, and makes some hefty changes to the Waaaagh.
Alien and proud: Our Warhammer 40k Xenos factions guide. Both the 9th edition Grey Knights and Thousand Sons codexes will release alongside their upcoming double-army battlebox, Hexfire: Supernatural Warfare in the 41st Millennium.
Announced in a Warhammer Community post on July 26, the box of 29 minis contains a small force for each faction, and two brand new character miniatures to lead them: Castellan Crowe for the daemon-hunting Grey Knights, and the new Infernal Master character model for the Egyptian-loving warp wizards. As for content, we can expect the usual fancy new rules, updated points values, and powerful abilities, alongside some more tantalising features. The Adepta Sororitas 9th edition codex went up for pre-order on June 5, before releasing a week later on June You can grab yourself a copy from the GW webstore now.
The codex includes full rules for all the new Sisters of Battle units, as well as updates for its existing range of models and wargear. The whole book is designed to provide much wider strategic variety among Adepta Sororitas armies, which has been found wanting in recent years. Yeah I am too Rick. I hope the true rule book actually explains how match play is supposed to be worked out to make it nice and clear. It is pretty clear about most things. There are some small issues that could probably use an FAQ, but for the most part things are fairly obvious.
And yes, the BRB is much more explicit about how a lot of stuff works than the limited shots we've seen so far. I honestly a little bit disappointed because the points are very expensive.. TL devourer nerfed old dakkafex not as good , TL deathspitter improved direct improvement over TL devourer for a bit more points , Trygon and Tervigon buffed — not sure how points efficient they are. Tyrannofex is crazy with fleshborer hive — 40 S5 shots at 18 inches when standing still. Genestealers improved.
Multiwound models like warriors are better since double S weapons won't always kill them. Swarmlord has some awesome rules. Things like Zoathropes and tyrant guard being in squads of three are kind of annoying though.
Overall, some interesting changes. Being able to charge the turn you deploy should be a good change. Should of kept life drain and just got extra wound on a roll of 6 I think. Im etill trying to discern whether or not tervigons spawned termagants cost points, its not listes in the ability as any poinrs cost for summoning is in other abilities chaos demons.
But I cant find any definitive source. I think it will cost points if you put up another Unit. Is cult ambush really worth that many extra points for an identical model? This are and we have nothing really hard hitting…If the Swarmlord and the Genestealers get wiped out…well…. I would take Adrenal over or perhaps in addition to Toxin on the Hormagaunts. Yeah, I've been feeling the same way. For the first time in awhile both feels like it could be pretty tempting as well.
Between Trygon tunnel, Onslaught, and Hive Commander you've got a handful of tools to get them in quickly. Trygon tunnel with Adrenal and some Command Points sitting is a pretty big threat for the opponent, to be sure.
But like other melee armies, Tyranids are really gonna need some good ways to break bubblewrap units outside of melee. I wonder if Cult Ambush is restricted by the same Reserve Rules only half of the army can enter from reserve. Kinda feels they've lost a lot of options this edition. GSC can no longer play a "bounce on, bounce off" game for the entirety of a match, but that's a good thing. It was incredibly time-consuming and added too much complication to things.
They still have powerful HQs with superior protective abilities, cheap units with good hitting power, interesting ally options, and plenty more. The watering down of Cult Ambush and losing the ability to remove your troops from the table sucks all the character out of the army. Well done GW. Blandhammer strikes again. Man if turning every game into a six-hour marathon match of "wait what is a five again which unit was that for how many guys were left in it" is the only way for you to have fun, you are probably struggling with problems bigger than warhammer.
It just says "A psyker cannot attemt to manifest the same psychic power more than once a turn. Nope, sorry- in matched play, each spell excepting Smite can only be cast once each turn, regardless of who does so. Necrons — 8th edition Full leak. Notify of. Vote Up 0 Vote Down. June 1, PM. CA is there in front of the psychic powers. Vote Up Vote Down. June 4, AM. The Exocrine seems really good. Question: Why does the Try on have 3 pairs of scything talons?
Does that do anything? No One. Just the way he's modelled, doesn't do anything more than 2 mechanically. June 15, PM. June 2, AM. Well this is what I thought, but the 7PP for 3 cost on the dataslate seems to make sense too. I wonder if this is the same for any other armies? Did anyone notice that the Harpy and the Hive Crone can't even land?
