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    CODEX GENESTEALER CULTBy: Matthew Forish

    DESIGNERS 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. Ive also had ideas stirring in my head and on paper for some awesome conversions, and the new C hao

    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 listthat 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 flavordistinct 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 backbut 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 Cults 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 opponents 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 arent 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 whenthey 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 Cults leaders to weather the advance of the enemy, keeping them alive to guide their Brood to victory.

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    GENESTEALER CULT SPECIAL RULESBrood 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, nomatter 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 Patriarchs parent Hive

    Fleet, it also acts to increase the psychic might of the cults 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 hisWarp 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 usesVictory 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 hasmade good his escapehe 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 forthseeking 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, thisrule 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 theirmasters are safe.

    Dedicated to the Cause:

    Due to the alterations made to them by the Genestealers kiss, brood brothers

    are fiercely loyal to the cult and will gladly give their lives in the defense of thecults 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 ofthe 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 timea luxury an exposed cult is rarely afforded. Becauseof this, much of the cults 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 thatcombat 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, theywill 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 theirground against determined opposition. When they are not under the guidance o

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

    their fellows.

    A Brood Brother Initiate Mobs 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 InitiatePacks 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 theycan liberate from loyalist armouries or those they can salvage after ambushes

    raids or battles. The cults lack of resources means they often cannot fully repair

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

    At the start of each of the Genestealer Cult players turns, roll a D6 for eachvehicle 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 theyare 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 wil

    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 vehicles Wargear listing in the army list). Each time this weaponis fired, roll a D6. On a roll of 5+, the weapon has run out of ammunition. The

    shot is resolved as normal, but the weapon then counts as being destroyed (noHull Points are lost).

    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 civi

    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 Deploymen

    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 thei

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

    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.

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    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 ofuntrained fighters and questionable quality means their overalleffectiveness is a bit unpredictable.

    Range Strength AP Type

    12 3 - Assault D3+1

    Roll once each Shooting phase for each unit armed with Firearms todetermine the units rate of fire.

    Rending Claws

    Genestealers (and some of their progeny) have short but incredibly sharpclaws tipped in extremely dense diamond-hard chitin. When combinedwith their overdeveloped musculature and steel-like tendons, these claws

    are capable of crushing reinforced ceramite and ripping through thethickest 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 mostexpendable with harnesses packed full of explosives. Oft times these arefitted with dead-man switches to facilitate their primary use that osuicide bombing raids.

    A model equipped with a Martyr Harness may choose to detonate iduring the assault phase rather than making its normal Attacks. This isdone at whatever Initiative step they would otherwise strike. If a mode

    bearing a Martyr Harness is removed as a casualty before detonating itit will detonate immediately on a D6 roll of 4+. When a Martyr Harness

    is detonated, place a large blast marker centered over the model andresolve damage as normal for blast weapons, using the profile below. In

    any event, if the Martyr Harness is detonated, the model must beremoved 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 MartyrHarness to friendly models count as having been inflicted by theopposing 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 asthey 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

    This is an all-enclosing energy field that partially refracts energy around

    the bearer, protecting him from otherwise fatal damage.

    A refractor field grants the bearer a 5+ invulnerable save.

    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. Theeffectiveness 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 vehiclesBallistic 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 oftenstuffed with extra explosives to make this surprise attack all the moreeffective.

    A vehicle with rigged systems may be intentionally detonated at anypoint during the Genestealer Cult players Movement or Shootingphases, or during either players Assault phase at the end of the ChargeSub-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. Thevehicle is then removed and replaced with scattered wreckage (areaterrain) or a crater roughly the same size as the vehicle (if you haveone). A vehicle with rigged systems which suffers an Explodes! resul

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

    radius instead of the normal explosion.

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    GRENADES

    Firebombs

    These are improvised explosives typically using glass bottles or ceramicjars filled with flammable materials and capped off with old rags. Therags are lit just prior to throwing, and the container shatters uponlanding, scattering the now burning liquid fuel over a wide area.

    Firebombs are Assault Grenades as described in the Warhammer 40,000Rulebook, except that they use the following profile when thrown duringthe Shooting Phase:

    Range Strength AP Type

    6 4 5 Assault 1, Blast, GetsHot!, Ignores Cover

    BROOD TELEPATHY PSYCHIC DISCIPLINE

    Primaris Power

    Hypnotic Gaze Warp Charge 1

    The psyker subverts its preys willpower and smothers its consciousmind, leaving the victim enthralled at its mercy.

