GENESTEALER CULTS. - Genestealer Cults v7.0

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GENESTEALER CULTS Below is a list of all wargear not already found in the Warhammer 40,000 rulebook under the ranged and melee weapons sections: Designer s Note: any Autopistols can be replaced with Laspistols for free; Similarly, any Autoguns can be replaced with Lasguns at no additional cost. You must adhere to the following model requirements when building your Kill Team: 1 Team Leader model 1-25 Core models 0-5 Special models All Genestealer Cult Team Leaders have an Inspiring Presence radius of 12. Genestealer Cults are driven by the hypnotic leadership of its elders, as such cult members are instilled with a religious belief in the divinity of these creatures. If the Team Leader is removed as a casualty during a game every friendly model within 12 of the point it died must pass a Leadership test or Fall Back immediately. Models in close combat automatically pass this test. From that point forward all models in the team gain the Hatred special rule for the rest of the game. Their absolute faith in the Cult drives its members to protect their cult leaders at any cost. A Team Leader passes Look Out, Sir rolls on a 2+ instead of 4+. The Magus knows the Hypnotic Gaze Power. The Patriarch knows both the Hypnotic Gaze and The Horror: Hypnotic Gaze: This psychic power is a Malediction with range of 12". Choose one model within range. Both players roll a d6 and add the Leadership of the respective models. If the psyker rolls equal to or higher than the target s score, that model may not attack in close combat or fire Overwatch until your next psychic phase. The Horror: This psychic power is one of the Powers of the Hive Mind described in codex: Tyranids. Armour The Genestealer Cults use a variety of armour types as shown below: Hardened Carapace: 4+ armour save Reinforced Chitin: 5+ armour save Carapace Armour: 4+ armour save : 5+ armour save Improvised Armour: 6+ armour save Cult Bike Models equipped with a Cult Bike change their unit type to Bike. Firebomb A home-made incendiary grenade with the following profile: Firebomb 8 3 - One Use, Assault 1, Blast, Flamer* *Uses the Flamer special rules in the Kill Team rules. Cult Grenade Launcher These are versatile, man-portable weapons with the following profiles. Each time you fire the Grenade Launcher, decide which round is used: Frag Grenade 24 3 6 Assault 1, Blast Krak Grenade 24 6 4 Assault 1 Slam Grenade 24 1 - Assault 1, Strikedown Stun Grenade 24 1 - Assault 1, Blind Fire Grenade 24 3 - Assault 1, Flamer* *Uses the Flamer special rules in the Kill Team rules. Rules for the Following elements of wargear can be found in Codex: Tyranids. Rending Claws Scything Talons Adrenal Glands Toxin Sacs Maw Mutations Each maw mutation is a separate weapon. Acid Maw - User 2 Melee, Unwieldy, Specialist Weapon Implant Attack - User - Melee, Unwieldy, Specialist Weapon, Implanting* *Implanting: To Wound rolls of 6 made with this weapon cause Instant Death. 1

Flesh Hooks A model armed with Flesh Hooks counts as armed with unlimited supply of Assault Grenades in the Assault Phase. Extended Carapace A model armed with Extended Carapace improves it s armour save by 1. 30 points 4 4 3 3 2 4 2 9 5+ Autopistol Frag & Krak Grenades Inspiring Presence Psyker (Mastery Level 1) Psychic Powers: The Magus has the Hypnotic Gaze psychic power. May replace any weapon with: - Autogun or Shotgun Free - Bolt Pistol or Boltgun 2 pts - Combi-flamer, -plasma, -melta 5 pts - Storm Bolter 5 pts - Power Weapon 10 pts - Plasma Pistol 10 pts - Power Fist 15 pts - Carapace Armour 5 pts - Melta Bomb 5 pts - Power Armour 8 pts - Cult Bike 10 pts May take wargear from the Genestealer Cult armoury including Leader only items. 65 points 7 0 5 5 3 7 4 10 4+ Rending Claws Hardened Carapace Bulky Fleet Move through Cover Inspiring Presence Fearless Psyker (Mastery Level 1) Unwavering Devotion* - Scything Talons 5 pts - Adrenal Glands 5 pts - Toxin Sacs 3 pts - Extended Carapace 10 pts - Flesh Hooks 2 pts May take one of the following: - Acid Maw 20 pts - Implant Attack 5 pts May take Patriarch Only items (and no others) from Genestealer Cult armoury. Unwavering Devotion: All friendly models within 6 of the Patriarch gain the Zealot special rule. Psychic Powers: The Patriarch has the Hypnotic Gaze and The Horror powers (see previous page). 2

