40KO Genestealer Cult v1.5

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Codex: Genestealer Cult Updated 09/27/2013 1 CODEX GENESTEALER CULT By: Matthew Forish DESIGNER’S NOTES When I finished work on my Adeptus Arbites Codex, I knew that my next project had to be one of their adversaries. Of course, there are Chaos Cults, citizen uprisings, traitors, heretics and more, but to me nothing screams “CALL THE ARBITES” like a nice Genestealer Cult insurgency. I’ve also had ideas stirring in my head and on paper for some awesome conversions, and the new C haos Cultist models from the Dark Vengeance boxed set are just screaming out to be used as Genestealer Cultists. Many people play Genestealer Cults as “counts as” forces using several different Codex lists – including Imperial Guard, Tyranids and even Orks. While this has a certain appeal mostly for being widely accepted and likely tournament legal none of the lists truly capture the full on feel of the Genestealer Cult. The Imperial Guard lacks anything that can faithfully represent purestrain Genestealers or the Patriarch. Tyranids lack the stolen vehicles and human-type weaponry that the cult is often associated with. Orks simply have too low of an Initiative value to work as a cult. When 6 th edition came out, I was hopeful that the new Allies rules would finally allow a well-done cult using “counts as”, but alas, the best possible choices for such a list that of Imperial Guard allied with Tyranids (for Patriarch and Purestrain goodness), is simply not allowed (due to them being noted as “Come the Apocalypse” on the Allies table). Thus, I set out on my journey to craft another home-brew list I would love to use in friendly games, as well as having the potential to be used in more competitive environments. As before with the Arbites, I wanted a force that had its own unique flavor distinct from the official army lists we already have. I have tried to create a force that is held together by the Patriarch and his children (the Magus, Hierarchs and Hybrids) by allowing the lower-leadership Brood Brother units to gain Stubborn or Fearless in their presence. Things start to fall apart a bit when these important figures fall the Brood Brothers are less brave, potentially falling back but they also become more fierce as they seek retribution for the deaths of their leaders. I also added in ways for the Genestealer Cult to improve their own Reserves and special deployment, while at the same time hampering their enemies’ ability to use the same. Things like the Hidden Tunnels fortification allows the Cult to deploy thei r reserves from more forward locations, while The Cult Ascendant is a special rule that forces the enemy to pass Leadership tests in order to use their Infiltrators, Scouts and to Outflank, and also makes their Reserves rolls less reliable. To further define their own unique flavor, and as a nod to the fac t that the Genestealer Cult’s true task is to destabilize the structure of their host society rather than actual conquest, I added in several “suicide” type units, including Initiate Packs and Zealots armed with “human bomb” Martyr Harnesses, as well as “car bomb” Rigged Systems on their vehicles. If things start going badly for the Cult, a few well-placed suicide bombers can either turn the tide, or at least allow you to claim a moral victory as your opponent’s troops go up in flames thanks to the selfless sacrifice of your loyal minions. Another bit of flavor is the inclusion of the Poorly Maintained and Specialist Munitions rules, which represent the dilapidated nature of the stolen and salvaged vehicles the Cult often calls upon. While these tanks and support vehicles can add powerful fire support for your army, they aren’t quite as reliable as their Imperial Guard counterparts – they might not be able to get where you want them or lend their firepower when it is needed most. Finally, the Warlord Traits and Psychic Powers available to the Patriarch and Magus are designed to mesh well with their alien will and the sacrificial nature of their troops. Things like Catalyst, Stand for the Cause! and For the Father! aid or reward the Cult when they throw their forces into the front lines, while things like Aura of Despair and Will of the Brood (and the Die Another Day special rule) help the Cult’s leaders to weather the advance of the enemy, keeping them alive to guide their Brood to victory.

Transcript of 40KO Genestealer Cult v1.5

Codex: Genestealer Cult Updated 09/27/2013 1

CODEX GENESTEALER CULT

By: Matthew Forish

DESIGNER’S NOTES

When I finished work on my Adeptus Arbites Codex, I knew that my next project had to be one of their adversaries. Of course, there

are Chaos Cults, citizen uprisings, traitors, heretics and more, but to me nothing screams “CALL THE ARBITES” like a nice

Genestealer Cult insurgency. I’ve also had ideas stirring in my head and on paper for some awesome conversions, and the new Chaos

Cultist models from the Dark Vengeance boxed set are just screaming out to be used as Genestealer Cultists.

Many people play Genestealer Cults as “counts as” forces using several different Codex lists – including Imperial Guard, Tyranids and

even Orks. While this has a certain appeal – mostly for being widely accepted and likely tournament legal – none of the lists truly

capture the full on feel of the Genestealer Cult. The Imperial Guard lacks anything that can faithfully represent purestrain Genestealers

or the Patriarch. Tyranids lack the stolen vehicles and human-type weaponry that the cult is often associated with. Orks simply have

too low of an Initiative value to work as a cult.

When 6th

edition came out, I was hopeful that the new Allies rules would finally allow a well-done cult using “counts as”, but alas, the

best possible choices for such a list – that of Imperial Guard allied with Tyranids (for Patriarch and Purestrain goodness), is simply not

allowed (due to them being noted as “Come the Apocalypse” on the Allies table).

Thus, I set out on my journey to craft another home-brew list I would love to use in friendly games, as well as having the potential to

be used in more competitive environments. As before with the Arbites, I wanted a force that had its own unique flavor – distinct from

the official army lists we already have. I have tried to create a force that is held together by the Patriarch and his children (the Magus,

Hierarchs and Hybrids) by allowing the lower-leadership Brood Brother units to gain Stubborn or Fearless in their presence. Things

start to fall apart a bit when these important figures fall – the Brood Brothers are less brave, potentially falling back – but they also

become more fierce as they seek retribution for the deaths of their leaders.

I also added in ways for the Genestealer Cult to improve their own Reserves and special deployment, while at the same time

hampering their enemies’ ability to use the same. Things like the Hidden Tunnels fortification allows the Cult to deploy their reserves

from more forward locations, while The Cult Ascendant is a special rule that forces the enemy to pass Leadership tests in order to use

their Infiltrators, Scouts and to Outflank, and also makes their Reserves rolls less reliable.

