genestealer cult v1.3
TRANSCRIPT
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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 fact t hat 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 psychicpotential, no matter how great or small, to the whole. While the mainpurpose 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 psychicmight of the cultsprogenitor.
A Patriarch or Ancient Patriarch may generate an additional psychicpower at the beginning of the game. A Patriarch may always choosewhether or not to re-roll Warp Charge 2 powers.
In addition, when a Patriarch or Ancient Patriarch generates his WarpCharge points at the start of each turn, for every two units (roundingdown) of Neophytes, Acolytes, Hulking Hybrids, Hierarchs andPurestrains within 12, he generates +1 Warp Charge, to a maximum of
+2 Warp Charge points.
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 cultthat the loss of their leaders comes as a powerful blow. They will oftenfalter 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 inReserve, this rule has no effect. Otherwise, if either the Patriarch or
Magus is slain, units with this rule that are not already Falling Backmust take a Morale Test at the end of the current turn. If the test isfailed, they immediately Fall Back, following all of the normal rules fordoing 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 isremoved as a casualty due to Falling Back off the table. It is assumedthat 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 themby the Genestealers kiss, brood
brothers are fiercely loyal to the cult and will gladly give their lives inthe defense of the cults chosen hybrids, purestrains and Patriarch.
Any unit with this rule becomes Stubborn as long as they are within 6of Hybrid Neophytes, Hybrid Acolytes, Hulking Hybrids, GenestealerPurestrains, a Hierarch or a Hierarch High Council. They becomeFearless as long as they are within 6 ofthe Magus or Patriarch.
Die Another Day:
The Patriarch and Magus are more than figureheads. The cult canwithstand 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 andMagus will eventually emerge, but only given sufficient time a luxury
an exposed cult is rarely afforded. Because of this, much of the cultsfocus will be on protecting its leaders, especially when they are forced totake 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 leastone other non-HQ Genestealer Cult unit locked in the same combat, thePatriarch and/or Magus are treated as having the Hit and Run specialrule, but no other unit may attempt to Hit and Run if the Patriarch and/orMagus 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 arecurrently 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 ofholding their ground against determined opposition. When they are nounder the guidance of 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 thenumber of Initiate Packs remaining in the unit, multiplied by 2. Forexample, a Mob of four Initiate Packs would have a Leadership value o8, 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 tothose they can liberate from loyalist armouries or those they can
salvage after ambushes, raids or battles. The cults lack of resourcesmeans they often cannot fully repair damage or replace failed partsleaving their vehicles in less than pristine condition.
At the start of each of the Genestealer Cult players turns, roll a D6 foeach vehicle with this rule on the table. On a roll of 5+, something hasshaken 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 restof 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 comeby. The cult will be very selective about the distribution of thesespecialist munitions to ensure the vehicle does not become totallyuseless 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). Eachtime 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 maynot be fired again for the remainder of the battle.
The Cult Ascendant:
When a Genestealer Cult is finally exposed, or chooses to reveal itself, igenerally throws its host society into a state of panic and chaos as thecultists prosecute a campaign of terror and insurrection designed to
destabilize civil authorities and bureaucracies, hamper supply lines andcommunications and generally cause havoc.
When facing a Genestealer Cult force as a Primary Detachment, theenemy forces will be less able to utilise reserves and specia
deployment. Enemy units wishing to Infiltrate must pass a Leadershiptest or be deployed in their own Deployment Zone. Enemy Scouts mus
pass a Leadership test in order to use their Scout move. EnemyOutflankers 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 themto the death without a second thought.
You may re-roll any failed Look Out Sir! rolls for the Magus orPatriarch 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 Harnessis 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.
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 closecombat 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.
A vehicle with improvised armour has a 5+ invulnerable save againstglancing hits.
Tube Missile
In order to increase the potential firepower of their vehicles, cultists willbuild improvised rocket launchers and strap or both them on.
A tube missile is an additional weapon, fired using the vehicle sBallistic 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 any
point 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 aStrength 6, AP 4 hit for each model within D6+2 of the vehicle. The
vehicle 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! resulon 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 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 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 units
with the Children of the Father special rule gain the Crusader andFearless special rules as long as they are within 12 of the psyker.
(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 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 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 arelisted here. These special rules are explained in further detail in the
Special 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, Grey
Knights, 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, you
must 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 ClawsHardened 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 armour5 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.)
WS BS S T W I A Ld SvHierarch 3 3 3 3 2 4 2 8 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
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
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.
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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 Hierarchs
20 points per modelAny Hierarch may replace his autopistol or close combat
weapon with a force rod 15 points
Any Hierarch may be given a rending claw 3 points
The council may be given frag grenades1 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
Options:
Include up to nine additional Genestealers
15 points per model
One Genestealer may be upgraded to a Firstborn
(Character) 15 points
Unit Composition:
3 Hulking Hybrids
Unit Type:
Infantry
Wargear:
Close combat weapon
Flak armour
Special Rules:
BulkyChildren 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 claw5 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 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 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 Comrades4 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 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 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 Packmay 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 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
Dedicated Transport
The Squad can select a Cult Truck or Cult Limousine.
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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 additional
Brood Brothers 10 points per model
Any model may replace his close combat weapon with apower lance 10 points
The squad may be given firebombs1 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 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 claw
3 points
The Hybrid Overseer may replace his flak armour with
carapace armour 3 points
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
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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 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 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 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 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 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
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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 pointsAny 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 atunnel entrance, they may choose to destroy it. The unit may do nothingelse for the remainder of their turn, but the tunnel entrance 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 atunnel entrance with a Sapper Den, it may generate a Brood Brother
Zealot once per battle. This is done at the start of your Movement phasePlace a model with the below profile in contact with the tunnel entrancein 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 i
worth any Victory Points if it is slain.
Wargear: Autopistol, Close Combat Weapon, Martyr HarnessFirebombs
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. Ifthe 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 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 targetsthe psyker and lasts until the beginning
of your next turn. Whilst the power is ineffect, all enemy units within 12 of the
psyker 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 orPurestrains within 12 of the psyker and
lasts until the beginning of your nextturn. Whilst the power is in effect, the
target 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 the
psyker.
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.
In addition, 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 andPurestrains within 12, he generates +1 Warp Charge, to a maximum of
+2 Warp Charge points.
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 the
Patriarch or Magus is slain, units with this rule that are not already FallingBack 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 isremoved 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 Magusor 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 may attempt to Hit and Run if thePatriarch 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: A Brood Brother Initiate Mobs Leadership value is
based on the number of Initiate Packs remaining in the unit, multiplied by2. 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.
Poorly Maintained:At the start of each of the Genestealer Cult players
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 therest 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 may not be fired again for the remainder of the battle.
The Cult Ascendant: When facing a Genestealer Cult force as a Primary
Detachment, the enemy forces will be less able to utilise reserves andspecial deployment. Enemy units wishing to Infiltrate must pass aLeadership 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 arrivefrom 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.
Rigged Systems: A vehicle with rigged systems may be intentionally detonated atany 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 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.