16 points 4 4 3 3 2 4 2 8 5+ Autopistol Frag & Krak Grenades Inspiring Presence May replace any weapon with: - Autogun or Shotgun Free - Bolt Pistol or Boltgun 2 pts - Combi-flamer, -plasma, -melta 5 pts - Storm Bolter 5 pts - Power Weapon 10 pts - Plasma Pistol 10 pts - Power Fist 15 pts - Carapace Armour 5 pts - Melta Bomb 5 pts - Power Armour 8 pts - Cult Bike 10 pts May take wargear from the Genestealer Cult armoury including Leader items. 20 points 2 2 3 3 1 3 1 6 6+ Improvised Armour Infiltrate Squad (5 Brood Brother Initiates) The entire Squad may replace their Autoguns with: - Autopistols Free - Shotguns Free One model in the Initiates Squad may replace its Autogun, Autopistol or Shotgun with one of the following: - Boltgun 1 pts - Heavy Stubber 3 pts - Cult Grenade Launcher 8 pts 25 points 3 3 3 3 1 3 1 7 5+ Squad (5 Brood Brother Comrades) The entire Squad may replace their Autoguns with: - Autopistols Free - Shotguns Free - Boltguns 10 pts One model in the Comrade Squad may replace its Autogun, Autopistol, Shotgun or Boltgun with one of the following: - Heavy Stubber 5 pts - Cult Grenade Launcher 10 pts - Meltagun 10 pts - Plasma Gun 15 pts The entire Squad may take any of the following: - Krak Grenades 5 pts - Firebombs 10 pts 3

9 points 3 4 3 3 1 4 1 8 5+ Combat Trained* Combat Trained: Most Acolytes come from the planet s PDF or Imperial Guard forces. Others, however, come from vicious gangs and specialise in close quarters fighting. You may, when the model is bought, decide to increase the Acolyte s Weapon Skill to 4 and lower its Ballistic Skill to 3. May replace its Autogun with: - Autopistol Free - Shotgun Free - Boltgun 2 pts For every five Brood Brother Acolytes you take in your team, one model may replace its Autogun with: - Heavy Stubber 5 pts - Cult Grenade Launcher 10 pts - Meltagun 10 pts - Plasma Gun 15 pts - Heavy Flamer 20 pts May take wargear from the Genestealer Cult armoury. A Brood Brother Acolyte that does so is a Special unit instead of Core. 14 points 6 0 4 4 1 6 2 10 5+ Rending Claws Reinforced Chitin Fearless Fleet Infiltrate Move Through Cover Stealth - Scything Talons 4 pts - Adrenal Glands 2 pts - Toxin Sacs 3 pts - Extended Carapace 3 pts - Flesh Hooks 3 pts - Acid Maw 8 pts - Implant Attack 3 pts You may only take a maximum of one Brood Brother Psyker in your Kill Team. 23 points 3 3 3 3 1 3 1 9 5+ Psyker (Mastery Level 1) May replace Autogun and/or close combat weapon with: - Autopistol Free - Bolt Pistol 2 pts - Force Weapon 7 pts Psychic Powers: The Brood Brother Psyker knows one power from the following list: -Smite (Biomancy) -Enfeeble (Biomancy) -Assail (Telekinesis) -Dominate (Telepathy) 4

