HQ

 
(0-1) Genestealer Magus

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Magus

40

3

3

3

3

2

4

1

9

5+

Initiate Bodyguard

5

2

2

3

3

1

3

1

6

6+

After several generations, the reproductive cycle of the Genestealer flows from near bestial hybrids to near human appearing offspring before producing more Purestrain Genestealers, thus recreating the cycle anew. Once the hybrid/Genestealer population reaches a certain level though, key pheromones given off by the offspring influence the genetic materials in the Genestealer Ovipositor, increasing the likelihood of psychic abilities in their offspring. Within a few generations, this results in the emergence of a Magus – human looking, but possessing some of the best qualities of the parent breed and his true Genestealer heritage. Totally immersed in the Brood collective mind and possessing strong psychic abilities, the Magus serves as the translator of the Patriarch’s will to the Cult, driving them on towards greater levels of power. The Magus leads the Cult into the spotlight, openly gathering followers and support from the surrounding communities until the Cult makes it’s final move to take control.

Weapons: The Magus is armed with a Laspistol or Autopistol and wears well-made Flak Armor (5+ Save).

Options: May select from the Armory as normal - he is very willing to take the finest weapons found or captured by the Cult (even if he probably isn’t very good at using them).
Independent Character: Unless accompanied by a Bodyguard, the Magus is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40,00 Rulebook.

Psychic Power: Hypnotic Gaze. The Magus locks eyes with one enemy model in base contact at the start of the Assault Phase. If Magus passes a Psychic Test, that enemy cannot strike any blows in that Assault round, though the Magus can attack as normal. The power will only work on living creatures – so Vehicles, Demons, Necrons, Thousand Sons, Avatars, Wraithguard, etc. are not effected. Tyranids of any type are not effected by the power either. Note that it only lasts one round – the Magus will have to test again each new round, but he can test in the enemy’s Assault phase as well as his own.

Special Rules: "He who runs away…" Both the Patriarch and the Magus realize that only the Magus has the best chance of escaping to reform the Cult if the battle goes against them. Thus the Magus can make a Voluntary Fall-Back by making a successful Leadership Test, leaving behind his Bodyguard to keep on fighting in an Assault and buying him time to escape. He will automatically Regroup after this movement has ended, or if he reaches the edge of the board.

 

Bodyguard: (Brood Brother Initiates) of 5-10 models, at 5 pts each

Fanatical Cult defenders and utterly devoted to the Magus. They are chosen for their devotion, not necessarily their fighting skill (or intelligence). While to do gain access to better equipment, they know they are there to primarily protect and die for their Magus – a duty they are ready to perform without hesitation.

Weapons: Bodyguard Initiates wear poorly made Flak Armor (Armor Save 6+) and are armed with a Close Combat Weapon.

Options:

Bodyguard Initiate may select one additional weapon for the points value indicated (keeping the Close Combat Weapon):

Close Combat Weapon at +1 pt, Power Weapon at +15 pts (maximum of 2 per unit), Bolt Pistol at +4 pts, Autopistol at +2 pts, Stubb Gun at +2 pts, Plasma Pistol at +15 pts (maximum of 2 per unit), Laspistol at +2 pts.

Any Bodyguard Initiate model may upgrade to one of the following weapons for the points value indicated:

Lasgun (+2 pts), Boltgun (+3 pts), Autogun (+1 pt), Shotgun (+1 pt), Flamer (+10 pts), Halberd/Spear (+1 pt), Double-Handed Close Combat Weapon (+1 pt)

Up to four Bodyguard Initiates may upgrade to one of the following weapons at the points cost indicated:

Meltagun (+10 pts), Grenade Launcher (Krak/Frag) (+15 pts), Plasma Gun (+8 pts)

Up to two Bodyguard Initiates may upgrade to one of the following Heavy Weapons at the points cost indicated:

Lascannon (+30 pts), Autocannon (+30 pts), Multi-Melta (+40 pts), Missile Launcher (+20 pts), Mortar (+20 pts), Plasma Cannon (+35 pts), Heavy Stubber (+10 pts), Heavy Bolter (+20 pts)

Special Rules: Their absolute faith in the Cause means they will never Fall Back for any reason. They will always be removed as casualties first in Assaults, no matter which models are touching the enemy, as they selflessly step forward to protect their Master from harm. They will also be removed as casualties first even if the Magus is effected by ranged weapons or template attacks. When removing them as casualties in this manner first remove models closest to the Magus that are not in close combat before removing any Bodyguard who are touching enemy models.