    Hypnotic Gaze is used during your Assault phase at the start of the FighSub-Phase. If the power is manifested, select one model in base contacwith the psyker. Both players roll a D6 and add the Leadership of theirrespective models. If the psyker rolls equal to or higher than the targets

    score, that model may not attack during this Assault phase. This powercannot 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 thatdisrupts the enemy, sapping their will to fight whilst simultaneouslyheightening their greatest fears.

    Aura of Despair is a blessing that targets the psyker and lasts until thebeginning of your next turn. Whilst the power is in effect, all enemyunits 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 Patriarchs 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 andlasts 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 untithe beginning of your next turn. Whilst the power is in effect, all unitswith the Children of the Father special rule gain the Crusader andFearless 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 instil

    in them a great sense of purpose, pushing them to tear their enemiesapart with unbelievable ferocity.

    For the Father! is a blessing that targets the psyker and lasts until theend of your current turn. Whilst the power is in effect, all units with theChildren of the Father special rule gain the Hatred and Shred rules aslong as they are within 12 of the psyker.

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

    rulebook.

    USING THE ARMY LIST

    The Genestealer Cult army list is split into seven sections: HQ, Elites,Troops, Fast Attack, Heavy Support, Dedicated Transports and

    Fortifications. All of the squads, vehicles, defensive structures andcharacters in the army are placed into one of these sections dependingupon their role on the battlefield. Each model is also given a pointsvalue that varies depending on how effective that model is in battle.

    Before you choose an army, you will need to agree with your opponentupon the type of game you are going to play and the maximum numberof points each of you will spend. Then you can proceed to pick yourarmy.

    USING A FORCE ORGANISATION CHART

    The army list is used in conjunction with the Force Organisation chartfrom a scenario. Each chart is spit into various categories thatcorrespond to the sections in the army list, and each category has one or

    more boxes. Each grey-toned box indicates that you may make onechoice from that section of the army list, while a dark-toned boxindicates a compulsory selection.

    ARMY LIST ENTRIESEach entry in the army list represents a different unit. Each unit entry in

    the Genestealer Cult army list is split into several sections.

    Name: At the start of each army list entry you will find the name of theunit alongside the points cost of the unit without any upgrades.

    Profile: This section will show the characteristics profile of any modelsthe unit can include.

    Unit Composition: Where applicable, this section will show the numberand type of models that make up the basic unit, before any upgrades aretaken. If the Unit Composition includes the word Unique, then youmay only include one of this unit in your army.

    Unit Type: This refers to the Unit Type Rules chapter of theWarhammer 40,000 rulebook. For example, a unit may be classified asinfantry, vehicle or cavalry, which will subject it to a number of rules

    regarding movement, shooting, assault, etc.

    Wargear: This section details the weapons and equipment the models inthe unit are armed with. The cost for all these models and their

    equipment is included in the points cost listed next to the unit name.

    Special Rules: Any special rules that apply to the models in the unit are

    listed here. These special rules are explained in further detail in theSpecial Rules section of this Codex or the Warhammer 40,000 rulebook.

    Dedicated Transport: Where applicable, this section refers to anytransport vehicles the unit may take. These have their own army list

    entry. Dedicated transports do not use up any Force Organisation chartselections, but otherwise function as separate units. The TransportVehicles section of the Warhammer 40,000 rulebook, and their entry inthis book, explains how these dedicated transport vehicles work.

    Options: This section lists all of the upgrades you may add to the unit,should you wish to do so, alongside the associated points cost for each.Where an option states that you may exchange one weapon and/oranother, you may replace either, neither or both, provided you pay the

    points cost.

    ALLIES OF THE GENESTEALER CULT

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

    for them to form alliances with other forcesusually those who are noaware of the cults true nature. However, when a Hive Fleet arrives, theGenestealer 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 asdescribed 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, GreyKnights, Space Marines, Sisters of Battle, Space Wolves

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    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 SvMagus 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 armys Warlord, rather than choosing one of the standard Warlord Trait tables, youmust roll on the table below to generate their Warlord Trait.

    1) The Shadow Draws Nigh!: The hive fleet approaches! Psykersbegin to feel the effects of the shadow in the warp, making itmore 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 knowthe 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 Ragespecial rules.

    4) Will of the Brood:He must not fall. Though death claws at hisbody, he must stand firm! The Hive Mind wills!The Warlord gains the Feel No Pain (5+) and Eternal Warriorspecial rules.

    5) Inside Knowledge:We know exactly how you fight, and we knowexactly how you dieThe Warlord and his unit have the Preferred Enemy special rule.

