Primus
A tactical uprising commander.
Threat File — Primus
TR 8 · Genestealer CultsSaves: Intellect +7, Willpower +6
Proficiencies: Command +7, Fieldcraft +6, Stealth +5
The Long Plan. Once per encounter, the Primus reveals a prepared asset: a hidden cell, a rigged charge, a sealed blast door, or a sabotaged system. It was always there; the party simply had not found it yet.
Brood Tactics. Cult allies within 30 feet gain +1 to hit against targets the Primus can see.
Coordinated Strike. The Primus designates one target it can see. Two cult units or allies immediately move up to half their Movement or make one attack against that target.
Toxin Injector Claw. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage, and the target makes a Toughness Save DC 14 or takes 1d6 toxic damage at the start of each of its turns and has its Movement halved. It repeats the save at the end of each of its turns, ending the effect on a success.
Fall Back to the Next Trap. The Primus orders a fighting withdrawal: this round, retreating cult units do not provoke Reactive Fire, and each may move up to half its Movement toward a prepared position.
Acceptable Losses. When the Primus takes damage, it may move up to half its Movement toward cover or a mapped exit without provoking Reactive Fire.
Morale: Never panics; withdraws precisely when the plan says to and considers a dead cell an acceptable line item.
Tactics: It fights from the second line, spending actions on orders, and always has one more prepared card. If the party is dueling the Primus, they have usually already sprung its real trap.
Loot / Evidence / Hooks: The uprising's master timetable, annotated in a cipher — every ambush the party walked into today, drawn on its map, along with three they have not hit yet.
Enemy Dossier
GM ReferenceA Primus is the cult's general: a cold, brilliant hybrid strategist who has planned this uprising since before the party was born. Every ambush the party has walked into today was drawn on its map.
Use this enemy to give cult forces genuine tactical coordination — layered ambushes, timed reinforcements, and withdrawals that are actually redeployments.
Moderate durability, competent personal combat, elite command actions, ambush orchestration, dangerous mostly through everyone else.
The Long Plan. Once per encounter, the Primus reveals a prepared asset: a hidden cell, a rigged charge, a sealed blast door, or a sabotaged system.
Brood Tactics. Cult allies within 30 feet may use the Primus's cunning: +1 to hit against targets the Primus can see.
Coordinated Strike. Orders two cult units to act immediately against one target the Primus designates.
Toxin Injector Claw. Personal melee attack; Toughness Save or the target is poisoned and slowed.
Fall Back to the Next Trap. Orders a fighting withdrawal; retreating cult units do not provoke Reactive Fire this round.
Morale: Never panics; withdraws precisely when the plan says to and considers a dead cell an acceptable line item.
Tactics: Run the Primus as the reason cult encounters feel authored. It fights from the second line, spends its actions on orders, and always has one more prepared card. If cornered, it is a competent melee combatant — but if the party is dueling the Primus, they have usually already sprung its real trap.
Full Stat Block Priority: High