To further define their own unique flavor, and as a nod to the fact that the Genestealer Cult’s true task is to destabilize the structure of

their host society rather than actual conquest, I added in several “suicide” type units, including Initiate Packs and Zealots armed with

“human bomb” Martyr Harnesses, as well as “car bomb” Rigged Systems on their vehicles. If things start going badly for the Cult, a

few well-placed suicide bombers can either turn the tide, or at least allow you to claim a moral victory as your opponent’s troops go

up in flames thanks to the selfless sacrifice of your loyal minions.

Another bit of flavor is the inclusion of the Poorly Maintained and Specialist Munitions rules, which represent the dilapidated nature

of the stolen and salvaged vehicles the Cult often calls upon. While these tanks and support vehicles can add powerful fire support for

your army, they aren’t quite as reliable as their Imperial Guard counterparts – they might not be able to get where you want them or

lend their firepower when it is needed most.

Finally, the Warlord Traits and Psychic Powers available to the Patriarch and Magus are designed to mesh well with their alien will

and the sacrificial nature of their troops. Things like Catalyst, Stand for the Cause! and For the Father! aid or reward the Cult when

they throw their forces into the front lines, while things like Aura of Despair and Will of the Brood (and the Die Another Day special

rule) help the Cult’s leaders to weather the advance of the enemy, keeping them alive to guide their Brood to victory.

Codex: Genestealer Cult Updated 09/27/2013 2

GENESTEALER CULT SPECIAL RULES

Brood Focus:

The entirety of a Genestealer cult is bound together by a psychic bond that is

focused on the Patriarch. Every member contributes their psychic potential, no matter how great or small, to the whole. While the main purpose for this focus is

the creation of a strong psychic beacon to draw in the Patriarch’s parent Hive

Fleet, it also acts to increase the psychic might of the cult’s progenitor.

A Patriarch or Ancient Patriarch may generate an additional psychic power at the

beginning of the game. A Patriarch may always choose whether or not to re-roll Warp Charge 2 powers. When a Patriarch or Ancient Patriarch generates his

Warp Charge points at the start of each turn, for every two units (rounding down)

of Neophytes, Acolytes, Hulking Hybrids, Hierarchs and Purestrains within 12”, he generates +1 Warp Charge, to a maximum of +2 Warp Charge points.

In addition, if the Patriarch or Ancient Patriarch is slain in a mission that uses Victory Points, your opponent gains one additional Victory Point. (Note that the

additional victory point is not gained if the Patriarch or Ancient Patriarch is

removed as a casualty due to Falling Back off the table. It is assumed that he has made good his escape, he shall return!.)

Children of the Father:

The Patriarch and the Magus hold the cult together in a number of ways, and their

“children” are so infused with belief in the destiny of the cult that the loss of their

leaders comes as a powerful blow. They will often falter at first, but surge forth seeking vengeance and the blood of those who have slain their masters.

As long as either the Patriarch or Magus remains on the table or in Reserve, this rule has no effect. Otherwise, if either the Patriarch or Magus is slain, units with

this rule that are not already Falling Back or locked in combat must take a Morale

Test at the end of the current turn. If the test is failed, they immediately Fall Back, following all of the normal rules for doing so. All units with this rule also

gain the Hatred and Rage special rules for the remainder of the battle.

Note that this rule does not take effect if the Patriarch or Magus is removed as a

casualty due to Falling Back off the table. It is assumed that they have made their

escape and their children will keep on fighting, secure in the knowledge that their masters are safe.

Dedicated to the Cause:

Due to the alterations made to them by the “Genestealer’s kiss”, brood brothers

are fiercely loyal to the cult and will gladly give their lives in the defense of the cult’s “chosen” hybrids, purestrains and Patriarch.

Any unit with this rule becomes Stubborn as long as they are within 6” of Hybrid Neophytes, Hybrid Acolytes, Hulking Hybrids, Genestealer Purestrains, a

Hierarch or a Hierarch High Council. They become Fearless as long as they are

within 6” of the Magus or Patriarch.

Die Another Day:

The Patriarch and Magus are more than figureheads. The cult can withstand the loss of one or the other, but if both are lost, the cult will lose cohesion and their

grand crusade will falter. A new Patriarch and Magus will eventually emerge, but

only given sufficient time – a luxury an exposed cult is rarely afforded. Because of this, much of the cult’s focus will be on protecting its leaders, especially when

they are forced to take to the field of battle themselves. The rest of the cult would

gladly lay down their lives to allow their leaders to escape.

If a Patriarch and/or Magus are locked in combat and there is at least one other

non-HQ Genestealer Cult unit locked in the same combat, the Patriarch and/or Magus are treated as having the Hit and Run special rule, but no other unit in that

combat may attempt to Hit and Run if the Patriarch and/or Magus choose to do

so. If the Patriarch and/or Magus choose to use Hit and Run in this manner, they will automatically leave any unit they are currently joined to without penalty.

Mob Mentality

Massed mobs of untrained but zealous Brood Brothers make effective and

expendable units, but are not always the most reliable in terms of holding their ground against determined opposition. When they are not under the guidance of

their masters, they tend to be skittish, finding courage only in large numbers of

their fellows.

A Brood Brother Initiate Mob’s Leadership value is based on the number of

Initiate Packs remaining in the unit, multiplied by 2. For example, a Mob of four Initiate Packs would have a Leadership value of 8, while a Mob of two Initiate

Packs would only have a Leadership value of 4. Remember that the maximum

Leadership value is 10.

Poorly Maintained:

Military vehicles used by the Genestealer cult are typically limited to those they can “liberate” from loyalist armouries or those they can salvage after ambushes,

raids or battles. The cult’s lack of resources means they often cannot fully repair

damage or replace failed parts, leaving their vehicles in less than pristine condition.

At the start of each of the Genestealer Cult player’s turns, roll a D6 for each vehicle with this rule on the table. On a roll of 5+, something has shaken loose or

otherwise broken. For the rest of the battle, the vehicle may no longer move at

Cruising Speed, nor may it move Flat Out. Walkers will instead move as if they are in Difficult Terrain for the rest of the battle, including when they launch an

Assault. Vehicles with the Move Through Cover special rule also lose it for the

rest of the battle.