Yeah, no airborne rule. Really no idea how that is supposed to work. Hey, Puppy, "stop being an ass". Vote Up -2 Vote Down. June 2, PM. I don't think it voids the requirement, either. BTW, Fall Back really isn't detailed much. I guess it's just a normal move? Guys do I have to pay for replacements of weapos? Lets say like Termas I could replace the weapon for a devourer.
Must I pay this replacement? Doubles the cost of the termagant, yeah. Depends how important the shots and range are to you. Bob B. June 4, PM. June 3, AM. June 5, AM. Vote Up 1 Vote Down. Too expensive for screening, though you can just chuck a couple in the squad.
June 7, PM. If within 6 inches of a Tervigon, reroll ones to hit : 60 shots, 35 hits. Inside 6 of a Tervigon: 90 shots, But yeah, essentially I didn't think the other synapse options looked that hot. What are peoples thoughts on the Trygon Prime?
Unless anyone can direct us to somewhere it says otherwise? Talons cost 0 Pts so a Genestealer with Claws and Talos costs 10 pts. October 2, AM. James A Thomas. Probably the single best example proving what you are saying.
If their assault does not take down their new adversaries in short order, they will scatter like oil-roaches in torchlight, seeking shelter in the dank corners of their new domain before later regrouping. Most cults, nestled in hiding, will be content to wait for the storm to pass. But if the invasion directly threatens their interests, they will fight like a hive of angered hornets to defend them.
Such planets teeter on the brink of catastrophe, rescued from one alien warhost only to find their saviours embody another, far more sinister threat. Should all go well, the cult will wait with the patience of spiders for their moment, generation after generation spent in preparation for the final battle as they infect ever more territory. Once all is in order, the intricate web of secrecy is finally torn away, and the world is plunged into anarchy.
When a cult rises up to conquer their host planet, it is usually because a Tyranid Hive Fleet has blackened the sky with the immensity of its bio-ships. The Genestealers and their kin are united in a singular desire to slay, to cause havoc, to destabilise and spread terror to every corner of the planet. Every member that has felt the mind-kiss of the cult's progenitors feels it in their blood, a pulsing, desperate need to kill that has seen even lowly Neophytes tear their victims limb from limb in a frenzy of semi-religious ecstasy.
As the nightmare of the Hive Fleet's invasion descends, even a small cult can shatter a planet's defences. There are those worlds that are conquered by a Genestealer Cult far earlier, claimed by the Patriarch's dynasty when the Tyranids are still hundreds of years distant, or even not coming at all.
This may be because their uprising was triggered prematurely, because they have simply run out of ways to spread beneath the radar of their enemies, or because their Patriarch senses psychically that the Hive Fleet that would have claimed them is now lost. As part of a wider onslaught divorced from its Hive Fleet, it will have to claim dominion through its own wiles.
These are in some ways the most dangerous cults to the Imperium, for like a virus spreading to new host bodies, they actively sow the seeds of destruction across a far wider area in the hope of somehow reconnecting with their gods.
Using their homeworld as a base of operations, they replicate their successes by any means possible, sending stowaway organisms and covert invasion forces to every planet within reach. Whole star systems have been conquered by such cults, the beacon of their psychic presence all the stronger for the Tyranid Hive Fleets that will eventually arrive to consume all.
The butchery the cult metes out upon its enemies on the day of their uprising is terrible indeed. Though the greater masses of these hordes are no more potent than a Planetary Defence Force , their sheer numbers and fanatical devotion make them a fierce prospect in a firefight.
High-level threats will be ambushed with uncanny synchronicity, for the cult has laboured hard to ensure everything is in place. At the Patriarch's unheard signal, the shock troops of the cult appear from crawlspaces, air ducts, grates and hidden trapdoors installed by infected work crews but never used before this moment. The Acolyte Hybrids who emerge to fall upon the commanders of the enemy hiss and shriek as they lay about themselves with weapon-like mutations.
Those enemies who a Primus has designated an extreme threat -- those of the Adepta Sororitas or Adeptus Astartes , for instance -- are set upon by the Purestrain Genestealers of the cult's fifth generation, for they are the deadliest of all the cult's warriors save the Patriarch himself. Like a perfectly engineered machine of destruction, the cult strikes as one -- few indeed are the forces that can fight back. In the subculture of the Genestealer Cult, every action, every uttered phrase, is another step towards a final destiny so apocalyptic it will devour friend and foe alike.