Transport: If a Bodyguard is taken, they & the Magus may ride in a Cult Limousine (see below) for +40 points

 
(0-1) Genestealer Patriarch

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Patriarch

55

6

0

5

5

3

5

2

10

5+

Genestealer

22

6

0

4

4

1

6

2

10

6+

Oldest, wisest, most revered of all – the Father of the Brood. This ancient Genestealer is the primogenitor of the Cult, guiding them behind the scenes for years on years. Now that the Magus has arisen, the Ancient One feels the call of the stars again and spurs his children to battle. Only the massive clash of claws on flesh can ignite the Brood Overmind into shining brilliance, a beacon for guiding the true Masters to the planet and the rich feeding ground their servants will prepare for them.

Weapons: Claws, jaws, and grumpy old man attitude
Independent Character: Unless accompanied by a Bodyguard, the Patriarch is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40,00 Rulebook.

Special Rules:

Razor Sharp Claws - In the same manner as for regular Genestealers, opponents get no armor saves against wounds caused by the Patriarch.

Unwavering Strength of Will – A Patriarch will never Fall Back, no matter the reason. As long as he is alive, any unit he leads will never Fall Back either – such a thought would be blasphemous in the presence of the Cult Father!

Note: Due to increased bulk and age, the Patriarch cannot use any of the regular Genestealer/Tyranid movement rules and must follow normal rules for movement. This means that none of the Genestealers in his Bodyguard (see below) can use them either – their total devotion to his safety keeps them too busy to run faster or seek cover.

Psychic Power: Hypnotic Gaze. The Patriarch locks eyes with one enemy model in base contact. If Patriarch passes a Psychic Test, that enemy cannot strike any blows in that Assault round, though the Patriarch can attack as normal. The power will only work on living creatures – so Vehicles, Demons, Necrons, Thousand Sons, Avatars, Wraithguard, etc are not effected. Tyranids of any type are not effected by the power either. Note that it only lasts one round – Patriarch will have to test again each new round, but he can test in the enemy’s Assault phase as well as his own.

 

Bodyguard: The Patriarch may be accompanied by a small cadre of his progeny. This unit of Purestrain Genestealers can be from 5-10 models at 22 points each.

Transport: If a Bodyguard is taken, they & the Patriarch may ride in a Cult Limousine (see below) for +40 points

 
Genestealer Hybrid Demagogue

Profile

Points/Model

WS

BS

S

T

W

I

A

Ld

Sv

Hybrid Demagogue

20

4

3

3

3

1

4

1

8

5+

Initiate Bodyguard

5

2

2

3

3

1

3

1

6

6+

There is much work involved with leading the Revolution, and even the most skilled Magus cannot do everything. Thus Cults usually have several able lieutenants to lead Cult forces on important actions such as weapon depot raids and sabotage missions. Demagogues are nearly-human looking Hybrids, which usually only appear after several generations of the insidious Genestealer reproductive cycle. They do not share any of the Telepathic skills of the Magus, but the other gifts from their alien heritage result in them becoming skilled fighters ready to lead Cult units into battle.

Weapons: The Demagogue is armed with a Laspistol or Autopistol and wears well-made Flak Armor (5+ Save).

Options: May select from the Armory as normal. Also, Demagogues may be mounted on horseback for +6 pts (and take a special bodyguard of Mounted Cultists) or ride in a bike sidecar for +16 points (and take a special bodyguard of Cultist Bikers). Rules for mounted cultists and bikers are located below in the Fast Attack section. These special bodyguards are chosen as per their Fast Attack sections, and replace the normal Demagogue Bodyguard below (including weapon options). If either special bodyguard option is taken, a Cult Limousine cannot be chosen as transport.
 