12 points 4 2 3 3 1 5 2 9 5+ Fearless Fleet May replace Autogun with: - Autopistol Free - Shotgun Free - Bolt Pistol 1 pts - Boltgun 1 pts For every two Genestealer Hybrids you take in your team, one model may replace its Autogun with: - Heavy Stubber 3 pts - Cult Grenade Launcher 8 pts - Meltagun 8 pts - Plasma Gun 12 pts - Heavy Flamer 10 pts - Adrenal Glands 3 pts - Toxin Sacs 3 pts May take wargear from the Genestealer Cult armoury. 14 points 4 3 3 4 1 4 1 8 5+ Autopistol Cult Bike Unit Type: Bike None For every two Brood Brother Bikers you take in your team, one model may replace its Autopistol with: - Boltgun or Bolt Pistol 2 pts - Cult Grenade Launcher 10 pts - Meltagun 10 pts - Plasma Gun 15 pts You may only take a maximum of three Brood Brother Heavy Weapons Teams in your Kill Team. 25 points 3 3 3 3 2 3 2 7 5+ Autocannon s None May replace Mortar with: - Heavy Bolter 5 pts - Missile Launcher 10 pts - Lascannon 15 pts - Krak Grenade 1 pt 5

You may only take a maximum of two Captured Sentinels in your Kill Team. 35 points WS BS S FA SA RA I A HP 3 3 5 10 10 10 3 1 2 Unit Type: Vehicle (Walker, Open Topped) Multi-laser Scouts Move Through Cover Non-Flammable Relic Plating: Model armed with Relic Plating gains the Adamantium Will special rule. Recovery Gear: If a model with Recovery Gear is immobilised, roll d6 at the end of your movement phase: on a roll of a 6 it is no longer immobilised (this does not restore a hull point). Camo Netting: A model with Camo Netting counts its cover as 1 better than normal (this grants a 6+ cover in the open) Enclosed Crew Compartment: Vehicle with this upgrade is no longer Open-topped. May replace its Multi-laser with: - Heavy Flamer free - Autocannon 5 pts - Missile Launcher 5 pts - Lascannon 10 pts - Searchlight 1 pt - Relic Plating 3 pts - Recovery Gear 5 pts - Smoke Launchers 5 pts - Extra armour 10 pts - Hunter-killer missile 10 pts - Camo Netting 15 pts - Enclosed Crew Compartment 15 pts Refractor Field (Leader Only) 15 pts An all-enclosing energy field that partially refracts energy around the bearer. Grants the model a 5+ invulnerable save. Patriarch Ichor Vial (Leader Only) 15 pts A small amount of the ichor from the Patriarch is mixed with herbs and forbidden chemicals to form a potent brew! Once per battle, at the start of any Assault phase the bearer may shatter the vial and release the fumes. All friendly models within d6+3 are affected by the fumes for this phase only. Roll on the chart below to see what happens to all affected models: 1. Gains +1 Initiative 2. Gains +1 Attack 3. Gains +1 Strength 4. Gains +1 Weapon Skill 5. Re-roll any failed To Hit rolls 6. Re-roll any failed To Wound rolls Sacred Item (Leader Only) 10 pts The Sacred Item is a sign of the Cult s devotion to their cult leaders. All friendly models within 6 of the bearer may re-roll all Morale checks. Bio-scanner 10 pts A bio-scanner detects life signs within the proximity of the user. If any Infiltrating models set up within the model s weapon range, you may take a round of shooting at a single infiltrating model before the battle starts. Smoke Grenades 10 pts A smoke grenade has the following profile: 6 Smoke Grenade 8 - - Assault 1, One Shot Large Blast, Smoke* *Smoke: Any model that is hit by this weapon gains a 5+ cover save until the start of their next turn. You may target friendly models with this weapon. Infra-red Goggles 5 pts This enables the wearer to see foes who are hiding or who are partially concealed behind cover. The model may shoot at hidden models and gains the Night Vision rule. Auspex 5 pts A model with an Auspex can use it in place of making a shooting attack. Target an enemy unit within 12". A unit that is targeted by one or more auspexes has its cover save reduced by 1 until the end of the phase. Chem-inhaler 5 pts Chem-inhalers are combat-drug dispensing rebreathers. The model gains the Feel No Pain (6+) special rule. Targeter 5 pts If a model with a Targeter has not moved in the previous Movement phase it may re-roll To Hit rolls of 1 when shooting. Regeneration (Patriarch Only) 30 pts At the end of each friendly turn, if Patriarch is wounded but alive, roll a d6: on a roll of 4+ he regains a single wound.

Acid Blood (Patriarch Only) 15 pts For each unsaved Wound a unit with the acid blood biomorph suffers in close combat, the enemy unit that inflicted the wound must instantly pass an initiative test or suffer a S5 AP2 hit with the Ignores Cover special rule. 7