Should the cultists achieve their ghastly agendas, each world they have worked so painstakingly to conquer will be stripped bare of everything, even its atmosphere, by their ultimate masters -- the Tyranids. As a cult pushes its tendrils ever further into its host civilisation, it prepares for the day of its great ascension. Though it may be solar decades, even Terran centuries in coming, sooner or later a psychic shadow will fall upon the star system in which the cult has spread.
This is the Shadow in the Warp , the first sign of the utter despair to come. At first, the strange penumbra of this psychic influence sends soothsayers mad and inspires wild panic in those who channel the energies of the Warp. The Astronomican at first becomes dim, then shrouded completely by the psychic miasma crawling across the stars, cutting the star system off from the rest of the Imperium so it becomes all but impossible to send reinforcements. Only then does the source of the threat emerge from the darkness.
Starlight glints from a flotilla of celestial bodies, visible as a shoal of dots in the night sky. While these bodies may appear beautiful at first, their surpassing ugliness becomes more evident as they draw close. This is a bio-fleet of the Tyranid race, and it has come not to enlighten, but to devour.
The cult sees the arrival of this impossible menace as the long-awaited fulfilment of their prophecies. They believe the Patriarch's kin, unfettered by Humanity's failings, are here to elevate the faithful and lift them into the light forever. The skies cloud over, thickening with xenos Mycetic Spores as the Hive Fleet prepares the cult's world for consumption. Enraptured, the cult's true believers tell each other that it is always darkest before the dawn. Celebrations and warlike shouts ring through the streets as their devotional frenzy reaches new heights.
When the Tyrannocytes rain from the sky like fleshy meteors, the cultists wave their banners high, hoping to attract the attention of the angelic host. As the giant brood-sacs of the bio-ships split open to disgorge shrieking, blade-limbed war-beasts, a seed of doubt worms into the minds of the cultists. Still, their belief in the notion of star-borne saviours is so ingrained they keep fighting against the wider populace.
The Tyranid invaders mass together into a tide of chitin and fang, surging over the lands to cut down or consume the indigenous populations.
With the Hive Mind guiding each brood, the Tyranid hordes do not see the cultists as prey; in fact they are ignored at first by the synapse creatures coordinating the attack. For a short and blissful period, cultist and Tyranid fight on the same side. Once their adversaries have been slain, the cultists become eager to embrace their distant relatives in celebration, jubilant that their star-spanning family is at last complete.
They walk forward, arms wide, into the seething avalanche of weapon-forms. They too are torn limb from limb. Only then does the true magnitude of the cult's folly hit home. The mood of the cult swiftly changes from dogged loyalty to panic. The final revelation comes both from within the cult and without. Those the cultists once adored turn upon them in the worst of all possible betrayals; any who seek succour from the Patriarch instead go to their doom.
With its sentience subsumed by the greater Hive Mind, the creature becomes just another Tyranid, another nameless cell in the void-crossing super-organism that wants nothing less than to devour the galaxy.
As soon as the planet's defenders are overcome, the Patriarch and its brood will attack their own, wicked claws punching into close advisors and trusted minions, who die choking on their own disbelief. Those Purestrain Genestealers spawned upon the host planet attack their devoted fourth generation parents without hesitation, slaughtering them in a flurry of talons and snapping mouths.
Those of the cult who somehow survive this grim twist of fate flee as best they can, but they do not get far.
The Hive Fleet's organisms descend, blackening the skies with their number. Truly, this is the end of the world. The Genestealer Cultists, who have faith in this void-born cataclysm, rejoice in their vindication -- but only for a time The hail of Tyranid spores intensifies, and the planet itself is altered on a molecular level, becoming a noxious hell.
Alongside the bodies of the wider populace, the corpses of the cultists are devoured and regurgitated into the acidic digestion pools that bubble upon its surface. There, they are dissolved into a sickening gruel, raw biomass that is sucked up by ribbed Capillary Towers into the bio-ships high above. So it is that the host population and the cult's parasitic reflection are made whole at last, their bodies mingled in the final act of this apocalyptic tragedy.
Not all those Genestealer Cults spawned across the galaxy meet a grisly end, consumed by the maws of the terrifying creatures they worship. Some rise to prominence, subconsciously sending out a psychic aura that attracts a Tyranid biofleet -- only for that fleet to be flung into nothingness by a Warp Storm , engaged in battle by a conventional fleet, or consumed by a violent celestial phenomenon such as a supernova. These cults go on to propagate again and again, their brood cycles consuming ever more of the host planet until it is fully claimed by the Patriarch and its kin.