Specialised Munitions:

Some of the vehicles the cult “liberates” from Imperial armouries use highly specialised weapons for which ammunition is difficult to come by. The cult will

be very selective about the distribution of these specialist munitions to ensure the

vehicle does not become totally useless to the cause.

A vehicle with this rule has limited ammunition for its main weapon (marked

with a * in the vehicle’s Wargear listing in the army list). Before deployment, count the number of vehicles with the Specialist Munitions rule and roll that

many D6. This is the total number of ammo counters you will have available for the battle. You may allocate any number of ammo counters to each vehicle with

the Specialist Munitions rule, but each vehicle must be given at least one ammo

counter. Every time the primary weapon on the vehicle fires, remove one ammo counter. When a vehicle has no ammo counters remaining, its primary weapon is

out of ammunition. If the primary weapon is destroyed, the vehicle loses all

remaining ammo counters.

The Cult Ascendant:

When a Genestealer Cult is finally exposed, or chooses to reveal itself, it generally throws its host society into a state of panic and chaos as the cultists

prosecute a campaign of terror and insurrection designed to destabilize civil

authorities and bureaucracies, hamper supply lines and communications and generally cause havoc.

When facing a Genestealer Cult force as a Primary Detachment, the enemy forces will be less able to utilise reserves and special deployment. Enemy units wishing

to Infiltrate must pass a Leadership test or be deployed in their own Deployment

Zone. Enemy Scouts must pass a Leadership test in order to use their Scout move. Enemy Outflankers must pass a Leadership test or be forced to arrive from their

own table edge. In addition, the Genestealer Cult player may force the opponent

to re-roll one successful Reserves roll each turn.

We Die That He May Live!:

The leaders of a Genestealer Cult will often surround themselves with their most fanatically loyal and zealous followers, who will defend them to the death

without a second thought.

You may re-roll any failed Look Out Sir! rolls for the Magus or Patriarch if they

are joined to the Brood Brother Bodyguard Squad. A model with this rule may

accept challenges like a character if the Magus or Patriarch is joined to the unit.

Codex: Genestealer Cult Updated 09/27/2013 3

GENESTEALER CULT WARGEAR

WEAPONS

Firearms

The masses of untrained Brood Brothers are typically armed with

whatever the cult can scrape together, steal or manufacture themselves.

This hodge-podge of weaponry is crude, and the combination of

untrained fighters and questionable quality means their overall

effectiveness is a bit unpredictable.

Range Strength AP Type

12” 3 - Assault D3+1

Roll once each Shooting phase for each unit armed with Firearms to

determine the unit’s rate of fire.

Rending Claws

Genestealers (and some of their progeny) have short but incredibly sharp

claws tipped in extremely dense diamond-hard chitin. When combined

with their overdeveloped musculature and steel-like tendons, these claws

are capable of crushing reinforced ceramite and ripping through the

thickest of armour with frightening ease.

Range Strength AP Type

- User - Melee, Rending

Martyr Harness

When a Genestealer Cult finally reveals itself and goes into full scale

insurrection, they will often outfit those members deemed most

expendable with harnesses packed full of explosives. Oft times these are

fitted with “dead-man switches” to facilitate their primary use – that of

suicide bombing raids.

A model equipped with a Martyr Harness may choose to detonate it

during the assault phase rather than making its normal Attacks. This is

done at whatever Initiative step they would otherwise strike. If a model

bearing a Martyr Harness is removed as a casualty before detonating it,

it will detonate immediately on a D6 roll of 4+. When a Martyr Harness

is detonated, place a large blast marker centered over the model and

resolve damage as normal for blast weapons, using the profile below. In

any event, if the Martyr Harness is detonated, the model must be

removed as a casualty, even if no wounds were inflicted on his unit.

Wounds caused by a Martyr Harness during the Assault Phase count

towards Combat Resolution. Note that Wounds caused by a Martyr

Harness to friendly models count as having been inflicted by the

opposing side.

Range Strength AP Type

- 8 2 Large Blast

OTHER EQUIPMENT

Guard Shield

Brood brother bodyguards are sometimes armed with large improvised

shields which they use to provide additional cover for their leaders as

they move about.

A model equipped with a guard shield has a 6+ invulnerable save, but

may never claim the +1 Attack bonus for being armed with two close

combat weapons in an assault.

Refractor Field

*** SEE CODEX IMPERIAL GUARD ***

Trip Mines

When the cult is ready to reveal itself, the produce, steal and stockpile as

many explosives and other useful improvised weapons as possible.

Before moving on their targets, their covert operatives and forward

scouts will set hidden snares and plant devious trip mines anywhere they

might hinder the movements of their enemies.

After your army deploys, Scouts redeploy and Infiltrators deploy, but

before the roll to Seize the Initiative, each unit with trip mines in your

army may booby-trip a single piece of area terrain on the table. The

piece of area terrain should be marked with a small marker (a coin will

do) to remind both players that it has been booby-trapped. Enemy

models treat booby-trapped pieces of area terrain as dangerous terrain.

Note that having multiple units booby-trap the same piece of area terrain

has no additional effect. A unit with cluster mines which begins the

game in Reserve may still booby-trap a piece of area terrain.

Codex: Genestealer Cult Updated 09/27/2013 4

VEHICLE UPGRADES

Improvised Armour

Cultists often strap bits of scrap metal, sandbags, ferrocrete slabs and

anything else they can find to their vehicles for extra protection. The

effectiveness of this tactic is debatable due to reduced speeds.

A vehicle with improvised armour has a 5+ invulnerable save against

glancing hits, but may not choose to move Flat Out.

Tube Missile

In order to increase the potential firepower of their vehicles, cultists will

build improvised rocket launchers and strap or bolt them on.

A tube missile is an additional weapon, fired using the vehicle’s

Ballistic Skill.

Range Strength AP Type

24” 7 4 Heavy 1, Blast, One use only

Rigged Systems

Many cult vehicles have been rigged so that their fuel tanks or power

systems can be intentionally detonated. These rigged vehicles are often

stuffed with extra explosives to make this “surprise attack” all the more

effective.