    6) Fight to the Last!: When cornered, we become even moredangerousThe Warlord and his unit have the Rampage and Fearless speciarules.

    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 rod 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 orTelepathy disciplines.

    Psyker:

    The Magus generates his powers from the Biomancy, BroodTelepathy, Telekinesis orTelepathy disciplines.

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    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 thenumber 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 twodetachments 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 choosewhether 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 SvHierarch 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 thestart of the battle. Before the battle, immediately after deploying Infiltrators and Redeploying Scouts, but before the first Turn begins, the GenestealeCult 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 incoherency 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 enemymodel not already locked in combat with the unit. The Disguised Genestealer has the Fear special rule until the end of the Assault Phase duringwhich 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 theDisguised Genestealer is revealed, the Disguised Genestealer is considered a casualty. Disguised Genestealers are not worth any Victory Points ontheir 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 SvGenestealer 6 0 4 4 1 6 2 10 5+

    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 replaceautopistol with a flamer, grenade launcher, heavy stubberor 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 Bike15 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 closecombat weapon with a force rod 15 points

    Psyker:

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

    the Biomancy, Telekinesis orTelepathy disciplines.

    Unit Type:

    Infantry Wargear: Rending claws Reinforced chitin

    Special Rules:

    Fleet Move Through Cover

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    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 ForceOrganization 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 6 0 4 4 1 6 2 10 5+

    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 canselect either a Cult Truck

    or a Cult Limousine.

    Options:

    Include up to seven additional Hierarchs20 points per model

    Any Hierarch may replace his autopistol or close combatweapon with a force rod 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 grenades2 points per model

    The council may replace their flak armour with carapacearmour 3 points per model

    Special Rules:

    Brotherhood of Psykers Children of the Father

    Unit Composition:

    3 Genestealers

    Unit Type: Infantry

    Wargear:

    Rending claws Reinforced chitinSpecial Rules:

    Fleet Infiltrate Move Through Cover

    Options:

    Include up to nine additional Genestealers15 points per model

    One Genestealer may be upgraded to a Firstborn(Character) 15 points

    Unit Composition:

    3 Hulking HybridsUnit Type:

    InfantryWargear:

    Close combat weapon Flak armour

    Special Rules:

    Bulky Children of the Father Furious Charge Rampage Stubborn

    Options:

    Include up to seven additional Hulking Hybrids45 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 aCult Truck.

    Psyker:

    The Hierarch High Council generates their power from the

    Biomancy, Telekinesis orTelepathy disciplines.

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    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 ForceOrganization 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 aCult Truck or a Chimera.

    Options:

    Include up to ten additional Comrades4 points per model

    For every ten models in the unit, one Comrade mayreplace 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 closecombat 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 claw3 points

    The Hybrid Overseer may replace his flak armour withcarapace 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 armourSpecial Rules:

    Children of the Father Dedicated to the Cause Mob Mentality Swarm

    Options:

    Include up to twelve additional Initiate Packs15 points per model

    For every five Initiate Packs in the unit, one Initiate Packmay be given a Martyr Harness 10 points

    The Mob may be given firebombs 2 points per model

    Unit Composition:

    5 BodyguardsUnit Type:

    InfantryWargear:

    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 Bodyguards5 points per model

    Any Bodyguard may replace their autopistol or closecombat weapon with a power weapon 10 points

    Any Bodyguard may be upgraded to an Ogryn Bodyguard,replacing his autopistol with either a heavy chainsword ora 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 withcarapace armour 5 points per model

    Dedicated Transport

    The Squad can select a Cult Truck or Cult Limousine.

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    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 aCult Truck.

    Options:

    Include up to ten additional Acolytes7 points per model

    For every five models in the unit, one Acolyte may replacehis autogun with one of the following:

    - Flamer, heavy stubber, grenade launcher, sniper rifle5 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 shotgunfree

    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 grenades2 points per model

    The brood may replace their flak armour with carapacearmour 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 Throu h Cover

    Dedicated Transport

    The Brood can select aCult Truck.

    Options:

    Include up to ten additional Neophytes9 points per model

    For every five models in the unit, one Neophyte mayreplace 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 shotgunfree

    Any model may replace his close combat weapon with anadditional 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 grenades2 points per model

    The brood may replace their flak armour with carapacearmour 3 points per model

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    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 - 3 - 12 10 10 - - 3

    Unit Composition:

    1 Cult TruckUnit Type:

    Vehicle (Fast, Open-topped)

    Wargear:

    NoneTransport 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 LimousineUnit Type:

    Vehicle (Fast)

    Wargear:

    NoneTransport 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 ChimeraUnit Type:

    Vehicle (Tank)

    Wargear: Heavy bolter Multi-laser Smoke launchers Searchlight

    Transport Capacity:

    Twelve modelsOptions:

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

    Chimeras top hatch.

