Genestealer Cults

Printed pages 31–38 · PDF pages 35–42

From Gangs of the Outlands. Read this book’s lore. Readable tables and original source diagrams.

PDF page 35 Printed page 31

GENESTEALER CULT GANG LIST

The following pages contain the Genestealer Cult gang list.

GANG SPECIAL RULES

Cult Uprising: Genestealer Cult Fighters apply a +1 modifier to the dice roll when attempting to perform the Coup de Grace action.

Extra Arm: This option is available to some Fighters in a Genestealer Cult gang and will be stated in the Fighter's entry. A Fighter with this ability treats the Braced Shot action as a Single action instead of a Double action.

Additionally, the Fighter may carry four weapons rather than the normal three and is always considered to be armed with the clawed arm weapon (which does not take up one of their allowed weapons):

Weapon SR LR Str AP L Traits
Clawed arm E - S - 1 Additional Attacks (1), Melee, Rending (6+)
Clawed arm
SR
E
LR
-
Str
S
AP
-
L
1
Traits Additional Attacks (1), Melee, Rending (6+)

Starting Skills: When added to a Gang Roster, all Genestealer Cult Leaders and Champions may select one skill from one of their Primary Skill Sets.

Skill Access: This gang's Fighters have access to the following Skill Sets:

Unverified OCR transcription of the skill access table
Fighter Agility Brawn Combat Cunning Savant Shooting
Adept Secondary - - Secondary Primary ?
Alpha - Secondary Secondary Primary Primary -
Hybrid Acolyte - - Secondary Primary - Primary
Neophyte Hybrid - - Secondary Primary - Secondary
Aberrant - Primary Secondary Secondary - -
Hybrid Initiate Secondary - - Primary - -
Abominant - Primary Secondary - ? ?
Psychic Familiar Primary ? ? Secondary ? ?
PDF page 36 Printed page 32

GENESTEALER CULT ADEPT

120 CREDITS

M WS BS S T W I A Sv
4" 3+ 3+ 3 3 3 4 3 5+
Ld Cl Wil Int Type Starting XP
8 8 9 7 Fighter (Leader, Wyrd) 61

Adept of the Cult: A Genestealer Cult Adept has the Wyrd Subtype and treats the Genestealer Cult Wyrd Powers as a Primary Skill Set.

Equipment: When added to a Gang Roster, a Genestealer Cult Adept may purchase weapons and wargear from the Genestealer Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Genestealer Cult Equipment List and from the Trading Post.

GENESTEALER CULT ALPHA

450 CREDITS

M WS BS S T W I A Sv
5" 3+ 3+ 4 3 3 4 2 5+
Ld Cl Wil Int Type Starting XP
9 8 8 7 Fighter (Leader) 61

Early Generation Hybrid: A Genestealer Cult Aloha benefits from the Extra Arm rule.

Equipment: When added to a Gang Roster, a Genestealer Cult Alpha may purchase weapons and wargear from the Genestealer Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Genestealer Cult Equipment List and from the Trading Post.

GENESTEALER CULT HYBRID ACOLYTE

85 CREDITS

M WS BS S T W I A Sv
4" 3+ 3+ 3 3 2 4 1 5+
Ld Cl Wil Int Type Starting XP
7 7 6 7 Fighter (Champion) 39

Mixed Generations: By default, a Genestealer Cult Hybrid Acolyte belongs to a later generation. When added to a Gang Roster, they can be designated as belonging to an early generation for the cost of +20 credits. If they belong to an early generation, they gain the Extra Arm rule.

Equipment: When added to a Gang Roster, a Genestealer Cult Hybrid Acolyte may purchase weapons and wargear from the Genestealer Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Genestealer Cult Equipment List and from the Trading Post.
PDF page 37 Printed page 33

GENESTEALER CULT NEOPHYTE HYBRID

40 CREDITS

M WS BS S T W I A Sv
4" 4+ 4+ 3 3 1 3 1 6+
Ld Cl Wil Int Type Starting XP
6 7 6 5 Fighter (Ganger, Specialist) 13

Mixed Generations: By default, a Genestealer Cult Neophyte Hybrid belongs to a later generation. When added to a Gang Roster, they can be designated as belonging to an early generation for the cost of +20 credits. If they belong to an early generation, they gain the Extra Arm rule.