A vehicle with rigged systems may be intentionally detonated at any

point during the Genestealer Cult player’s Movement or Shooting

phases, or during either player’s Assault phase at the end of the Charge

Sub-Phase after all charging models have moved. Nearby units suffer a

Strength 6, AP 4 hit for each model within D6+2” of the vehicle. The

vehicle is then removed and replaced with scattered wreckage (area

terrain) or a crater roughly the same size as the vehicle (if you have

one). A vehicle with rigged systems which suffers an Explodes! result

on the Vehicle Damage Table will use the above damage and blast

radius instead of the normal explosion.

GRENADES

Firebombs

These are improvised explosives typically using glass bottles or ceramic

jars filled with flammable materials and capped off with old rags. The

rags are lit just prior to throwing, and the container shatters upon

landing, scattering the now burning liquid fuel over a wide area.

Firebombs are Assault Grenades as described in the Warhammer 40,000

Rulebook, except that they use the following profile when thrown during

the Shooting Phase:

Range Strength AP Type

6” 4 5 Assault 1, Blast, Gets

Hot!, Ignores Cover

BROOD TELEPATHY PSYCHIC DISCIPLINE

Primaris Power

Hypnotic Gaze Warp Charge 1

The psyker subverts its prey’s willpower and smothers its conscious

mind, leaving the victim enthralled at its mercy.

Hypnotic Gaze is used during your Assault phase at the start of the Fight

Sub-Phase. If the power is manifested, select one model in base contact

with the psyker. Both players roll a D6 and add the Leadership of their

respective models. If the psyker rolls equal to or higher than the target’s

score, that model may not attack during this Assault phase. This power

cannot affect models that do not have a Leadership value.

(1-2) Aura of Despair Warp Charge 1

The psyker projects an aura of raw alien hostility; a psychic shroud that

disrupts the enemy, sapping their will to fight whilst simultaneously

heightening their greatest fears.

Aura of Despair is a blessing that targets the psyker and lasts until the

beginning of your next turn. Whilst the power is in effect, all enemy

units within 12” of the psyker suffer a -1 penalty to their Leadership.

This penalty is cumulative for multiple psykers using Aura of Despair.

In addition, the psyker gains the Fear special rule.

(3-4) Catalyst Warp Charge 1

The power of the Patriarch’s Brood infuses his children, flooding their

systems with unnatural vitality.

Catalyst is a blessing that targets a single unit of Neophytes, Acolytes,

Hulking Hybrids, Hierarchs or Purestrains within 12” of the psyker and

lasts until the beginning of your next turn. Whilst the power is in effect,

the target unit gains the Feel No Pain (5+) special rule.

(5) Stand for the Cause! Warp Charge 2

The psyker instills a great sense of purpose in those around him,

bolstering their already strong determination to fight and die for the

Patriarch and his mighty cause.

Stand for the Cause! is a blessing that targets the psyker and lasts until

the beginning of your next turn. Whilst the power is in effect, all units

with the Children of the Father special rule gain the Crusader and

Fearless special rules as long as they are within 12” of the psyker.

Affected units that are Falling Back immediately regroup.

(6) For the Father! Warp Charge 2

The psyker draws on the powerful hostility innate in the Brood to instill

in them a great sense of purpose, pushing them to tear their enemies

apart with unbelievable ferocity.

For the Father! is a blessing that targets the psyker and lasts until the

end of your current turn. Whilst the power is in effect, all units with the

Children of the Father special rule gain the Hatred and Shred rules as

long as they are within 12” of the psyker.

Codex: Genestealer Cult Updated 09/27/2013 5

GENESTEALER CULT ARMY LIST

The following army list enables you to field an army of Arbitrators to fight battles using the scenarios included in the Warhammer 40,000

rulebook.

ALLIES OF THE GENESTEALER CULT

A Genestealer Cult will generally fight alone, though it is not unheard of

for them to form alliances with other forces – usually those who are not

aware of the cult’s true nature. However, when a Hive Fleet arrives, the

Genestealer Cult will likely continued to fight alongside their long-

awaited masters – until they are led to the digestion pools themselves

that is. The categories below correspond to the categories of allies as

described in the Warhammer 40,000 rulebook.

Battle Brothers:

N/A

Allies of Convenience:

Imperial Guard, Tyranids

Desperate Allies:

Chaos Daemons, Chaos Space Marines, Necrons, Orks, Tau

Come the Apocalypse:

Black Templars, Blood Angels, Dark Angels, Dark Eldar, Eldar, Grey

Knights, Space Marines, Sisters of Battle, Space Wolves

Codex: Genestealer Cult Updated 09/27/2013 6

HQ

Genestealer Patriarch 80 points

WS BS S T W I A Ld Sv

Patriarch 6 0 5 5 4 5 3 10 4+

Ancient Patriarch 4 0 5 5 4 4 2 10 4+

Genestealer Magus 50 points

WS BS S T W I A Ld Sv

Magus 3 3 3 3 2 4 1 9 5+

GENESTEALER CULT WARLORD TRAITS TABLE

If a Genestealer Patriarch or Genestealer Magus is chosen as your army’s Warlord, rather than choosing one of the standard Warlord Trait tables, you

must roll on the table below to generate their Warlord Trait.

1) The Shadow Draws Nigh!: The hive fleet approaches! Psykers

begin to feel the effects of the “shadow in the warp”, making it

more difficult to use their powers.

The Warlord and all units within 12” gain the Adamantium Will

special rule.

2) The Patient Hunter: Victory is often achieved by those who know

the right moment to strike.

The Warlord and his unit have the Counter-Attack special rule.

3) Inspiring Aura: His mere presence gives us purpose!

The Warlord and all units within 6” gain the Hatred and Rage

special rules.

4) Will of the Brood: He must not fall. Though death claws at his

body, he must stand firm! The Hive Mind wills!

The Warlord gains the Feel No Pain (5+) and Eternal Warrior

special rules.

5) Inside Knowledge: We know exactly how you fight, and we know

exactly how you die…

The Warlord and his unit have the Preferred Enemy special rule.

6) Fight to the Last!: When cornered, we become even more

dangerous…

The Warlord and his unit have the Rampage and Fearless special

rules.