Such planets become the cores of a spreading network of infestations that can cover several star systems or even span an entire sector, preparing the way for a destiny that will never come. In time, they may attract another Hive Fleet towards them -- though until that day they are free to reign supreme over their host domain. In a galactic empire of a million worlds, there are countless planets upon which the Genestealer Curse can take hold -- for where there is Mankind, there is always biomass to be harvested.
The Imperium's teeming herds have proven the perfect hosts for the alien parasites of the Tyranids. Mankind has intelligence enough to ply the stars, but not enough to overcome the combination of ambition, hubris and curiosity that leads it into the dark and unwholesome places in which the Genestealer thrives.
Unless specifically forbidden -- or prevented entirely -- from doing so, the human race will seek to colonise every corner of the galaxy, no matter what terrors it uncovers in the process. This tendency, coupled with the relatively swift span of years between its generations, makes humanity the perfect prey species for Genestealers.
The vast spread of its colonies, and hence the near-limitless biomass it can provide, have not gone unnoticed by the Hive Mind that unites every Patriarch in a single intent. The human race has many instances of psychic talent, and these are getting ever more frequent.
Psychic individuals are vital for the full panoply of Genestealer bioforms to rise to the surface across the course of a brood cycle. The frequency of psychic ability on Imperial worlds has been rising over the millennia, and since the coming of the Great Rift , there has been such a marked increase that the Black Ships of the Astra Telepathica cannot hope to quantify and harness more than a small fraction of psykers.
Despite the risk of disaster, nascent Genestealer Cults are more than ready to induct untrained psykers into their cult, knowing that in doing so they pave the way for a Magus to ultimately be born. This war leader will lead the cult to new heights of victory as the Patriarch's mind-altering influence spreads further over the host populace. Imperial Hive Worlds represent the archetypal targets of a Genestealer Cult infestation.
Possessed of massive, teeming populations, they represent a prime source for a new infection. At the same time, since much of that population is composed of a low socioeconomic class, a cult can spread quickly while a world's authorities remain blissfully unaware of the terrible curse spreading amongst their populations of workers and serfs. The underhive region of a hive city represents the perfect place for a Genestealer Patriarch to take up hidden residence and oversee the growth of his tainted dynasty.
Imperial authorities rarely, if ever, venture into such benighted areas of the Emperor's domain, and the myriad small wars that often erupt between underhive gangers simply provide the nascent cult with its first infusion of combat-hardened personnel and weapons.
It is from Hive Worlds that more Genestealer Cult infestations have arisen than any other classification of human-settled planet.
Civilised Worlds -- usually populous enough to have high import demands and well-established exports to boot -- are bountiful targets indeed for the Genestealer Cults. Though the trading restrictions and security of such locations can be stringent, it takes just one mistake, one deadly shipment being accepted, for the germ of corruption to be planted -- and once planted, it has a thousand different ways to thrive.
Used as a springboard, these planets may push a slowly growing cult into an accelerated brood cycle that can see it cross the stars. On the Feudal Worlds of the Imperium, the word of the king or queen or other ruling noble is law. Should that monarch come under the sway of a xenos parasite, strange tithes, unsettling disappearances and unnatural changes invariably follow.
With most Feudal Worlds having little in the way of technology, the peasantry and knightly orders have only superstitious rites, swords and shields to protect them from the clawed horrors that prey on them from abandoned dungeons, charnel houses, cave networks and dank forests.
There are worlds in the Imperium so lethal they are classified as Death Worlds ; their environments are anathema to Terran life. Many human warrior groups use these planets for extreme training exercises -- and amidst the menagerie of deadly flora and fauna they face, a slinking Purestrain Genestealer can often go unnoticed. Some of these training groups will be infected, and return to their divisions with a lurking doom in their midst that will soon be brought to whatever world they are sent to protect next.
Cults with a pool of mechanised assets thrive in wide open spaces, such as those of Agri-worlds. With at least eighty-five per cent of their landmasses given over to the cultivation of forcecrops, hydroponics, livestock, algae lakes and cactus forests, such planets are not especially populous. However, the wide spread of their settlements makes them easy prey for wide-ranging Genestealer Cult elements that soon have the perfect excuse to send their "provisions shipments" to other human-settled planets.
The vast majority of Imperial worlds are militarised in some manner, but some are entirely given over to the production of Astra Militarum regiments and materiel. The most ambitious of Genestealer Cults seek to infect these planets above all others. Though the tactic is generally high risk, if the initiative is successful, the armed soldiers and resources they add to their own ranks with each new barracks and base they corrupt dramatically increases their chances of future insurgencies meeting with success.