Equipment: When added to a Gang Roster, a Genestealer Cult Neophyte Hybrid may purchase weapons and wargear from the Genestealer Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Genestealer Cult Equipment List and from the Trading Post.

GENESTEALER CULT ABERRANT

85 CREDITS

M WS BS S T W I A Sv
5" 3+ 6+ 4 4 2 2 2 6+
Ld Cl Wil Int Type Starting XP
5 8 7 4 Fighter (Ganger) 13

Skills: A Genestealer Cult Aberrant has the Unstoppable skill.

Equipment: When added to a Gang Roster, a Genestealer Cult Aberrant may purchase weapons and wargear from the Genestealer Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Genestealer Cult Equipment List and from the Trading Post. ° They cannot be equipped with any ranged weapons.

GENESTEALER CULT HYBRID INITIATE

20 CREDITS

M WS BS S T W I A Sv
5" 5+ 5+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
5 6 5 5 Fighter (Prospect) 1

a Genestealer Cult Hybrid Initiate belongs to a later generation. When Mixed Generations: By default, added to a Gang Roster, they can be designated as belonging to an early generation for the cost of +20 credits. If they belong to an early generation, they gain the Extra Arm rule.

Equipment: When added to a Gang Roster, a Genestealer Cult Hybrid Initiate may purchase weapons and wargear from the Genestealer Cult Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Genestealer Cult Equipment List and from the Trading Post.
PDF page 38 Printed page 34

GENESTEALER CULT ABOMINANT

240 CREDITS

M WS BS S T W I A Sv
5" 3+ 6+ 5 5 4 2 3 5+
Ld Cl Wil Int Type Starting XP
5 7 6 4 Fighter (Brute) 25

Skills: A Genestealer Cult Abominant has the Unstoppable skill.

Equipment: A Genestealer Cult Abominant is armed with a power sledgehammer. They may not purchase or be equipped with additional weapons or wargear.

PSYCHIC FAMILIAR

110 CREDITS

M WS BS S T W I A Sv
5" 4+ 6+ 2 2 1 5 1 6+
Ld Cl Wil Int Type Starting XP
5 6 6 6 Fighter (Beast, Pet) 13

Leash Range: A Psychic Familiar has a 3" Leash range.

Omen of Fortune: A Psychic Familiar is able to sense bad fortune and forewarn their companion, giving them a flash of precognition. While they are within Leash range of their owner, their owner has a 4+ Invulnerable save.

Precognition: The gift of foresight possessed by a Psychic Familiar enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants them a 4+ Invulnerable save.

Skills: A Psychic Familiar has the Catfall and Clamber skills.

Equipment: A Psychic Familiar has no weapons. They may not purchase or be equipped with additional weapons or wargear.

PDF page 39 Printed page 35

Genestealer Cult Equipment List

Ranged Weapons - Auto/Stub Weapons

Equipment Credits
Autogun 20
Autopistol 10
Heavy stubber* 70

Esoteric Weapons

Equipment Credits
Seismic cannon* 65

Flamers

Equipment Credits
Flamer 70
Hand flamer 45

Grenade Launchers

Equipment Credits
Grenade launcher with frag & krak grenades 80

Las Weapons

Equipment Credits
Lasgun 15
Laspistol 5
Long las 40

Repurposed Tools

Equipment Credits
Mining laser* 125

Shotguns

Equipment Credits
Shotgun with solid & scatter ammo 35

Toxin Weapons

Equipment Credits
Needle pistol 25

Web Weapons

Equipment Credits
Web gun 65

Close Combat Weapons - Chain Weapons

Equipment Credits
Chainsword 20

Power Weapons

Equipment Credits
Power hammer 40
Power maul 45
Power pick 40
Power sword 40

Primitive Weapons

Equipment Credits
Fighting knife 5
Two-handed hammer* 40

Repurposed Tools

Equipment Credits
Heavy rock cutter* 120
Heavy rock drill* 60
Heavy rock saw* 100