Unit Composition:

1 Patriarch (Unique)

Unit Type:

Infantry (Character)

Wargear:

Rending Claws

Hardened Carapace

Special Rules:

Brood Focus

Independent Character

Move Through Cover

Psyker (Mastery Level 1)

Options:

May be given a refractor field 10 points

May be upgraded to an Ancient Patriarch, improving his

Mastery Level to 2 10 points

Unit Composition:

1 Magus (Unique)

Unit Type:

Infantry (Character)

Wargear:

Autopistol

Close combat weapon

Flak Armour

Special Rules:

Independent Character

Psyker (Mastery Level 1)

Options:

May replace autopistol and/or close combat weapon with:

- Autogun or shotgun free

- Bolt pistol or bolter 1 point

- Power weapon or plasma pistol 10 points

- Force stave or power fist 15 points

May be given frag grenades 1 point

May be given krak grenades 2 points

May replace his flak armour with carapace armour

5 points

May be given a refractor field 10 points

Psyker:

The Patriarch generates his powers from the Biomancy, Brood

Telepathy, Telekinesis or Telepathy disciplines.

Psyker:

The Magus generates his powers from the Biomancy, Brood

Telepathy, Telekinesis or Telepathy disciplines.

Codex: Genestealer Cult Updated 09/27/2013 7

HQ

Genestealer Hierarch 20 points

Your army may always include up to one Hierarch, and may contain one additional Hierarch for every full 750 points in your army. Regardless of the

number of Hierarchs taken, they only take up a single HQ slot. In an army with multiple detachments, each detachment allows you to bring a single

Hierarch. Further Hierarchs are still limited to a total of one for every full 750 points in your army. (For example, a 3000 point army with two

detachments may take a total of 6 Hierarchs. If all 6 are taken, this uses two HQ slots, one per detachment. If two to five are taken, you may choose

whether they constitute one or two of your HQ slots, and how many Hierarchs belong to each HQ slot.)

WS BS S T W I A Ld Sv

Hierarch 3 3 3 3 2 4 2 8 5+

Hierarch (Bike) 3 3 3 4 2 4 2 8 5+

ELITES

Disguised Genestealers 15 points

Your army may include up to one Disguised Genestealer for every full 750 points in your army (a minimum of one may always be included).

Disguised Genestealers do not take up a Forge Organization slot, and are not fielded as a unit on their own, nor are they deployed on the table at the

start of the battle. Before the battle, immediately after deploying Infiltrators and Redeploying Scouts, but before the first Turn begins, the Genestealer

Cult player secretly writes down which units from the following list contain a Disguised Genestealer: Brood Brother Initiate Mob, Brood Brother

Comrade Squad, Hybrid Neophyte Squad, Hybrid Acolyte Squad, Brood Brother Support Squad. (Each unit may contain one Disguised Genestealer.)

The Disguised Genestealer must be revealed when the unit it is hiding in first becomes locked in combat. Place the Disguised Genestealer in

coherency with its unit and in base contact with an enemy model already locked in combat with the unit if possible, but not in contact with an enemy

model not already locked in combat with the unit. The Disguised Genestealer has the Fear special rule until the end of the Assault Phase during

which it was revealed. If the Disguised Genestealer cannot be placed within coherency with its unit, you must remove one model of your choice from

the unit and replace it with the Disguised Genestealer (this casualty is not counted for determining Assault results). If the unit is destroyed before the

Disguised Genestealer is revealed, the Disguised Genestealer is considered a casualty. Disguised Genestealers are not worth any Victory Points on

their own, but are treated as part of their unit for all purposes once they have been revealed.

WS BS S T W I A Ld Sv

Genestealer *** SEE CODEX: TYRANIDS ***

Unit Type:

Infantry

Wargear:

Rending claws

Reinforced chitin

Special Rules:

Fleet

Move Through Cover

Unit Composition:

1 Hierarchs

Unit Type:

Infantry (Character)

Wargear:

Autopistol

Close combat weapon

Flak Armour

Special Rules:

Children of the Father

Independent Character

Options:

May replace autopistol and/or close combat weapon with:

- Autogun or shotgun free

- Bolt pistol or bolter 1 point

- Power weapon or plasma pistol 10 points

- Power fist 15 points

Unless mounted on a riding beast or bike, may replace

autopistol with a flamer, grenade launcher, heavy stubber

or sniper rifle 10 points

May be given a rending claw 3 points

May be given frag grenades 1 point

May be given krak grenades 2 points

May replace his flak armour with carapace armour

5 points

May be mounted on a riding beast, changing his unit type

to Cavalry 5 points

May be mounted on a bike, changing his unit type to Bike

15 points

One Hierarch per army may be upgraded to a Psyker

(Mastery Level 1)

10 points

If upgraded to a Psyker, may replace his autopistol or close

combat weapon with a force stave 15 points

Psyker:

If upgraded to a Psyker, the Hierarch generates his power from

the Biomancy, Telekinesis or Telepathy disciplines.

Codex: Genestealer Cult Updated 09/27/2013 8

ELITES

Hierarch High Council 60 points

If your army includes a Magus and/or a Patriarch, it may also include a single Hierarch High Council. This unit does not take up a Force

Organization slot, but is otherwise treated as an Elites unit in all respects.

WS BS S T W I A Ld Sv

Hierarch 3 3 3 3 2 4 2 8 5+

Genestealer Purestrain Brood 45 points

WS BS S T W I A Ld Sv

Genestealer *** SEE CODEX: TYRANIDS ***

Firstborn 6 0 5 4 2 6 3 10 5+

Hulking Hybrid Brood 135 points

WS BS S T W I A Ld Sv

Hulking Hybrid 5 2 5 5 3 4 3 8 5+

Unit Composition:

3 Hierarchs

Unit Type:

Infantry

Wargear:

Autopistols

Close combat weapons

Flak armour

Dedicated Transport

The High Council can

select either a Cult Truck

or a Cult Limousine.