An Astra Militarum regiment stationed upon such a prey world will slowly become populated by Fourth Generation Hybrid or Brood Brother humans who bear the hidden mark of the Genestealer within their anatomies.
Soon enough, the regiment inducts new recruits with a certain strange cast to their skin, bulbous craniums and strangely pointed fingers. Within an armed force that recruits such divergent strains of Humanity as Ratlings and Ogryns , mild variations of appearance are often overlooked —- especially when the cadets in question are so efficient and obedient. As the generations pass, it is common for the infiltrating members of that world's cult to be grouped together into the same platoons.
Sometimes they are recruited in such numbers that entire regiments are taken over. Such infected military organs take pains to stay incognito, and as such, have only a rudimentary presence in the Imperium's armed forces and do not boast the wealth of munitions and war machines that a proven element of the Astra Militarum might enjoy.
Still, even a basic military presence on a cult's host world is an asset beyond price. On the day of insurrection, those Astra Militarum platoons seeded with the agents of the cult will reveal their true allegiance. Eyes alight with fanatical fervour, these wolves in the fold finally put their treacherous plans in motion, launching deadly surprise attacks upon their fellow regiments before joining the main body of the cult.
In an institution as immense and diverse as the Astra Militarum, a force as cunning and sly as a Genestealer Cult can thrive for many standard years before the horrible truth is revealed.
On the Feral Worlds of the Imperium -- those that are pre-black powder and may even have regressed to pre-ferrous or even Stone Age levels of technology -- it is simple for an established Genestealer Cult to thrive; by bringing powerful weapons, advanced technology and complex tools with them, they are worshipped as gods.
By contrast, a genesis infestation upon such a world is a rare occurrence, as those Purestrains that make planetfall find themselves to be the hunted as often as they are the hunter.
Despite the strength of their populations' faith, the Shrine Worlds of the Adeptus Ministorum are not immune to the Genestealer Curse. A vestal robe can hide a multitude of mutations, and the labyrinthine boneyards and catacombs that riddle the lesser districts are ideal prowling grounds for a species as adaptable as the Genestealer. Those humans they grant the Kiss to still claim to be worshipping the Emperor as they move amongst the flock, but in truth, their actions further a far darker cause.
Where the Rogue Trader plants their flag, they say, the unwashed hordes of humanity are soon to follow. On the borders of the Imperium, new worlds are claimed in the name of the Emperor with each passing Terran year. Out there, the lawmakers and enforcers of the Adeptus Arbites are a mere rumour. Though it may take a long time for a Genestealer Cult on a Frontier World to grow to full fruition, by being there at the beginning of a budding civilisation, its members can infect every stratum of human society with ease.
The Purestrain Genestealer can, through the modus of implantation via its ovipositor, place its germ-seed in any creature of the requisite anatomy to later sire a hybrid. Over the countless centuries since their introduction into the stellar realm of Mankind, these extragalactic predators have started colonies within the species of the Orks , the Greet , the Kroot , the Aeldari , the Tarellian , and even the T'au.
They tend to choose ambulatory species of sufficient intellect to be space-capable, and hence spread their curse far and wide, and will usually target one whose population is dense enough to keep such a spread secret until it is too late for the infection to be overcome. The Orks have proven troublesome as Genestealer hosts, for they can sense a wrongness in those infected, something that disturbs the strange psychic gestalt of the Greenskin mind.
The Kroot are much the same, though their avoidance of infected members of their society comes from their ability to taste pheromones, and the wisdom of the Kroot Shapers who guide their people's evolution. The Aeldari have such lengthy gestation cycles that they are simply not viable biological hosts; furthermore, their psychic abilities are so well developed they can often see the shadow of the curse even before it can manifest, and avoid it accordingly in infected members of their species.
The T'au have a connection with their Ethereal Caste that makes hiding an infection by the Genestealers difficult. Only Humanity, so manifold and unruly in its civilisations, has as yet provided an ideal host. A display of the standards used by various Genestealer Cults from across the galaxy. The symbols of each Genestealer Cult are uncannily similar, whether borne on an Iconward's standard or hidden away as a brand of allegiance on a Brood Brother's chest. Many adaptations and interpretations have been adopted by cults across the Imperium, yet they all portray a similar, stylised bioform.
