40ko genestealer cult v1.5
TRANSCRIPT
Codex: Genestealer Cult Updated 09/27/2013 1
CODEX GENESTEALER CULT
By: Matthew Forish
DESIGNER’S NOTES
When I finished work on my Adeptus Arbites Codex, I knew that my next project had to be one of their adversaries. Of course, there
are Chaos Cults, citizen uprisings, traitors, heretics and more, but to me nothing screams “CALL THE ARBITES” like a nice
Genestealer Cult insurgency. I’ve also had ideas stirring in my head and on paper for some awesome conversions, and the new Chaos
Cultist models from the Dark Vengeance boxed set are just screaming out to be used as Genestealer Cultists.
Many people play Genestealer Cults as “counts as” forces using several different Codex lists – including Imperial Guard, Tyranids and
even Orks. While this has a certain appeal – mostly for being widely accepted and likely tournament legal – none of the lists truly
capture the full on feel of the Genestealer Cult. The Imperial Guard lacks anything that can faithfully represent purestrain Genestealers
or the Patriarch. Tyranids lack the stolen vehicles and human-type weaponry that the cult is often associated with. Orks simply have
too low of an Initiative value to work as a cult.
When 6th
edition came out, I was hopeful that the new Allies rules would finally allow a well-done cult using “counts as”, but alas, the
best possible choices for such a list – that of Imperial Guard allied with Tyranids (for Patriarch and Purestrain goodness), is simply not
allowed (due to them being noted as “Come the Apocalypse” on the Allies table).
Thus, I set out on my journey to craft another home-brew list I would love to use in friendly games, as well as having the potential to
be used in more competitive environments. As before with the Arbites, I wanted a force that had its own unique flavor – distinct from
the official army lists we already have. I have tried to create a force that is held together by the Patriarch and his children (the Magus,
Hierarchs and Hybrids) by allowing the lower-leadership Brood Brother units to gain Stubborn or Fearless in their presence. Things
start to fall apart a bit when these important figures fall – the Brood Brothers are less brave, potentially falling back – but they also
become more fierce as they seek retribution for the deaths of their leaders.
I also added in ways for the Genestealer Cult to improve their own Reserves and special deployment, while at the same time
hampering their enemies’ ability to use the same. Things like the Hidden Tunnels fortification allows the Cult to deploy their reserves
from more forward locations, while The Cult Ascendant is a special rule that forces the enemy to pass Leadership tests in order to use
their Infiltrators, Scouts and to Outflank, and also makes their Reserves rolls less reliable.
To further define their own unique flavor, and as a nod to the fact that the Genestealer Cult’s true task is to destabilize the structure of
their host society rather than actual conquest, I added in several “suicide” type units, including Initiate Packs and Zealots armed with
“human bomb” Martyr Harnesses, as well as “car bomb” Rigged Systems on their vehicles. If things start going badly for the Cult, a
few well-placed suicide bombers can either turn the tide, or at least allow you to claim a moral victory as your opponent’s troops go
up in flames thanks to the selfless sacrifice of your loyal minions.
Another bit of flavor is the inclusion of the Poorly Maintained and Specialist Munitions rules, which represent the dilapidated nature
of the stolen and salvaged vehicles the Cult often calls upon. While these tanks and support vehicles can add powerful fire support for
your army, they aren’t quite as reliable as their Imperial Guard counterparts – they might not be able to get where you want them or
lend their firepower when it is needed most.
Finally, the Warlord Traits and Psychic Powers available to the Patriarch and Magus are designed to mesh well with their alien will
and the sacrificial nature of their troops. Things like Catalyst, Stand for the Cause! and For the Father! aid or reward the Cult when
they throw their forces into the front lines, while things like Aura of Despair and Will of the Brood (and the Die Another Day special
rule) help the Cult’s leaders to weather the advance of the enemy, keeping them alive to guide their Brood to victory.
Codex: Genestealer Cult Updated 09/27/2013 2
GENESTEALER CULT SPECIAL RULES
Brood Focus:
The entirety of a Genestealer cult is bound together by a psychic bond that is
focused on the Patriarch. Every member contributes their psychic potential, no matter how great or small, to the whole. While the main purpose for this focus is
the creation of a strong psychic beacon to draw in the Patriarch’s parent Hive
Fleet, it also acts to increase the psychic might of the cult’s progenitor.
A Patriarch or Ancient Patriarch may generate an additional psychic power at the
beginning of the game. A Patriarch may always choose whether or not to re-roll Warp Charge 2 powers. When a Patriarch or Ancient Patriarch generates his
Warp Charge points at the start of each turn, for every two units (rounding down)
of Neophytes, Acolytes, Hulking Hybrids, Hierarchs and Purestrains within 12”, he generates +1 Warp Charge, to a maximum of +2 Warp Charge points.
In addition, if the Patriarch or Ancient Patriarch is slain in a mission that uses Victory Points, your opponent gains one additional Victory Point. (Note that the
additional victory point is not gained if the Patriarch or Ancient Patriarch is
removed as a casualty due to Falling Back off the table. It is assumed that he has made good his escape, he shall return!.)
Children of the Father:
The Patriarch and the Magus hold the cult together in a number of ways, and their
“children” are so infused with belief in the destiny of the cult that the loss of their
leaders comes as a powerful blow. They will often falter at first, but surge forth seeking vengeance and the blood of those who have slain their masters.
As long as either the Patriarch or Magus remains on the table or in Reserve, this rule has no effect. Otherwise, if either the Patriarch or Magus is slain, units with
this rule that are not already Falling Back or locked in combat must take a Morale
Test at the end of the current turn. If the test is failed, they immediately Fall Back, following all of the normal rules for doing so. All units with this rule also
gain the Hatred and Rage special rules for the remainder of the battle.