Options:

Include up to seven additional Hierarchs

20 points per model

Any Hierarch may replace his autopistol or close combat

weapon with a force stave 15 points

Any Hierarch may be given a rending claw 3 points

The council may be given frag grenades

1 point per model

The council may be given krak grenades

2 points per model

The council may replace their flak armour with carapace

armour 3 points per model

Special Rules:

Brotherhood of Psykers

Children of the Father

Unit Composition:

3 Genestealers

Unit Type:

Infantry

Wargear:

Rending claws

Reinforced chitin

Special Rules:

Fleet

Infiltrate

Move Through Cover

Unit Composition:

3 Hulking Hybrids

Unit Type:

Infantry

Wargear:

Close combat weapon

Flak armour

Special Rules:

Bulky

Children of the Father

Furious Charge

Rampage

Stubborn

Options:

Include up to seven additional Hulking Hybrids

45 points per model

Any model may be given one of the following:

- Heavy chainsword, heavy stubber or rending claw

5 points

The brood may be given Fleet 5 points per model

The brood may replace their flak armour with carapace

armour 5 points per model

Dedicated Transport

The Brood can select a

Cult Truck.

Psyker:

The Hierarch High Council generates their power from the

Biomancy, Telekinesis or Telepathy disciplines.

Options:

Include up to nine additional Genestealers

15 points per model

One Genestealer may be upgraded to a Firstborn

(Character) 15 points

Codex: Genestealer Cult Updated 09/27/2013 9

TROOPS

Brood Brother Initiate Mob 45 points

WS BS S T W I A Ld Sv

Initiate Pack 2 2 3 3 3 3 3 X 6+

Brood Brother Comrade Squad 40 points

WS BS S T W I A Ld Sv

Comrade 3 3 3 3 1 3 1 6 5+

Hybrid Overseer 3 3 3 3 1 4 2 8 5+

Brood Brother Bodyguard Squad 25 points

Your army may include a single Brood Brother Bodyguard Squad for each Magus or Patriarch also included. These units do not take up any Force

Organization slots, but are otherwise treated as Troops units in all respects.

WS BS S T W I A Ld Sv

Bodyguard 2 2 3 3 1 3 1 6 6+

Ogryn Bodyguard 4 3 5 5 3 2 3 6 6+

Unit Composition:

10 Comrades

Unit Type:

Infantry

Wargear:

Autoguns

Close combat weapons

Flak armour

Special Rules:

Dedicated to the Cause

Children of the Father

Dedicated Transport

The Squad can select a

Cult Truck or a Chimera.

Options:

Include up to ten additional Comrades

4 points per model

For every ten models in the unit, one Comrade may

replace his autogun with one of the following:

- Flamer, grenade launcher, heavy stubber or sniper rifle

5 points

One Comrade may be upgraded to a Hybrid Overseer

(Character) 10 points

The Hybrid Overseer may replace his autogun and/or close

combat weapon with one of the following:

- Autopistol or shotgun free

- Bolt pistol or bolter 1 point

- Power weapon or plasma pistol 10 points

- Power fist 15 points

The Hybrid Overseer may be given a rending claw

3 points

The Hybrid Overseer may replace his flak armour with

carapace armour 3 points

The Hybrid Overseer may be given any of the following:

- Frag grenades 1 point

- Krak grenades 2 points

Unit Composition:

3 Initiate Packs

Unit Type:

Infantry

Wargear:

Firearms

Improvised armour

Special Rules:

Children of the Father

Dedicated to the Cause

Mob Mentality

Swarm

Options:

Include up to twelve additional Initiate Packs

15 points per model

For every five Initiate Packs in the unit, one Initiate Pack

may be given a Martyr Harness 10 points

The Mob may be given firebombs 2 points per model

Unit Composition:

5 Bodyguards

Unit Type:

Infantry

Wargear:

Autopistols (Bodyguards only)

Close combat weapons

Improvised armour

Special Rules:

Bulky (Ogryns only)

Children of the Father

Dedicated to the Cause

Furious Charge (Ogryns only)

Stubborn (Ogryns only)

We Die That He May Live!

Options:

Include up to five additional Bodyguards

5 points per model

Any Bodyguard may replace their autopistol or close

combat weapon with a power weapon 10 points

Any Bodyguard may be upgraded to an Ogryn Bodyguard,

replacing his autopistol with either a heavy chainsword or

a heavy stubber 30 points per model

Any model may be given a guard shield 3 points

The squad may be given firebombs

1 point per model

The squad may replace their improvised armour with

carapace armour 5 points per model

Dedicated Transport

The Squad can select a Cult Truck or Cult Limousine.

Codex: Genestealer Cult Updated 09/27/2013 10

TROOPS

Hybrid Neophyte Brood 45 points

WS BS S T W I A Ld Sv

Neophyte 4 2 4 4 1 5 1 8 5+

Hybrid Acolyte Brood 35 points

WS BS S T W I A Ld Sv

Acolyte 3 3 3 3 1 4 1 8 5+

Unit Composition:

5 Acolytes

Unit Type:

Infantry

Wargear:

Autoguns

Close combat weapons

Flak armour

Special Rules:

Children of the Father

Fleet

Dedicated Transport

The Brood can select a

Cult Truck.

Options:

Include up to ten additional Acolytes

7 points per model

For every five models in the unit, one Acolyte may replace

his autogun with one of the following:

- Flamer, heavy stubber, grenade launcher, sniper rifle

5 points

- Autocannon, heavy bolter or melta gun 10 points

- Missile launcher or plasma gun 15 points

- Lascannon 25 points

Any model may replace his autogun with a shotgun

free

Any model may be given a rending claw 3 points

The brood may be given frag grenades

1 point per model

The brood may be given krak grenades

2 points per model

The brood may replace their flak armour with carapace

armour 3 points per model

Unit Composition:

5 Neophytes

Unit Type:

Infantry

Wargear:

Autopistols

Close combat weapons

Flak armour

Special Rules:

Children of the Father

Fleet

Move Through Cover

Dedicated Transport

The Brood can select a

Cult Truck.

