Genestealer Cults
Genestealer Cult Gang List
RAW ✔️ The Book of Ruin, p38
A Genestealer Cult gang follows all the usual restrictions and guidelines for creating a gang except for the below item(s):
Gang Composition
A Genestealer Cults gang must follow these rules when it is founded and when new fighters are added to the gang:
- There must be one Leader, this may be either a Cult Adept or a Cult Alpha, chosen when the gang is first founded.
- The total number of Neophyte Hybrids in the gang must always be equal to, or higher than, the total number of other fighters (Leader, Hybrid Acolytes and Aberrants) in the gang, not counting Hangers-on.
- A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (*) take up the space of two weapons.
- Any fighter may take Wargear.
- Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added.
During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply:
- A gang founded for a campaign can contain no more than two Hybrid Acolytes. Additional Hybrid Acolytes may be added to the gang during the course of the campaign.
- During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang's Stash, rather than purchasing new equipment.
- During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang's Stash and may be distributed among fighters during any post-battle sequence:
- A fighter cannot be given a new weapon of a type not allowed by their entry within this gang list. Aberrants and Neophyte Hybrids cannot be given a new weapon if it would take them above the limit of three weapons carried.
- A Leader or Hybrid Acolyte can be given more than three weapons as they can have multiple Fighter cards, each representing a different 'set' of equipment, as described on page 95 of the Necromunda Rulebook.
- A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang's Stash.
Cult Leadership
The Genestealer Cults gang represented here is small, an almost insignificant off-shoot of a greater whole compared to those represented in Warhammer 40,000. As such, whereas those cults are traditionally led by a Magus or Primus, the cult here is led by a Cult Adept or Cult Alpha. This represents either a Neophyte in possession of low-level psychic ability similar in effect to the abilities shared by the leaders of more established cults, or blessed with a portion of the tactical brilliance and combat ability of the true Primus.
Unless specified otherwise, a Cult Adept or Cult Alpha follows all of the rules for a Leader, and Acolyte Hybrids follow all of the rules for Champions. For example, either one can lead a Group Activation – a Cult Adept or Cult Alpha would be able to lead a group of two other fighters, while an Acolyte Hybrid would be able to lead one other fighter.
Many Generations of Hybrids
Genestealer Cults grow over many generations. The earliest generations, those closest to the Purestrain Genestealer Patriarch of the cult, are the most alien in appearance and behaviour. Often showing very little in the way of human characteristics, most will possess three arms and a greater degree of alien strength and ferocity. Over time, new generations become ever more human in appearance until they are almost indistinguishable from true humans.
The Genestealer Cults gang represents an offshoot of something larger and far more sinister, and members of the gang are normally of later generations, the better to conceal themselves amongst the population of Necromunda. Any Hybrid Acolyte or Neophyte Hybrid recruited for the gang is automatically a later generation hybrid. When hired, such fighters may be upgraded to an early generation hybrid.
Additional Rules
Fighters
Cult Adept (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ |
Skills: 1 Primary skill (chosen) and the Non-sanctioned Psyker skill
Special Rules: Psyker, Later Generation Hybrid Psyker: The Cult Adept is a Psyker as described on page 75 of the Necromunda Rulebook. Genestealer Cults Wyrd Powers are treated as Primary skill sets for the purposes of skill selection. A Cult Adept is always a later generation hybrid. A Cult Adept starts with no equipment. They have no weapon restrictions.Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Cult Wyrd Powers Secondary - - Primary - Primary Secondary - Primary Equipment
Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Lasgun 15 Shotgun (with solid and scatter ammo) 30 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Heavy rock drill* 90 Heavy rock saw* 120 Heavy rock cutter* 135 Power hammer 45 Power maul 30 Power pick 40 Power sword 45 Shock stave (Staff of Office) 25 Shock whip 25 Two-handed hammer 35 PISTOLS Autopistol 10 Laspistol 10 Hand flamer 50 Needle pistol 40 SPECIAL WEAPONS Grenade launcher (with frag and krak grenades) 55 Flamer 140 Long las 20 Web gun 125 HEAVY WEAPONS Mining laser* 125 Seismic cannon* 140 Heavy stubber* 145 Wargear
Item Credits GRENADES Blasting charges 35 Demolition charges 65 Frag grenades 30 Incendiary charges 40 ARMOUR Hazard Suit 10 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Cult Icon (maximum one per gang) 40 Filter Plugs 10 Photo-goggles 35 Respirator 15 STATUS ITEMS: EXOTIC BEASTS Psychic Familiar 25
RAW ✔️ The Book of Ruin, p43
Cult Alpha (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 4 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ |
Skills: 1 Primary skill (chosen)
Wargear: Hazard Suit
Special Rules: Early Generation Hybrid, Extra Arm The Cult Alpha is always an early generation hybrid and therefore possesses a third arm: Extra Arm: Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action. Otherwise, the fighter gains +1 Attack on their profile made as an unarmed attack with the Rending trait. Additionally, a Cult Alpha with an Extra Arm may carry a fourth weapon and may attack with three weapons with the Sidearm and/or Melee traits rather than the usual two. The Cult Alpha is equipped with a Hazard Suit. They have no weapon restrictions.Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Cult Wyrd Powers - - Primary Secondary Secondary Primary - Primary - Equipment
Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Lasgun 15 Shotgun (with solid and scatter ammo) 30 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Heavy rock drill* 90 Heavy rock saw* 120 Heavy rock cutter* 135 Power hammer 45 Power maul 30 Power pick 40 Power sword 45 Shock stave (Staff of Office) 25 Shock whip 25 Two-handed hammer 35 PISTOLS Autopistol 10 Laspistol 10 Hand flamer 50 Needle pistol 40 SPECIAL WEAPONS Grenade launcher (with frag and krak grenades) 55 Flamer 140 Long las 20 Web gun 125 HEAVY WEAPONS Mining laser* 125 Seismic cannon* 140 Heavy stubber* 145 Wargear
Item Credits GRENADES Blasting charges 35 Demolition charges 65 Frag grenades 30 Incendiary charges 40 ARMOUR Hazard Suit 10 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Cult Icon (maximum one per gang) 40 Filter Plugs 10 Photo-goggles 35 Respirator 15 STATUS ITEMS: EXOTIC BEASTS Psychic Familiar 25
RAW ✔️ The Book of Ruin, p43
Hybrid Acolyte (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 3+ | 3 | 3 | 1 | 3+ | 1 | 4+ | 5+ | 7+ | 6+ |
Skills: 1 Primary skill (chosen)
Wargear: Hazard Suit
Special Rules: Later Generation Hybrid (default), Early Generation Hybrid with Extra Arm (+45 credits) When recruited, Hybrid Acolytes belong to a later generation by default. They may be designated as an early generation hybrid for +45 credits. An early generation hybrid has an extra arm: Extra Arm: Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action. Otherwise, the fighter gains +1 Attack on their profile and may carry a fourth weapon. Regardless of the weapon used, this additional attack gains the Rending trait. A Hybrid Acolyte is equipped with a Hazard Suit. They have no weapon restrictions.Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Cult Wyrd Powers Secondary - Secondary Primary Primary Secondary - - - Equipment
Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Lasgun 15 Shotgun (with solid and scatter ammo) 30 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Heavy rock drill* 90 Heavy rock saw* 120 Heavy rock cutter* 135 Power hammer 45 Power maul 30 Power pick 40 Power sword 45 Shock stave (Staff of Office) 25 Shock whip 25 Two-handed hammer 35 PISTOLS Autopistol 10 Laspistol 10 Hand flamer 50 Needle pistol 40 SPECIAL WEAPONS Grenade launcher (with frag and krak grenades) 55 Flamer 140 Long las 20 Web gun 125 HEAVY WEAPONS Mining laser* 125 Seismic cannon* 140 Heavy stubber* 145 Wargear
Item Credits GRENADES Blasting charges 35 Demolition charges 65 Frag grenades 30 Incendiary charges 40 ARMOUR Hazard Suit 10 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Cult Icon (maximum one per gang) 40 Filter Plugs 10 Photo-goggles 35 Respirator 15 STATUS ITEMS: EXOTIC BEASTS Psychic Familiar 25
RAW ✔️ The Book of Ruin, p44
Aberrant (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 6+ | 5 | 4 | 2 | 5+ | 2 | 9+ | 4+ | 6+ | 10+ |