Note that this rule does not take effect if the Patriarch or Magus is removed as a
casualty due to Falling Back off the table. It is assumed that they have made their
escape and their children will keep on fighting, secure in the knowledge that their masters are safe.
Dedicated to the Cause:
Due to the alterations made to them by the “Genestealer’s kiss”, brood brothers
are fiercely loyal to the cult and will gladly give their lives in the defense of the cult’s “chosen” hybrids, purestrains and Patriarch.
Any unit with this rule becomes Stubborn as long as they are within 6” of Hybrid Neophytes, Hybrid Acolytes, Hulking Hybrids, Genestealer Purestrains, a
Hierarch or a Hierarch High Council. They become Fearless as long as they are
within 6” of the Magus or Patriarch.
Die Another Day:
The Patriarch and Magus are more than figureheads. The cult can withstand the loss of one or the other, but if both are lost, the cult will lose cohesion and their
grand crusade will falter. A new Patriarch and Magus will eventually emerge, but
only given sufficient time – a luxury an exposed cult is rarely afforded. Because of this, much of the cult’s focus will be on protecting its leaders, especially when
they are forced to take to the field of battle themselves. The rest of the cult would
gladly lay down their lives to allow their leaders to escape.
If a Patriarch and/or Magus are locked in combat and there is at least one other
non-HQ Genestealer Cult unit locked in the same combat, the Patriarch and/or Magus are treated as having the Hit and Run special rule, but no other unit in that
combat may attempt to Hit and Run if the Patriarch and/or Magus choose to do
so. If the Patriarch and/or Magus choose to use Hit and Run in this manner, they will automatically leave any unit they are currently joined to without penalty.
Mob Mentality
Massed mobs of untrained but zealous Brood Brothers make effective and
expendable units, but are not always the most reliable in terms of holding their ground against determined opposition. When they are not under the guidance of
their masters, they tend to be skittish, finding courage only in large numbers of
their fellows.
A Brood Brother Initiate Mob’s Leadership value is based on the number of
Initiate Packs remaining in the unit, multiplied by 2. For example, a Mob of four Initiate Packs would have a Leadership value of 8, while a Mob of two Initiate
Packs would only have a Leadership value of 4. Remember that the maximum
Leadership value is 10.
Poorly Maintained:
Military vehicles used by the Genestealer cult are typically limited to those they can “liberate” from loyalist armouries or those they can salvage after ambushes,
raids or battles. The cult’s lack of resources means they often cannot fully repair
damage or replace failed parts, leaving their vehicles in less than pristine condition.
At the start of each of the Genestealer Cult player’s turns, roll a D6 for each vehicle with this rule on the table. On a roll of 5+, something has shaken loose or
otherwise broken. For the rest of the battle, the vehicle may no longer move at
Cruising Speed, nor may it move Flat Out. Walkers will instead move as if they are in Difficult Terrain for the rest of the battle, including when they launch an
Assault. Vehicles with the Move Through Cover special rule also lose it for the
rest of the battle.
Specialised Munitions:
Some of the vehicles the cult “liberates” from Imperial armouries use highly specialised weapons for which ammunition is difficult to come by. The cult will
be very selective about the distribution of these specialist munitions to ensure the
vehicle does not become totally useless to the cause.
A vehicle with this rule has limited ammunition for its main weapon (marked
with a * in the vehicle’s Wargear listing in the army list). Before deployment, count the number of vehicles with the Specialist Munitions rule and roll that
many D6. This is the total number of ammo counters you will have available for the battle. You may allocate any number of ammo counters to each vehicle with
the Specialist Munitions rule, but each vehicle must be given at least one ammo
counter. Every time the primary weapon on the vehicle fires, remove one ammo counter. When a vehicle has no ammo counters remaining, its primary weapon is
out of ammunition. If the primary weapon is destroyed, the vehicle loses all
remaining ammo counters.
The Cult Ascendant:
When a Genestealer Cult is finally exposed, or chooses to reveal itself, it generally throws its host society into a state of panic and chaos as the cultists
prosecute a campaign of terror and insurrection designed to destabilize civil
authorities and bureaucracies, hamper supply lines and communications and generally cause havoc.
When facing a Genestealer Cult force as a Primary Detachment, the enemy forces will be less able to utilise reserves and special deployment. Enemy units wishing
to Infiltrate must pass a Leadership test or be deployed in their own Deployment
Zone. Enemy Scouts must pass a Leadership test in order to use their Scout move. Enemy Outflankers must pass a Leadership test or be forced to arrive from their
own table edge. In addition, the Genestealer Cult player may force the opponent
to re-roll one successful Reserves roll each turn.
We Die That He May Live!:
The leaders of a Genestealer Cult will often surround themselves with their most fanatically loyal and zealous followers, who will defend them to the death
without a second thought.
You may re-roll any failed Look Out Sir! rolls for the Magus or Patriarch if they
are joined to the Brood Brother Bodyguard Squad. A model with this rule may
accept challenges like a character if the Magus or Patriarch is joined to the unit.
Codex: Genestealer Cult Updated 09/27/2013 3
GENESTEALER CULT WARGEAR
WEAPONS
Firearms
The masses of untrained Brood Brothers are typically armed with
whatever the cult can scrape together, steal or manufacture themselves.
This hodge-podge of weaponry is crude, and the combination of
untrained fighters and questionable quality means their overall
effectiveness is a bit unpredictable.
Range Strength AP Type
12” 3 - Assault D3+1
Roll once each Shooting phase for each unit armed with Firearms to
determine the unit’s rate of fire.
Rending Claws
Genestealers (and some of their progeny) have short but incredibly sharp
claws tipped in extremely dense diamond-hard chitin. When combined
with their overdeveloped musculature and steel-like tendons, these claws
are capable of crushing reinforced ceramite and ripping through the
thickest of armour with frightening ease.