Options:

Include up to ten additional Neophytes

9 points per model

For every five models in the unit, one Neophyte may

replace his autopistol or close combat weapon with one of

the following:

- Power weapon or plasma pistol 10 points

- Power fist 15 points

Any model may replace his autopistol with a shotgun

free

Any model may replace his close combat weapon with an

additional autopistol 1 point

Any model may be given a rending claw 3 points

The brood may be given frag grenades

1 point per model

The brood may be given krak grenades

2 points per model

The brood may replace their flak armour with carapace

armour 3 points per model

Codex: Genestealer Cult Updated 09/27/2013 11

DEDICATED TRANSPORTS

Cult Truck 25 points

-- Armour --

WS BS S Fr Si Re I A HP

Cult Truck - 2 - 10 10 10 - - 2

Cult Limousine 35 points

-- Armour --

WS BS S Fr Si Re I A HP

Cult Limousine - 3 - 11 11 10 - - 3

Cult Chimera 50 points

-- Armour --

WS BS S Fr Si Re I A HP

Chimera *** SEE CODEX IMPERIAL GUARD ***

Unit Composition:

1 Cult Truck

Unit Type:

Vehicle (Fast, Open-topped)

Wargear:

None

Transport Capacity:

Twelve models

Options:

May be given any of the following:

- Improvised armour 10 points

- Pintle-mounted heavy stubber 10 points

- Rigged systems 5 points

- Searchlight 1 point

- Tube missile 10 points

Unit Composition:

1 Cult Limousine

Unit Type:

Vehicle (Fast)

Wargear:

None

Transport Capacity:

Six models

(May not carry Bulky, Very Bulky or Extremely Bulky

models.)

Options:

May be given any of the following:

- Improvised armour 10 points

- Storm bolter or heavy stubber 10 points

- Tube missile 10 points

Fire Points:

None

Access Points:

Cult Limousines have one access point on each side of the hull.

Unit Composition:

1 Chimera

Unit Type:

Vehicle (Tank)

Wargear:

Heavy bolter

Multi-laser

Smoke launchers

Searchlight

Transport Capacity:

Twelve models

Options:

May replace multi-laser with a heavy bolter or a heavy

flamer free

May replace heavy bolter with a heavy flamer free

May be given any of the following:

- Dozer blade 10 points

- Improvised armour 10 points

- Rigged systems 5 points

- Tube missile 10 points

Special Rules:

Amphibious

Poorly Maintained

Fire Points:

Five models can fire from the

Chimera’s top hatch.

Access Points:

Chimeras have one access

point at the rear.

Codex: Genestealer Cult Updated 09/27/2013 12

FAST ATTACK

Brood Bother Outrider Squad 45 points

WS BS S T W I A Ld Sv

Comrade 3 3 3 3 1 3 1 6 5+

Hybrid Overseer 3 3 3 3 1 4 2 8 5+

Comrade (Bike) 3 3 3 4 1 3 1 6 5+

Hybrid Overseer (Bike) 3 3 3 4 1 4 2 8 5+

Cult Sentinel Squadron 30 points per model

-- Armour --

WS BS S Fr Si Re I A HP

Sentinel *** SEE CODEX IMPERIAL GUARD SCOUT SENTINEL ***

Cult Gun-Truck Squadron 35 points per model

-- Armour --

WS BS S Fr Si Re I A HP

Cult Gun-Truck - 3 - 10 10 10 - - 2

Unit Composition:

Vehicle squadron of 1-3

Sentinels

Unit Type:

Vehicle

(Walker, Open-Topped)

Wargear:

Multi-laser

Options:

Any Sentinel may replace its heavy bolter with:

- Autocannon or heavy flamer 5 points

- Missile launcher 10 points

- Lascannon 15 points

Any model may be given any of the following:

- Improvised armour 10 points

- Rigged systems 5 points

- Searchlight 1 point

- Smoke launchers 5 points

- Tube missile 10 points

Special Rules:

Scouts

Move Through Cover

Poorly Maintained

Unit Composition:

1 Cult Truck

Unit Type:

Vehicle (Fast, Open-topped)

Wargear:

Heavy bolter

Options:

Any Gun-Truck may replace its Heavy bolter with one of

the following:

- Multi-laser free

- Heavy flamer or autocannon 5 points

- Missile launcher 10 points

- Lascannon 15 points

- Plasma cannon 20 points

May be given any of the following:

- Improvised armour 10 points

- Pintle-mounted heavy stubber 10 points

- Rigged systems 5 points

- Searchlight 1 point

- Tube missile 10 points

Unit Composition:

3 Brood Brothers

Unit Type:

Cavalry

Wargear:

Autopistols

Close combat weapons

Flak armour

Trip Mines

Special Rules:

Children of the Father

Dedicated to the Cause

Scouts

Options:

Include up to seven additional

Brood Brothers 10 points per model

Any model may replace his close combat weapon with a

power lance 10 points

The squad may be given firebombs

1 point per model

The squad may be given frag grenades

1 point per model

The squad may be given krak grenades

2 points per model

The squad may be given bikes, changing their Unit Type

to Bike 5 points per model

One Comrade may be upgraded to a Hybrid Overseer

(Character) 10 points

The Hybrid Overseer may replace his autopistol and/or

close combat weapon with one of the following:

- Bolt pistol 1 point

- Power weapon or plasma pistol 10 points

- Power fist 15 points

The Hybrid Overseer may be given a rending claw

3 points

The Hybrid Overseer may replace his flak armour with

carapace armour 3 points

Codex: Genestealer Cult Updated 09/27/2013 13

HEAVY SUPPORT

Brood Brother Support Squad 20 points

WS BS S T W I A Ld Sv

Comrade 3 3 3 3 1 3 1 6 5+

Liberated Tank Squadron

Leman Russ Battle Tank 140 points per model

Leman Exterminator 140 points per model

Leman Russ Demolisher 155 points per model

-- Armour --

WS BS S Fr Si Re I A HP Leman Russ Battle Tank

Leman Russ Exterminator *** SEE CODEX IMPERIAL GUARD *** Leman Russ Demolisher

Liberated Artillery Battery

Basilisk 115 points per model

Griffon 65 points per model

-- Armour --

WS BS S Fr Si Re I A HP

Basilisk *** SEE CODEX IMPERIAL GUARD ***

Griffon

Unit Composition:

6 Comrades

Unit Type:

Infantry

Wargear:

Autoguns

Flak armour

Options:

Up to three Comrades may replace their autoguns with one

of the following:

- Autocannon, heavy bolter, flamer, grenade launcher or

sniper rifle 10 points

- Meltagun, missile launcher or plasma gun 15 points

- Lascannon 25 points

Special Rules:

Children of the Father

Dedicated to the Cause

Unit Composition:

1-3 tanks in any combination

Unit Type:

Vehicle (Tank, Open-Topped)