    Access Points:

    Chimeras have one access

    point at the rear.

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    FAST ATTACK

    Brood Bother Outrider Squad 30 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 3 3 5 10 10 10 3 1 2

    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:

    3 Brood Brothers

    Unit Type:

    Cavalry

    Wargear:

    Autopistols Close combat weapons Flak armour

    Special Rules:

    Children of the Father Dedicated to the Cause Scouts

    Options:

    Include up to seven additionalBrood Brothers 10 points per model

    Any model may replace his close combat weapon with apower 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 grenades2 points per model

    The squad may be given bikes, changing their Unit Typeto 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/orclose 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 claw3 points

    The Hybrid Overseer may replace his flak armour withcarapace armour 3 points

    Unit Composition:

    Vehicle squadron of 1-3Sentinels

    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 TruckUnit Type:

    Vehicle (Fast, Open-topped)

    Wargear: Heavy bolter

    Options:

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

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    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 HPLeman Russ Battle Tank - 3 - 14 13 10 - - 3

    Leman Russ Exterminator

    - 3 - 14 13 10 - - 3Leman Russ Demolisher - 3 - 14 13 11 - - 3

    Liberated Artillery Battery

    Basilisk 115 points per model

    Griffon 65 points per model

    -- Armour --

    WS BS S Fr Si Re I A HP

    Basilisk - 3 - 12 10 10 - - 3Griffon - 3 - 12 10 10 - - 3

    Unit Composition:

    6 ComradesUnit Type:

    Infantry

    Wargear:

    Autoguns Flak armour

    Options:

    Up to three Comrades may replace their autoguns with oneof the following:

    - Autocannon, heavy bolter, flamer, grenade launcher orsniper 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 combinationUnit Type:

    Vehicle (Tank, Open-Topped)Wargear:

    Heavy bolter Searchlight Smoke launchers

    Options:

    Any model may replace its heavy bolter with a heavyflamer 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 combinationUnit Type:

    Vehicle (Tank, Heavy)

    Wargear (All):

    Heavy bolter Searchlight Smoke launchers

    Options:

    Any model may replace its heavy bolter with one of thefollowing:- Heavy flamer free- Lascannon 15 points

    Any model may be given a pair of side sponsons armedwith:

    - 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 MunitionsWargear

    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

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    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 tomove 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 entranceas part of your table edge when your units arrive from Reserve. A unitarrive from reserve via a tunnel entrance may ignore the DifficulTerrain 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 nothingelse for the remainder of their turn, but the tunnel entrance (and any

    attached ammunition dump, comms relay and/or sapper den) isdestroyed and removed from play as they collapse the tunnel fromwithout.

    Sapper Den: As long as there are no enemy units in base contact with atunnel entrance with a sapper den, it may generate a Brood BrotherZealot once per battle. This is done at the start of your Movement phasePlace 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 asa separate unit, but is neither a Scoring Unit nor a Denial Unit, nor is iworth any Victory Points if it is slain.

    Wargear: Autopistol, Close Combat Weapon, Martyr Harness

    Firebombs

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

    WS BS S T W I A Ld Sv

    Zealot 2 2 3 3 1 3 1 6 5+

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    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.

    AWarp Charge 1

    The psyker subverts its preys willpowerand smothers its conscious mind,leaving the victim enthralled at itsmercy.

    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 playersroll a D6 and add the Leadership of their

    respective models. If the psyker rolls equal to

    or higher than the targets score, that modelmay not attack during this Assault phase.

    This power cannot affect models that do not

    have a Leadership value.

    AWarp Charge 1

    The psyker projects an aura of raw alienhostility; a psychic shroud that disruptsthe enemy, sapping their will to fightwhilst simultaneously heightening their

    greatest fears.

    Aura of Despair is a blessing that targets

    the psyker and lasts until the beginningof your next turn. Whilst the power is in

    effect, all enemy units within 12 of thepsyker suffer a -1 penalty to theirLeadership. This penalty is cumulative

    for multiple psykers using Aura ofDespair. In addition, the psyker gains

    the Fear special rule.

    AWarp Charge 1

    The power of the Patriarchs Broodinfuses his children, flooding their

    systems with unnatural vitality.