Range Strength AP Type
- User - Melee, Rending
Martyr Harness
When a Genestealer Cult finally reveals itself and goes into full scale
insurrection, they will often outfit those members deemed most
expendable with harnesses packed full of explosives. Oft times these are
fitted with “dead-man switches” to facilitate their primary use – that of
suicide bombing raids.
A model equipped with a Martyr Harness may choose to detonate it
during the assault phase rather than making its normal Attacks. This is
done at whatever Initiative step they would otherwise strike. If a model
bearing a Martyr Harness is removed as a casualty before detonating it,
it will detonate immediately on a D6 roll of 4+. When a Martyr Harness
is detonated, place a large blast marker centered over the model and
resolve damage as normal for blast weapons, using the profile below. In
any event, if the Martyr Harness is detonated, the model must be
removed as a casualty, even if no wounds were inflicted on his unit.
Wounds caused by a Martyr Harness during the Assault Phase count
towards Combat Resolution. Note that Wounds caused by a Martyr
Harness to friendly models count as having been inflicted by the
opposing side.
Range Strength AP Type
- 8 2 Large Blast
OTHER EQUIPMENT
Guard Shield
Brood brother bodyguards are sometimes armed with large improvised
shields which they use to provide additional cover for their leaders as
they move about.
A model equipped with a guard shield has a 6+ invulnerable save, but
may never claim the +1 Attack bonus for being armed with two close
combat weapons in an assault.
Refractor Field
*** SEE CODEX IMPERIAL GUARD ***
Trip Mines
When the cult is ready to reveal itself, the produce, steal and stockpile as
many explosives and other useful improvised weapons as possible.
Before moving on their targets, their covert operatives and forward
scouts will set hidden snares and plant devious trip mines anywhere they
might hinder the movements of their enemies.
After your army deploys, Scouts redeploy and Infiltrators deploy, but
before the roll to Seize the Initiative, each unit with trip mines in your
army may booby-trip a single piece of area terrain on the table. The
piece of area terrain should be marked with a small marker (a coin will
do) to remind both players that it has been booby-trapped. Enemy
models treat booby-trapped pieces of area terrain as dangerous terrain.
Note that having multiple units booby-trap the same piece of area terrain
has no additional effect. A unit with cluster mines which begins the
game in Reserve may still booby-trap a piece of area terrain.
Codex: Genestealer Cult Updated 09/27/2013 4
VEHICLE UPGRADES
Improvised Armour
Cultists often strap bits of scrap metal, sandbags, ferrocrete slabs and
anything else they can find to their vehicles for extra protection. The
effectiveness of this tactic is debatable due to reduced speeds.
A vehicle with improvised armour has a 5+ invulnerable save against
glancing hits, but may not choose to move Flat Out.
Tube Missile
In order to increase the potential firepower of their vehicles, cultists will
build improvised rocket launchers and strap or bolt them on.
A tube missile is an additional weapon, fired using the vehicle’s
Ballistic Skill.
Range Strength AP Type
24” 7 4 Heavy 1, Blast, One use only
Rigged Systems
Many cult vehicles have been rigged so that their fuel tanks or power
systems can be intentionally detonated. These rigged vehicles are often
stuffed with extra explosives to make this “surprise attack” all the more
effective.
A vehicle with rigged systems may be intentionally detonated at any
point during the Genestealer Cult player’s Movement or Shooting
phases, or during either player’s Assault phase at the end of the Charge
Sub-Phase after all charging models have moved. Nearby units suffer a
Strength 6, AP 4 hit for each model within D6+2” of the vehicle. The
vehicle is then removed and replaced with scattered wreckage (area
terrain) or a crater roughly the same size as the vehicle (if you have
one). A vehicle with rigged systems which suffers an Explodes! result
on the Vehicle Damage Table will use the above damage and blast
radius instead of the normal explosion.
GRENADES
Firebombs
These are improvised explosives typically using glass bottles or ceramic
jars filled with flammable materials and capped off with old rags. The
rags are lit just prior to throwing, and the container shatters upon
landing, scattering the now burning liquid fuel over a wide area.
Firebombs are Assault Grenades as described in the Warhammer 40,000
Rulebook, except that they use the following profile when thrown during
the Shooting Phase:
Range Strength AP Type
6” 4 5 Assault 1, Blast, Gets
Hot!, Ignores Cover
BROOD TELEPATHY PSYCHIC DISCIPLINE
Primaris Power
Hypnotic Gaze Warp Charge 1
The psyker subverts its prey’s willpower and smothers its conscious
mind, leaving the victim enthralled at its mercy.
Hypnotic Gaze is used during your Assault phase at the start of the Fight
Sub-Phase. If the power is manifested, select one model in base contact
with the psyker. Both players roll a D6 and add the Leadership of their
respective models. If the psyker rolls equal to or higher than the target’s
score, that model may not attack during this Assault phase. This power
cannot affect models that do not have a Leadership value.
(1-2) Aura of Despair Warp Charge 1
The psyker projects an aura of raw alien hostility; a psychic shroud that
disrupts the enemy, sapping their will to fight whilst simultaneously
heightening their greatest fears.
Aura of Despair is a blessing that targets the psyker and lasts until the
beginning of your next turn. Whilst the power is in effect, all enemy
units within 12” of the psyker suffer a -1 penalty to their Leadership.
This penalty is cumulative for multiple psykers using Aura of Despair.
In addition, the psyker gains the Fear special rule.
(3-4) Catalyst Warp Charge 1
The power of the Patriarch’s Brood infuses his children, flooding their
systems with unnatural vitality.