Independent Character: Unless accompanied by a Bodyguard, the Demagogue is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40,00 Rulebook.

 

Bodyguard: (Brood Brother Initiates) of 5-10 models, at 5 pts each. These are not as dedicated or fanatical as the Magus’ Bodyguard though, so they do not get any special rules.

Weapons: Bodyguard Initiates wear poorly made Flak Armor (Armor Save 6+) and are armed with a Close Combat Weapon.

Options:

Each Bodyguard Initiate may select one additional weapon for the points value indicated (keeping the Close Combat Weapon):

Close Combat Weapon at +1 pt, Power Weapon at +15 pts (maximum of 2 per unit), Bolt Pistol at +4 pts, Autopistol at +2 pts, Stubb Gun at +2 pts, Laspistol at +2 pts.

Each Bodyguard Initiate may upgrade to one of the following weapons for the points value indicated:

Lasgun (+2 pts), Boltgun (+3 pts), Autogun (+1 pt), Shotgun (+1 pt), Flamer (+8 pts), Halberd/Spear (+1 pt), Double-Handed Close Combat Weapon (+1 pt)

Up to two Bodyguard Initiates may upgrade to one of the following weapons at the points cost indicated

Meltagun (+8 pts), Plasma Gun (+5 pts), Grenade Launcher (Krak/Frag, +10 pts).

One Bodyguard Initiate may be armed with one of the following Heavy Weapons at the points cost indicated

Heavy Stubber (+5 pts), Lascannon (+17 pts), Autocannon (+12 pts), Missile Launcher (+12 pts), Mortar (+12 pts), Heavy Bolter (+10 pts)

The entire unit may be armed with any of the following: Frag Grenades (+1 point per model), Krak Grenades (+2 points per model).

Transport: If a regular Bodyguard is taken, they & the Demagogue may ride in a Cult Limousine (see below) for +40 points

 
Transport: Genestealer Cult Limousine

Profile

Points

Front

Side

Rear

BS

Cult Limousine

+40

11

10

10

2

Cults often convert a few posh urban vehicles into special transports, to carry Cult members in secrecy (especially those they do not want prying eyes to see, such as Purestrain Genestealers). When the Cult is ready to attack these vehicles are equipped with armor plating and cannibalized tank fittings and used in the fight. While slowed by the additional armor, their unique fittings allowing them to transport high-ranking Cult forces around the battlefield relatively quickly.

Type: Generic Vehicle - Not a Tank, but not Fast or Open-Topped or a Skimmer. It may move up to 12" in the movement phase, and cannot perform Tank Shock.

Crew: One Brood Brother Initiate Driver (does not count toward maximum capacities)

Transport: Can transport the Magus or Demagogue & his Bodyguard (up to a maximum of 8 models), or the Patriarch plus 5 Genestealers maximum (it has been specially modified to carry their larger alien forms). It can only be taken as Transport for the HQ selection if a Bodyguard is chosen, and does not count as a further HQ selection. Only 1 transported model in 5 may fire any weapons (instead of the normal 1 model in 2), and no "Move or Fire" style weapons can be fired from inside as space does not permit it.

Options: Cult Limousines can be upgraded with Smoke Launchers, a Censer, or a Bell of Righteousness only.

Un-Armored Limousines: In desperate times or when they are caught unprepared, a Cult may be forced to use Limousines without any combat preparation. If desired, a player may take a Limo for half price (+20 points), but must subtract 1 from all Armor Values. The Limo will also count as Fast but also Open-Topped, due to lack of armor plating. Normal transported model firing rules apply, so ½ of the transported models may fire their weapons rather than 1 in 5 as per Limo rules above. The model should be represented by a suitably "civilian" car model, but with the windows blackened out of course! An Unarmored Cult Limousine can still have all the normal upgrades listed above, at their normal price.

Back to Codex: Genestealer Cults


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