    Catalyst is a blessing that targets asingle unit of Neophytes, Acolytes,Hulking Hybrids, Hierarchs or

    Purestrains within 12 of the psyker andlasts until the beginning of your next

    turn. Whilst the power is in effect, thetarget unit gains the Feel No Pain (5+)

    special rule.

    AWarp Charge 2

    The psyker instills a great sense of

    purpose in those around him, bolsteringtheir already strong determination to

    fight and die for the Patriarch and hismighty cause.

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

    beginning of your next turn. Whilst the

    power is in effect, all units with theChildren of the Father special rule gain

    the Crusader and Fearless special rulesas long as they are within 12 of thepsyker. Affected units that are Falling

    Back immediately regroup.

    AWarp Charge 2

    The psyker draws on the powerful

    hostility innate in the Brood to instill inthem a great sense of purpose, pushingthem to tear their enemies apart withunbelievable ferocity.

    For the Father! is a blessing that targetsthe psyker and lasts until the end of yourcurrent turn. Whilst the power is in

    effect, all units with the Children of theFather special rule gain the Hatred and

    Shred rules as long as they are within12 of the psyker.

    Stand for the Cause! For the Father!

    Hypnotic Gaze Aura of Despair Catalyst

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    GENESTEALER CULT SUMMARYMODELS

    WS BS S T W I A Ld Save

    Patriarch 6 0 5 5 4 5 3 10 4+

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

    Magus 3 3 3 3 2 4 1 9 5+

    Hierarch 3 3 3 3 2 4 2 8 5+Genestealer 6 0 4 4 1 6 2 10 5+

    Firstborn 6 0 5 4 2 6 3 10 5+

    Hulking Hybrid 5 2 5 5 3 4 3 8 5+Initiate Pack 2 2 3 3 3 3 3 X 6+

    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+

    Bodyguard 2 2 3 3 1 3 1 6 6+Ogryn Bodyguard 4 3 5 5 3 2 3 6 5+

    Neophyte 4 2 4 4 1 5 1 8 5+

    Acolyte 3 3 3 3 1 4 1 8 5+

    Zealot 2 2 3 3 1 3 1 6 5+

    VEHICLES--- Armour ---

    WS BS S Fr Si Re I A HP

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

    Cult Limousine - 3 - 11 11 10 - - 3

    Chimera - 3 - 12 10 10 - - 3Sentinel 3 3 5 10 10 10 3 1 2

    Leman Russ Battle Tank - 3 - 14 13 10 - - 3

    Leman Russ Exterminator - 3 - 14 13 10 - - 3Leman Russ Demolisher - 3 - 14 13 11 - - 3

    Basilisk - 3 - 12 10 10 - - 3

    Griffon - 3 - 12 10 10 - - 3

    RANGED WEAPONSRng Str AP Type

    Firearms 12 3 - Assault D3+1

    Martyr Harness - 8 2 Large BlastTube Missile 24 7 4 Heavy 1, Blast, One use only

    GRENADESRng Str AP Type

    Firebombs 6 4 5 Assault 1, Blast, GetsHot!, Ignores Cover

    MELEE WEAPONSRng Str AP Type

    Rending Claws - User - Melee, Rending

    Special Rules:

    Brood Focus: 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 thestart 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 thatuses 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: As long as either the Patriarch or Magus remains

    on the table or in Reserve, this rule has no effect. Otherwise, if either thePatriarch 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 allof 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: 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: 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 automaticallyleave any unit they are currently joined to without penalty.

    Mob Mentality: A Brood Brother Initiate Mobs Leadership value isbased 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 aLeadership value of 4.

    Poorly Maintained:At the start of each of the Genestealer Cult playersturns, 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 FlatOut. 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: A vehicle with this rule has limited ammunition

    for its main weapon (marked with a * in the vehicles Wargear listing in

    the army list). Each time this weapon is fired, roll a D6. On a roll of 5+,

    the weapon has run out of ammunition. The shot is resolved as normal,but the weapon then counts as being destroyed (no Hull Points are lost).

    The Cult Ascendant: 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!: You may re-roll any failed Look Out Sir!

    rolls for the Magus or Patriarch if they are joined to the Brood Brother

    Bodyguard.

    Wargear Rules:Guard Shield: 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: A refractor field grants the bearer a 5+ invulnerable save.

    Improvised Armour: A vehicle with improvised armour has a 5+ invulnerable save

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

    Rigged Systems: A vehicle with rigged systems may be intentionally detonated at

    any point during the Genestealer Cult players Movement or Shooting phases, or

    during either players Assault phase at the end of the Charge Sub -Phase after allcharging 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 withscattered 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.