Catalyst is a blessing that targets a single unit of Neophytes, Acolytes,
Hulking Hybrids, Hierarchs or Purestrains within 12” of the psyker and
lasts until the beginning of your next turn. Whilst the power is in effect,
the target unit gains the Feel No Pain (5+) special rule.
(5) Stand for the Cause! Warp Charge 2
The psyker instills a great sense of purpose in those around him,
bolstering their already strong determination to fight and die for the
Patriarch and his mighty cause.
Stand for the Cause! is a blessing that targets the psyker and lasts until
the beginning of your next turn. Whilst the power is in effect, all units
with the Children of the Father special rule gain the Crusader and
Fearless special rules as long as they are within 12” of the psyker.
Affected units that are Falling Back immediately regroup.
(6) For the Father! Warp Charge 2
The psyker draws on the powerful hostility innate in the Brood to instill
in them a great sense of purpose, pushing them to tear their enemies
apart with unbelievable ferocity.
For the Father! is a blessing that targets the psyker and lasts until the
end of your current turn. Whilst the power is in effect, all units with the
Children of the Father special rule gain the Hatred and Shred rules as
long as they are within 12” of the psyker.
Codex: Genestealer Cult Updated 09/27/2013 5
GENESTEALER CULT ARMY LIST
The following army list enables you to field an army of Arbitrators to fight battles using the scenarios included in the Warhammer 40,000
rulebook.
ALLIES OF THE GENESTEALER CULT
A Genestealer Cult will generally fight alone, though it is not unheard of
for them to form alliances with other forces – usually those who are not
aware of the cult’s true nature. However, when a Hive Fleet arrives, the
Genestealer Cult will likely continued to fight alongside their long-
awaited masters – until they are led to the digestion pools themselves
that is. The categories below correspond to the categories of allies as
described in the Warhammer 40,000 rulebook.
Battle Brothers:
N/A
Allies of Convenience:
Imperial Guard, Tyranids
Desperate Allies:
Chaos Daemons, Chaos Space Marines, Necrons, Orks, Tau
Come the Apocalypse:
Black Templars, Blood Angels, Dark Angels, Dark Eldar, Eldar, Grey
Knights, Space Marines, Sisters of Battle, Space Wolves
Codex: Genestealer Cult Updated 09/27/2013 6
HQ
Genestealer Patriarch 80 points
WS BS S T W I A Ld Sv
Patriarch 6 0 5 5 4 5 3 10 4+
Ancient Patriarch 4 0 5 5 4 4 2 10 4+
Genestealer Magus 50 points
WS BS S T W I A Ld Sv
Magus 3 3 3 3 2 4 1 9 5+
GENESTEALER CULT WARLORD TRAITS TABLE
If a Genestealer Patriarch or Genestealer Magus is chosen as your army’s Warlord, rather than choosing one of the standard Warlord Trait tables, you
must roll on the table below to generate their Warlord Trait.
1) The Shadow Draws Nigh!: The hive fleet approaches! Psykers
begin to feel the effects of the “shadow in the warp”, making it
more difficult to use their powers.
The Warlord and all units within 12” gain the Adamantium Will
special rule.
2) The Patient Hunter: Victory is often achieved by those who know
the right moment to strike.
The Warlord and his unit have the Counter-Attack special rule.
3) Inspiring Aura: His mere presence gives us purpose!
The Warlord and all units within 6” gain the Hatred and Rage
special rules.
4) Will of the Brood: He must not fall. Though death claws at his
body, he must stand firm! The Hive Mind wills!
The Warlord gains the Feel No Pain (5+) and Eternal Warrior
special rules.
5) Inside Knowledge: We know exactly how you fight, and we know
exactly how you die…
The Warlord and his unit have the Preferred Enemy special rule.
6) Fight to the Last!: When cornered, we become even more
dangerous…
The Warlord and his unit have the Rampage and Fearless special
rules.
Unit Composition:
1 Patriarch (Unique)
Unit Type:
Infantry (Character)
Wargear:
Rending Claws
Hardened Carapace
Special Rules:
Brood Focus
Independent Character
Move Through Cover
Psyker (Mastery Level 1)
Options:
May be given a refractor field 10 points
May be upgraded to an Ancient Patriarch, improving his
Mastery Level to 2 10 points
Unit Composition:
1 Magus (Unique)
Unit Type:
Infantry (Character)
Wargear:
Autopistol
Close combat weapon
Flak Armour
Special Rules:
Independent Character
Psyker (Mastery Level 1)
Options:
May replace autopistol and/or close combat weapon with:
- Autogun or shotgun free
- Bolt pistol or bolter 1 point
- Power weapon or plasma pistol 10 points
- Force stave or power fist 15 points
May be given frag grenades 1 point
May be given krak grenades 2 points
May replace his flak armour with carapace armour
5 points
May be given a refractor field 10 points
Psyker:
The Patriarch generates his powers from the Biomancy, Brood
Telepathy, Telekinesis or Telepathy disciplines.
Psyker:
The Magus generates his powers from the Biomancy, Brood
Telepathy, Telekinesis or Telepathy disciplines.
Codex: Genestealer Cult Updated 09/27/2013 7
HQ
Genestealer Hierarch 20 points
Your army may always include up to one Hierarch, and may contain one additional Hierarch for every full 750 points in your army. Regardless of the
number of Hierarchs taken, they only take up a single HQ slot. In an army with multiple detachments, each detachment allows you to bring a single
Hierarch. Further Hierarchs are still limited to a total of one for every full 750 points in your army. (For example, a 3000 point army with two
detachments may take a total of 6 Hierarchs. If all 6 are taken, this uses two HQ slots, one per detachment. If two to five are taken, you may choose
whether they constitute one or two of your HQ slots, and how many Hierarchs belong to each HQ slot.)