Wargear:

Heavy bolter

Searchlight

Smoke launchers

Options:

Any model may replace its heavy bolter with a heavy

flamer free

May be given any of the following:

- Dozer blade 10 points

- Improvised armour 10 points

- Pintle-mounted heavy stubber 10 points

- Rigged systems 5 points

- Tube Missile 10 points

Unit Composition:

1-3 tanks in any combination

Unit Type:

Vehicle (Tank, Heavy)

Wargear (All):

Heavy bolter

Searchlight

Smoke launchers

Options:

Any model may replace its heavy bolter with one of the

following:

- Heavy flamer free

- Lascannon 15 points

Any model may be given a pair of side sponsons armed

with:

- Heavy bolters or heavy flamers 20 points

- Multi-meltas 30 points

- Plasma cannons 40 points

Any model may be given any of the following:

- Dozer blade 10 points

- Improvised armour 10 points

- Pintle-mounted heavy stubber 10 points

- Rigged systems 5 points

- Tube Missile 10 points

Special Rules:

Poorly Maintained

Specialised Munitions

Wargear

Leman Russ:

Battle cannon*

Leman Russ Demolisher:

Demolisher siege cannon*

Leman Russ Exterminator:

Exterminator autocannon*

Wargear

Basilisk:

Earthshaker cannon*

Griffon:

Griffon heavy mortar*

Special Rules:

Poorly Maintained

Specialised Munitions

Codex: Genestealer Cult Updated 09/27/2013 14

FORTIFICATIONS

A Genestealer Cult army may make use of the standard Fortifications as presented in the Warhammer 40,000 rulebook. In addition, they

may choose the new option presented below, which helps to further set the tone for the insurgent nature of a Genestealer Cult uprising.

Hidden Tunnels 20 points

The Cult has spent years worming their way into society at every level,

leaving hidden warrens and secret passages anywhere possible to better

facilitate their rise to power. When they are finally brought to battle,

they are able to use their various tunnel networks and secret hideouts to

move their forces about and attack from unexpected angles.

Composition: One tunnel entrance (up to 2” in diameter).

Terrain Type: Battlefield Debris (Rubble)

Weapons: None

Options:

Add up to two more tunnel entrances 20 points per model

One tunnel entrance may include one of the following:

- Ammunition Dump 20 points

- Comms Relay 20 points

Any tunnel entrance may include a Sapper Den 20 points

Special Rules:

Tunnel Network: As long as there are no enemy units in base contact

with a tunnel entrance, you may treat the entirety of the tunnel entrance

as part of your table edge when your units arrive from Reserve. A unit

arrive from reserve via a tunnel entrance may ignore the Difficult

Terrain aspect of the tunnel entrance on the turn that they arrive.

If an enemy unit begins their movement phase in base contact with a

tunnel entrance, they may choose to destroy it. The unit may do nothing

else for the remainder of their turn, but the tunnel entrance (and any

attached ammunition dump, comms relay and/or sapper den) is

destroyed and removed from play as they collapse the tunnel from

without.

Sapper Den: As long as there are no enemy units in base contact with a

tunnel entrance with a sapper den, it may generate a Brood Brother

Zealot once per battle. This is done at the start of your Movement phase.

Place a model with the below profile in contact with the tunnel entrance

in the same was as a unit arriving from Reserve. This model is treated as

a separate unit, but is neither a Scoring Unit nor a Denial Unit, nor is it

worth any Victory Points if it is slain.

Unit Type: Infantry

Wargear: Autopistol, Close Combat Weapon, Martyr Harness,

Firebombs

Special Rules: Children of the Father, Feel No Pain (5+), Zealot

WS BS S T W I A Ld Sv

Zealot 2 2 3 3 1 3 1 6 5+

PSYCHIC POWER CARDS

These cards can serve as a handy reference when you are playing a game of Warhammer 40,000 using a Genestealer Cult army.

A Warp Charge 1

The psyker subverts its prey’s willpower

and smothers its conscious mind,

leaving the victim enthralled at its

mercy.

Hypnotic Gaze is used during your Assault

phase at the start of the Fight Sub-Phase. If the power is manifested, select one model in

base contact with the psyker. Both players roll a D6 and add the Leadership of their

respective models. If the psyker rolls equal to

or higher than the target’s score, that model may not attack during this Assault phase.

This power cannot affect models that do not

have a Leadership value.

A Warp Charge 1

The psyker projects an aura of raw alien

hostility; a psychic shroud that disrupts

the enemy, sapping their will to fight

whilst simultaneously heightening their

greatest fears.

Aura of Despair is a blessing that targets

the psyker and lasts until the beginning

of your next turn. Whilst the power is in

effect, all enemy units within 12” of the

psyker suffer a -1 penalty to their

Leadership. This penalty is cumulative

for multiple psykers using Aura of

Despair. In addition, the psyker gains

the Fear special rule.

A Warp Charge 1

The power of the Patriarch’s Brood

infuses his children, flooding their

systems with unnatural vitality.

Catalyst is a blessing that targets a

single unit of Neophytes, Acolytes,

Hulking Hybrids, Hierarchs or

Purestrains within 12” of the psyker and

lasts until the beginning of your next

turn. Whilst the power is in effect, the

target unit gains the Feel No Pain (5+)

special rule.

A Warp Charge 2

The psyker instills a great sense of

purpose in those around him, bolstering

their already strong determination to

fight and die for the Patriarch and his

mighty cause.

Stand for the Cause! is a blessing that

targets the psyker and lasts until the

beginning of your next turn. Whilst the

power is in effect, all units with the

Children of the Father special rule gain

the Crusader and Fearless special rules

as long as they are within 12” of the

psyker. Affected units that are Falling

Back immediately regroup.

A Warp Charge 2

The psyker draws on the powerful

hostility innate in the Brood to instill in

them a great sense of purpose, pushing

them to tear their enemies apart with

unbelievable ferocity.

For the Father! is a blessing that targets

the psyker and lasts until the end of your

current turn. Whilst the power is in

effect, all units with the Children of the

Father special rule gain the Hatred and

Shred rules as long as they are within

12” of the psyker.

Stand for the Cause! For the Father!

Hypnotic Gaze Aura of Despair Catalyst