Each cult uses its own variants of the insignia as it solidifies its own identity, but will also display the core symbol of the cult -- a long-bodied creature with ridges upon its spine that echoes the form of the Tyranids themselves often called a "wyrm.
The fact that each cult's icons are so similar, regardless of where they are encountered, is unsettling in itself. Perhaps those that create them are guided by strange dreams and visions brought about by the Hive Mind's Shadow in the Warp , where alien anatomies whirl and bulge in sanity-stealing profusion. Perhaps the form of the Tyranid is encoded within the gene-curse, rising to the front of the cult's collective mind unbidden.
Either way, from the western reaches of the Segmentum Pacificus to the depths of the Eastern Fringe of the galaxy , those worlds that harbour Genestealer broodkin are emblazoned in a hundred different ways by eerily similar markings, brands of ownership that hint at the biological apocalypse to come.
If the High Lords of Terra truly comprehended the number of Genestealer Cults abroad in their realm, they would feel the chill of fresh terror creep across their souls.
Though only six cults have been codified by the Ordo Xenos , data-harvests taken from Ghosar Quintus imply the presence of hundreds, perhaps thousands, in the Ultima Segmentum alone.
Sigil of the Pauper Princes. Sigil of the Twisted Helix. Sigil of the Cult of the Four-Armed Emperor. The Genestealer Patriarch and Magus are potent psykers , able to use their formidable powers to bend others to their will. This mental dominance not only ensures that the gestalt consciousness of the cult's masses serves as one, but can also be channelled to crush those who would oppose their plans before they reach fruition. The powers that a Patriarch or Magus can wield include the following abilities.
The strange artefacts held sacred by the Genestealer Cults all have some measure of alien power imbued in them by the gestalt Broodmind of their bearers. Some are grown from a combination of psychic ability and the grisly slop of the Patriarch's genesis pool, whilst others are fashioned as holy relics by the adoring throng and handed down through the generations.
Only one of each of the following relics is usually found among a single cult. An Achilles Ridgerunner is built for speed as well as durability, and is a vital reinforcement for a Genestealer Cult in a fight. The Achilles Ridgerunner is an Imperial light exploratory vehicle often used to scout out new ore seams by mining guild prospectors and newly discovered terrain on Frontier Worlds by geological surveyors.
Because of its speed, range and sheer durability, the Achilles Ridgerunner also has proven to be very popular for use with the outriders and scouts of the Genestealer Cults. Goliath Trucks are rugged transports originally designed to bear Imperial factotums through crypt complexes and mining tunnels. The vehicle's dense and robust construction makes it proof against the most hostile of underground environments, and its folded layers of chemically-treated permasteel give it a measure of protection against every industrial hazard the Imperium has yet encountered.
Even an unmodified Goliath Truck can survive acid storms, hurricanes of forge-sparks, malfunctioning rad-chambers, and volatile toxin eruptions.
Whatever damage they bear on the exterior, they keep those in their metal guts as safe as if they were locked in a command bunker.
Whilst the cult lies quiescent, its Goliaths are used in everything from subterranean transit to stockpiling munitions. The duraglass screens inside each vision slit can be raised to make the vehicles airtight -- as useful for surviving the choking confines of a hazard mine as the poisonous atmosphere of battle. Their reputation is long-held; even the Astra Militarum has respect for the mighty Goliath. Though an ascendant cult will make use of any type of vehicle, from lunar quads to civilian stretch-cars to mobile industrial macro-rigs, the Goliath truck is always the most sought after.
These vehicles are customised with all manner of stowage, extra armour and sprayed-on cult symbols. They are acquired by means fair and foul by every cult that can find them, for they strike the perfect balance between unobtrusive civilian vehicle and pugnacious war machine.
No one gives a second glance to a column of Goliath trucks bearing rag-draped miners through the streets, and workplace graffiti and personalisation is far from unusual in the lower classes of the Imperium, so even the cult symbols stencilled upon the vehicles' sides often go unchallenged. Then, when the mind-stimulus of the Magus or Patriarch signals the time is right, the broods within these vehicles throw open their hatches and burst out -- some still mistaken for human even in their warpaint and others so alien that even to witness them is to feel the cold claw of defeat clutching at the heart.
Built to the blueprint of a ubiquitous Standard Template Construct , the Goliath truck has been modified and adapted countless times across the industrial worlds of the Imperium. Most common of these variants is the Goliath Rockgrinder. Though compact, the Goliath Rockgrinder is built to withstand rockfalls, dam bursts and the fiery backwash of its clearance incinerator.
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