WS BS S T W I A Ld Sv
Hierarch 3 3 3 3 2 4 2 8 5+
Hierarch (Bike) 3 3 3 4 2 4 2 8 5+
ELITES
Disguised Genestealers 15 points
Your army may include up to one Disguised Genestealer for every full 750 points in your army (a minimum of one may always be included).
Disguised Genestealers do not take up a Forge Organization slot, and are not fielded as a unit on their own, nor are they deployed on the table at the
start of the battle. Before the battle, immediately after deploying Infiltrators and Redeploying Scouts, but before the first Turn begins, the Genestealer
Cult player secretly writes down which units from the following list contain a Disguised Genestealer: Brood Brother Initiate Mob, Brood Brother
Comrade Squad, Hybrid Neophyte Squad, Hybrid Acolyte Squad, Brood Brother Support Squad. (Each unit may contain one Disguised Genestealer.)
The Disguised Genestealer must be revealed when the unit it is hiding in first becomes locked in combat. Place the Disguised Genestealer in
coherency with its unit and in base contact with an enemy model already locked in combat with the unit if possible, but not in contact with an enemy
model not already locked in combat with the unit. The Disguised Genestealer has the Fear special rule until the end of the Assault Phase during
which it was revealed. If the Disguised Genestealer cannot be placed within coherency with its unit, you must remove one model of your choice from
the unit and replace it with the Disguised Genestealer (this casualty is not counted for determining Assault results). If the unit is destroyed before the
Disguised Genestealer is revealed, the Disguised Genestealer is considered a casualty. Disguised Genestealers are not worth any Victory Points on
their own, but are treated as part of their unit for all purposes once they have been revealed.
WS BS S T W I A Ld Sv
Genestealer *** SEE CODEX: TYRANIDS ***
Unit Type:
Infantry
Wargear:
Rending claws
Reinforced chitin
Special Rules:
Fleet
Move Through Cover
Unit Composition:
1 Hierarchs
Unit Type:
Infantry (Character)
Wargear:
Autopistol
Close combat weapon
Flak Armour
Special Rules:
Children of the Father
Independent Character
Options:
May replace autopistol and/or close combat weapon with:
- Autogun or shotgun free
- Bolt pistol or bolter 1 point
- Power weapon or plasma pistol 10 points
- Power fist 15 points
Unless mounted on a riding beast or bike, may replace
autopistol with a flamer, grenade launcher, heavy stubber
or sniper rifle 10 points
May be given a rending claw 3 points
May be given frag grenades 1 point
May be given krak grenades 2 points
May replace his flak armour with carapace armour
5 points
May be mounted on a riding beast, changing his unit type
to Cavalry 5 points
May be mounted on a bike, changing his unit type to Bike
15 points
One Hierarch per army may be upgraded to a Psyker
(Mastery Level 1)
10 points
If upgraded to a Psyker, may replace his autopistol or close
combat weapon with a force stave 15 points
Psyker:
If upgraded to a Psyker, the Hierarch generates his power from
the Biomancy, Telekinesis or Telepathy disciplines.
Codex: Genestealer Cult Updated 09/27/2013 8
ELITES
Hierarch High Council 60 points
If your army includes a Magus and/or a Patriarch, it may also include a single Hierarch High Council. This unit does not take up a Force
Organization slot, but is otherwise treated as an Elites unit in all respects.
WS BS S T W I A Ld Sv
Hierarch 3 3 3 3 2 4 2 8 5+
Genestealer Purestrain Brood 45 points
WS BS S T W I A Ld Sv
Genestealer *** SEE CODEX: TYRANIDS ***
Firstborn 6 0 5 4 2 6 3 10 5+
Hulking Hybrid Brood 135 points
WS BS S T W I A Ld Sv
Hulking Hybrid 5 2 5 5 3 4 3 8 5+
Unit Composition:
3 Hierarchs
Unit Type:
Infantry
Wargear:
Autopistols
Close combat weapons
Flak armour
Dedicated Transport
The High Council can
select either a Cult Truck
or a Cult Limousine.
Options:
Include up to seven additional Hierarchs
20 points per model
Any Hierarch may replace his autopistol or close combat
weapon with a force stave 15 points
Any Hierarch may be given a rending claw 3 points
The council may be given frag grenades
1 point per model
The council may be given krak grenades
2 points per model
The council may replace their flak armour with carapace
armour 3 points per model
Special Rules:
Brotherhood of Psykers
Children of the Father
Unit Composition:
3 Genestealers
Unit Type:
Infantry
Wargear:
Rending claws
Reinforced chitin
Special Rules:
Fleet
Infiltrate
Move Through Cover
Unit Composition:
3 Hulking Hybrids
Unit Type:
Infantry
Wargear:
Close combat weapon
Flak armour
Special Rules:
Bulky
Children of the Father
Furious Charge
Rampage
Stubborn
Options:
Include up to seven additional Hulking Hybrids
45 points per model
Any model may be given one of the following:
- Heavy chainsword, heavy stubber or rending claw
5 points
The brood may be given Fleet 5 points per model
The brood may replace their flak armour with carapace
armour 5 points per model
Dedicated Transport
The Brood can select a
Cult Truck.
Psyker:
The Hierarch High Council generates their power from the
Biomancy, Telekinesis or Telepathy disciplines.
Options:
Include up to nine additional Genestealers
15 points per model
One Genestealer may be upgraded to a Firstborn
(Character) 15 points
Codex: Genestealer Cult Updated 09/27/2013 9
TROOPS
Brood Brother Initiate Mob 45 points
WS BS S T W I A Ld Sv
Initiate Pack 2 2 3 3 3 3 3 X 6+
Brood Brother Comrade Squad 40 points
WS BS S T W I A Ld Sv
Comrade 3 3 3 3 1 3 1 6 5+
Hybrid Overseer 3 3 3 3 1 4 2 8 5+
Brood Brother Bodyguard Squad 25 points
Your army may include a single Brood Brother Bodyguard Squad for each Magus or Patriarch also included. These units do not take up any Force
Organization slots, but are otherwise treated as Troops units in all respects.