Skills: Unstoppable
Special Rules: Aberrants can appear in any generation Aberrants can appear in any generation; malformed hulking brutes possessed of great strength and durability but minimal intelligence. Whether an Aberrant belongs to an early or late generation makes little difference and any physical mutations or abnormalities they may show are already factored into their profile. An Aberrant starts with no equipment. They can only be armed with Close Combat weapons. An Aberrant may be given armour but may take no other Wargear.Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Cult Wyrd Powers - Primary Secondary Secondary Primary - - - - Equipment
Equipment List
Weapons
Item Credits CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Heavy rock drill* 90 Heavy rock saw* 120 Heavy rock cutter* 135 Power hammer 45 Power maul 30 Power pick 40 Power sword 45 Shock stave (Staff of Office) 25 Shock whip 25 Two-handed hammer 35 Wargear
Item Credits ARMOUR Hazard Suit 10 Flak armour 10 Mesh armour 15
RAW ✔️ The Book of Ruin, p44
Neophyte Hybrids (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 8+ |
Wargear: Hazard Suit
Special Rules: Later generation hybrid (default), Early generation hybrid with Extra Arm (+45 credits) When recruited, Neophyte Hybrids belong to a later generation by default. They may be designated as an early generation hybrid for +45 credits. An early generation hybrid has an extra arm: Extra Arm: Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action. Otherwise, the fighter gains +1 Attack on their profile and may carry a fourth weapon. Regardless of the weapon used, this additional attack gains the Rending trait. A Neophyte Hybrid is equipped with a Hazard Suit. They can be armed with Basic Weapons, Close Combat Weapons and Pistols. When the gang is created, one Neophyte Hybrid can be armed with a Special Weapon. During a campaign, additional Neophyte Hybrids can also take Special Weapons as they are added.Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Cult Wyrd Powers Secondary - Secondary Primary Primary - - - - Equipment
Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Lasgun 15 Shotgun (with solid and scatter ammo) 30 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Heavy rock drill* 90 Heavy rock saw* 120 Heavy rock cutter* 135 Power hammer 45 Power maul 30 Power pick 40 Power sword 45 Shock stave (Staff of Office) 25 Shock whip 25 Two-handed hammer 35 PISTOLS Autopistol 10 Laspistol 10 Hand flamer 50 Needle pistol 40 SPECIAL WEAPONS Grenade launcher (with frag and krak grenades) 55 Flamer 140 Long las 20 Web gun 125 Wargear
Item Credits GRENADES Blasting charges 35 Demolition charges 65 Frag grenades 30 Incendiary charges 40 ARMOUR Hazard Suit 10 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Cult Icon (maximum one per gang) 40 Filter Plugs 10 Photo-goggles 35 Respirator 15 STATUS ITEMS: EXOTIC BEASTS Psychic Familiar 25
RAW ✔️ The Book of Ruin, p45
Exotic Beasts
0-3 Psychic Familiar (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ |
Skills: Catfall, Clamber
Equipment: A Psychic Familiar carries no weapons and will always make unarmed attacks.
Special Rules: Omen of Fortune, Precognition Omen of Fortune: A Familiar is able to sense bad fortune and forewarn its companion, giving them a flash of precognition. Whilst the Familiar is within 3" of its owner, that fighter may avoid one successful hit per turn by making a successful Willpower check. Make the check immediately after a successful roll to hit has been made against the fighter. If the check is failed, the attack hits as normal. If the check is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other fighters, but the Familiar's owner is assumed to have somehow dodged clear. Precognition: The gift of foresight possessed by the Familiar enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Familiar a 3+ save roll, which cannot be modified by Armour Piercing. Additionally, a Familiar may avoid being caught by a Blast marker or Flame template. If a Familiar is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Familiar is hit by the attack. On a 1-3, the Familiar is able to dodge clear of the area of the attack. Leave the model where it is and assume that it has scuttled around to avoid the attack and returned to where it was.Special Rules
RAW ✔️ The Book of Ruin, p47
Wasteland Additional Rules
A Genestealer Cult gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.