WS BS S T W I A Ld Sv
Bodyguard 2 2 3 3 1 3 1 6 6+
Ogryn Bodyguard 4 3 5 5 3 2 3 6 6+
Unit Composition:
10 Comrades
Unit Type:
Infantry
Wargear:
Autoguns
Close combat weapons
Flak armour
Special Rules:
Dedicated to the Cause
Children of the Father
Dedicated Transport
The Squad can select a
Cult Truck or a Chimera.
Options:
Include up to ten additional Comrades
4 points per model
For every ten models in the unit, one Comrade may
replace his autogun with one of the following:
- Flamer, grenade launcher, heavy stubber or sniper rifle
5 points
One Comrade may be upgraded to a Hybrid Overseer
(Character) 10 points
The Hybrid Overseer may replace his autogun and/or close
combat weapon with one of the following:
- Autopistol or shotgun free
- Bolt pistol or bolter 1 point
- Power weapon or plasma pistol 10 points
- Power fist 15 points
The Hybrid Overseer may be given a rending claw
3 points
The Hybrid Overseer may replace his flak armour with
carapace armour 3 points
The Hybrid Overseer may be given any of the following:
- Frag grenades 1 point
- Krak grenades 2 points
Unit Composition:
3 Initiate Packs
Unit Type:
Infantry
Wargear:
Firearms
Improvised armour
Special Rules:
Children of the Father
Dedicated to the Cause
Mob Mentality
Swarm
Options:
Include up to twelve additional Initiate Packs
15 points per model
For every five Initiate Packs in the unit, one Initiate Pack
may be given a Martyr Harness 10 points
The Mob may be given firebombs 2 points per model
Unit Composition:
5 Bodyguards
Unit Type:
Infantry
Wargear:
Autopistols (Bodyguards only)
Close combat weapons
Improvised armour
Special Rules:
Bulky (Ogryns only)
Children of the Father
Dedicated to the Cause
Furious Charge (Ogryns only)
Stubborn (Ogryns only)
We Die That He May Live!
Options:
Include up to five additional Bodyguards
5 points per model
Any Bodyguard may replace their autopistol or close
combat weapon with a power weapon 10 points
Any Bodyguard may be upgraded to an Ogryn Bodyguard,
replacing his autopistol with either a heavy chainsword or
a heavy stubber 30 points per model
Any model may be given a guard shield 3 points
The squad may be given firebombs
1 point per model
The squad may replace their improvised armour with
carapace armour 5 points per model
Dedicated Transport
The Squad can select a Cult Truck or Cult Limousine.
Codex: Genestealer Cult Updated 09/27/2013 10
TROOPS
Hybrid Neophyte Brood 45 points
WS BS S T W I A Ld Sv
Neophyte 4 2 4 4 1 5 1 8 5+
Hybrid Acolyte Brood 35 points
WS BS S T W I A Ld Sv
Acolyte 3 3 3 3 1 4 1 8 5+
Unit Composition:
5 Acolytes
Unit Type:
Infantry
Wargear:
Autoguns
Close combat weapons
Flak armour
Special Rules:
Children of the Father
Fleet
Dedicated Transport
The Brood can select a
Cult Truck.
Options:
Include up to ten additional Acolytes
7 points per model
For every five models in the unit, one Acolyte may replace
his autogun with one of the following:
- Flamer, heavy stubber, grenade launcher, sniper rifle
5 points
- Autocannon, heavy bolter or melta gun 10 points
- Missile launcher or plasma gun 15 points
- Lascannon 25 points
Any model may replace his autogun with a shotgun
free
Any model may be given a rending claw 3 points
The brood may be given frag grenades
1 point per model
The brood may be given krak grenades
2 points per model
The brood may replace their flak armour with carapace
armour 3 points per model
Unit Composition:
5 Neophytes
Unit Type:
Infantry
Wargear:
Autopistols
Close combat weapons
Flak armour
Special Rules:
Children of the Father
Fleet
Move Through Cover
Dedicated Transport
The Brood can select a
Cult Truck.
Options:
Include up to ten additional Neophytes
9 points per model
For every five models in the unit, one Neophyte may
replace his autopistol or close combat weapon with one of
the following:
- Power weapon or plasma pistol 10 points
- Power fist 15 points
Any model may replace his autopistol with a shotgun
free
Any model may replace his close combat weapon with an
additional autopistol 1 point
Any model may be given a rending claw 3 points
The brood may be given frag grenades
1 point per model
The brood may be given krak grenades
2 points per model
The brood may replace their flak armour with carapace
armour 3 points per model
Codex: Genestealer Cult Updated 09/27/2013 11
DEDICATED TRANSPORTS
Cult Truck 25 points
-- Armour --
WS BS S Fr Si Re I A HP
Cult Truck - 2 - 10 10 10 - - 2
Cult Limousine 35 points
-- Armour --
WS BS S Fr Si Re I A HP
Cult Limousine - 3 - 11 11 10 - - 3
Cult Chimera 50 points
-- Armour --
WS BS S Fr Si Re I A HP
Chimera *** SEE CODEX IMPERIAL GUARD ***
Unit Composition:
1 Cult Truck
Unit Type:
Vehicle (Fast, Open-topped)
Wargear:
None
Transport Capacity:
Twelve models
Options:
May be given any of the following:
- Improvised armour 10 points
- Pintle-mounted heavy stubber 10 points
- Rigged systems 5 points
- Searchlight 1 point
- Tube missile 10 points
Unit Composition:
1 Cult Limousine
Unit Type:
Vehicle (Fast)
Wargear:
None
Transport Capacity:
Six models
(May not carry Bulky, Very Bulky or Extremely Bulky
models.)
Options:
May be given any of the following:
- Improvised armour 10 points
- Storm bolter or heavy stubber 10 points
- Tube missile 10 points
Fire Points:
None
Access Points:
Cult Limousines have one access point on each side of the hull.
Unit Composition:
1 Chimera
Unit Type:
Vehicle (Tank)
Wargear:
Heavy bolter
Multi-laser
Smoke launchers
Searchlight
Transport Capacity:
Twelve models
Options:
May replace multi-laser with a heavy bolter or a heavy
flamer free
May replace heavy bolter with a heavy flamer free
May be given any of the following:
- Dozer blade 10 points
- Improvised armour 10 points
- Rigged systems 5 points
- Tube missile 10 points
Special Rules:
Amphibious
Poorly Maintained
Fire Points:
Five models can fire from the
Chimera’s top hatch.
Access Points:
Chimeras have one access
point at the rear.
Codex: Genestealer Cult Updated 09/27/2013 12
FAST ATTACK
Brood Bother Outrider Squad 45 points
WS BS S T W I A Ld Sv
Comrade 3 3 3 3 1 3 1 6 5+
Hybrid Overseer 3 3 3 3 1 4 2 8 5+
Comrade (Bike) 3 3 3 4 1 3 1 6 5+
Hybrid Overseer (Bike) 3 3 3 4 1 4 2 8 5+
Cult Sentinel Squadron 30 points per model
-- Armour --
WS BS S Fr Si Re I A HP
Sentinel *** SEE CODEX IMPERIAL GUARD SCOUT SENTINEL ***
Cult Gun-Truck Squadron 35 points per model
-- Armour --
WS BS S Fr Si Re I A HP
Cult Gun-Truck - 3 - 10 10 10 - - 2
Unit Composition:
Vehicle squadron of 1-3
Sentinels
Unit Type:
Vehicle
(Walker, Open-Topped)
Wargear:
Multi-laser
Options:
Any Sentinel may replace its heavy bolter with:
- Autocannon or heavy flamer 5 points
- Missile launcher 10 points
- Lascannon 15 points
Any model may be given any of the following:
- Improvised armour 10 points
- Rigged systems 5 points
- Searchlight 1 point
- Smoke launchers 5 points
- Tube missile 10 points
Special Rules:
Scouts
Move Through Cover
Poorly Maintained
Unit Composition:
1 Cult Truck
Unit Type:
Vehicle (Fast, Open-topped)
Wargear:
Heavy bolter
Options:
Any Gun-Truck may replace its Heavy bolter with one of
the following:
- Multi-laser free
- Heavy flamer or autocannon 5 points
- Missile launcher 10 points
- Lascannon 15 points
- Plasma cannon 20 points
May be given any of the following:
- Improvised armour 10 points
- Pintle-mounted heavy stubber 10 points
- Rigged systems 5 points
- Searchlight 1 point
- Tube missile 10 points
Unit Composition:
3 Brood Brothers
Unit Type:
Cavalry
Wargear:
Autopistols
Close combat weapons
Flak armour
Trip Mines
Special Rules:
Children of the Father
Dedicated to the Cause
Scouts
Options:
Include up to seven additional
Brood Brothers 10 points per model
Any model may replace his close combat weapon with a
power lance 10 points
The squad may be given firebombs
1 point per model
The squad may be given frag grenades
1 point per model
The squad may be given krak grenades
2 points per model
The squad may be given bikes, changing their Unit Type
to Bike 5 points per model
One Comrade may be upgraded to a Hybrid Overseer
(Character) 10 points
The Hybrid Overseer may replace his autopistol and/or
close combat weapon with one of the following:
- Bolt pistol 1 point
- Power weapon or plasma pistol 10 points
- Power fist 15 points
The Hybrid Overseer may be given a rending claw
3 points
The Hybrid Overseer may replace his flak armour with
carapace armour 3 points
Codex: Genestealer Cult Updated 09/27/2013 13
HEAVY SUPPORT
Brood Brother Support Squad 20 points
WS BS S T W I A Ld Sv
Comrade 3 3 3 3 1 3 1 6 5+
Liberated Tank Squadron
Leman Russ Battle Tank 140 points per model
Leman Exterminator 140 points per model
Leman Russ Demolisher 155 points per model
-- Armour --
WS BS S Fr Si Re I A HP Leman Russ Battle Tank
Leman Russ Exterminator *** SEE CODEX IMPERIAL GUARD *** Leman Russ Demolisher
Liberated Artillery Battery
Basilisk 115 points per model
Griffon 65 points per model
-- Armour --
WS BS S Fr Si Re I A HP
Basilisk *** SEE CODEX IMPERIAL GUARD ***
Griffon
Unit Composition:
6 Comrades
Unit Type:
Infantry
Wargear:
Autoguns
Flak armour
Options:
Up to three Comrades may replace their autoguns with one
of the following:
- Autocannon, heavy bolter, flamer, grenade launcher or
sniper rifle 10 points
- Meltagun, missile launcher or plasma gun 15 points
- Lascannon 25 points
Special Rules:
Children of the Father
Dedicated to the Cause
Unit Composition:
1-3 tanks in any combination
Unit Type:
Vehicle (Tank, Open-Topped)
Wargear:
Heavy bolter
Searchlight
Smoke launchers
Options:
Any model may replace its heavy bolter with a heavy
flamer free
May be given any of the following:
- Dozer blade 10 points
- Improvised armour 10 points
- Pintle-mounted heavy stubber 10 points
- Rigged systems 5 points
- Tube Missile 10 points
Unit Composition:
1-3 tanks in any combination
Unit Type:
Vehicle (Tank, Heavy)
Wargear (All):
Heavy bolter
Searchlight
Smoke launchers
Options:
Any model may replace its heavy bolter with one of the
following:
- Heavy flamer free
- Lascannon 15 points
Any model may be given a pair of side sponsons armed
with:
- Heavy bolters or heavy flamers 20 points
- Multi-meltas 30 points
- Plasma cannons 40 points
Any model may be given any of the following:
- Dozer blade 10 points
- Improvised armour 10 points
- Pintle-mounted heavy stubber 10 points
- Rigged systems 5 points
- Tube Missile 10 points
Special Rules:
Poorly Maintained
Specialised Munitions
Wargear
Leman Russ:
Battle cannon*
Leman Russ Demolisher:
Demolisher siege cannon*
Leman Russ Exterminator:
Exterminator autocannon*
Wargear
Basilisk:
Earthshaker cannon*
Griffon:
Griffon heavy mortar*
Special Rules:
Poorly Maintained
Specialised Munitions
Codex: Genestealer Cult Updated 09/27/2013 14
FORTIFICATIONS
A Genestealer Cult army may make use of the standard Fortifications as presented in the Warhammer 40,000 rulebook. In addition, they
may choose the new option presented below, which helps to further set the tone for the insurgent nature of a Genestealer Cult uprising.
Hidden Tunnels 20 points
The Cult has spent years worming their way into society at every level,
leaving hidden warrens and secret passages anywhere possible to better
facilitate their rise to power. When they are finally brought to battle,
they are able to use their various tunnel networks and secret hideouts to
move their forces about and attack from unexpected angles.
Composition: One tunnel entrance (up to 2” in diameter).
Terrain Type: Battlefield Debris (Rubble)
Weapons: None
Options:
Add up to two more tunnel entrances 20 points per model
One tunnel entrance may include one of the following:
- Ammunition Dump 20 points
- Comms Relay 20 points
Any tunnel entrance may include a Sapper Den 20 points
Special Rules:
Tunnel Network: As long as there are no enemy units in base contact
with a tunnel entrance, you may treat the entirety of the tunnel entrance
as part of your table edge when your units arrive from Reserve. A unit
arrive from reserve via a tunnel entrance may ignore the Difficult
Terrain aspect of the tunnel entrance on the turn that they arrive.
If an enemy unit begins their movement phase in base contact with a
tunnel entrance, they may choose to destroy it. The unit may do nothing
else for the remainder of their turn, but the tunnel entrance (and any
attached ammunition dump, comms relay and/or sapper den) is
destroyed and removed from play as they collapse the tunnel from
without.
Sapper Den: As long as there are no enemy units in base contact with a
tunnel entrance with a sapper den, it may generate a Brood Brother
Zealot once per battle. This is done at the start of your Movement phase.
Place a model with the below profile in contact with the tunnel entrance
in the same was as a unit arriving from Reserve. This model is treated as
a separate unit, but is neither a Scoring Unit nor a Denial Unit, nor is it
worth any Victory Points if it is slain.
Unit Type: Infantry
Wargear: Autopistol, Close Combat Weapon, Martyr Harness,
Firebombs
Special Rules: Children of the Father, Feel No Pain (5+), Zealot
WS BS S T W I A Ld Sv
Zealot 2 2 3 3 1 3 1 6 5+
PSYCHIC POWER CARDS
These cards can serve as a handy reference when you are playing a game of Warhammer 40,000 using a Genestealer Cult army.
A Warp Charge 1
The psyker subverts its prey’s willpower
and smothers its conscious mind,
leaving the victim enthralled at its
mercy.
Hypnotic Gaze is used during your Assault
phase at the start of the Fight Sub-Phase. If the power is manifested, select one model in
base contact with the psyker. Both players roll a D6 and add the Leadership of their
respective models. If the psyker rolls equal to
or higher than the target’s score, that model may not attack during this Assault phase.
This power cannot affect models that do not
have a Leadership value.
A Warp Charge 1
The psyker projects an aura of raw alien
hostility; a psychic shroud that disrupts
the enemy, sapping their will to fight
whilst simultaneously heightening their
greatest fears.
Aura of Despair is a blessing that targets
the psyker and lasts until the beginning
of your next turn. Whilst the power is in
effect, all enemy units within 12” of the
psyker suffer a -1 penalty to their
Leadership. This penalty is cumulative
for multiple psykers using Aura of
Despair. In addition, the psyker gains
the Fear special rule.
A Warp Charge 1
The power of the Patriarch’s Brood
infuses his children, flooding their
systems with unnatural vitality.
Catalyst is a blessing that targets a
single unit of Neophytes, Acolytes,
Hulking Hybrids, Hierarchs or
Purestrains within 12” of the psyker and
lasts until the beginning of your next
turn. Whilst the power is in effect, the
target unit gains the Feel No Pain (5+)
special rule.
A Warp Charge 2
The psyker instills a great sense of
purpose in those around him, bolstering
their already strong determination to
fight and die for the Patriarch and his
mighty cause.
Stand for the Cause! is a blessing that
targets the psyker and lasts until the
beginning of your next turn. Whilst the
power is in effect, all units with the
Children of the Father special rule gain
the Crusader and Fearless special rules
as long as they are within 12” of the
psyker. Affected units that are Falling
Back immediately regroup.
A Warp Charge 2
The psyker draws on the powerful
hostility innate in the Brood to instill in
them a great sense of purpose, pushing
them to tear their enemies apart with
unbelievable ferocity.
For the Father! is a blessing that targets
the psyker and lasts until the end of your
current turn. Whilst the power is in
effect, all units with the Children of the
Father special rule gain the Hatred and
Shred rules as long as they are within
12” of the psyker.
Stand for the Cause! For the Father!
Hypnotic Gaze Aura of Despair Catalyst