Shock Weapons

Equipment Credits
Shock stave 25
Shock whip 10

Wargear - Grenades

Equipment Credits
Blasting charges 60
Demo charges 85
Frag grenades 30
Incendiary charges 40

Armour & Field Armour

Equipment Credits
Hazard suit 10
Mesh armour 40
Refractor field 50

Personal Equipment

Equipment Credits
Cult icon (maximum one per gang) 20
Medicae kit 20
Photo-goggles 35
Respirator 15

Mounts

Equipment Credits
Dirt bike 35

Pets

Equipment Credits
Psychic Familiar 110
PDF page 40 Printed page 36

Ranged weapons / Esoteric weapons

Weapon SR LR Str AP L Traits Creds TP
Seismic cannon* 12" 24" 4 -1 2 Breaching (5+), Concussive (6+), Heavy, Knockback (6+), Rapid Fire (1) - E
Seismic cannon*
SR
12"
LR
24"
Str
4
AP
-1
L
2
Cr
-
TP
E
Traits Breaching (5+), Concussive (6+), Heavy, Knockback (6+), Rapid Fire (1)

Close combat weapons / Power weapons

Weapon SR LR Str AP L Traits Creds TP
Power pick E - S -2 2 Breaching (6+), Melee - E
Power sledgehammer* E - S+1 -1 2 Breaching (5+), Damage (2), Heavy, Melee, Unwieldy - E
Power pick
SR
E
LR
-
Str
S
AP
-2
L
2
Cr
-
TP
E
Traits Breaching (6+), Melee
Power sledgehammer*
SR
E
LR
-
Str
S+1
AP
-1
L
2
Cr
-
TP
E
Traits Breaching (5+), Damage (2), Heavy, Melee, Unwieldy

Close combat weapons / Repurposed tools

Weapon SR LR Str AP L Traits Creds TP
Heavy rock cutter* E - S+4 -4 2 Heavy, Melee, Unwieldy - E
Heavy rock drill* E - S+2 -1 2 Breaching (6+), Heavy, Melee, Unwieldy - E
Heavy rock saw* E - S+3 -3 2 Damage (2), Heavy, Melee, Unwieldy - E
Heavy rock cutter*
SR
E
LR
-
Str
S+4
AP
-4
L
2
Cr
-
TP
E
Traits Heavy, Melee, Unwieldy
Heavy rock drill*
SR
E
LR
-
Str
S+2
AP
-1
L
2
Cr
-
TP
E
Traits Breaching (6+), Heavy, Melee, Unwieldy
Heavy rock saw*
SR
E
LR
-
Str
S+3
AP
-3
L
2
Cr
-
TP
E
Traits Damage (2), Heavy, Melee, Unwieldy
Unverified OCR transcription of the weapon reference tables
RANGED WEAPONS
ESOTERIC WEAPONS SR _ LR Str AP L___ Traits Creds_ TP
Seismic cannon* 12" 24" 4 -1 2 Breaching (5+), Concussive (6+), - - E
Heavy, Knockback (6+),
Rapid Fire (1)
CLOSE COMBAT WEAPONS
POWER WEAPONS SR LR Str AP L__ Traits Creds_ TP
Power pick E - S -2 2 Breaching (6+), Melee - E
Power sledgehammer E - S41 -4 2 Breaching (5+), Damage (2), - E
Heavy, Melee, Unwieldy
REPURPOSED TOOLS SR LR Str AP L__ Traits Creds_ TP
Heavy rock cutter* E - S+4. -4 2 Heavy, Melee, Unwieldy - E
Heavy rock drill" E - SZ = 2 _Breaching (6+), Heavy, - E
Melee, Unwieldy
Heavy rock saw" E - S+3 -3 2 Damage (2), Heavy, - E
Melee, Unwieldy

OCR transcription; check uncertain or missing cells against the original PDF.

PERSONAL EQUIPMENT

CULT ICON

Exclusive Unlike other items of wargear, a gang may only purchase a single cult icon. This item must be carried by either a Leader or Champion. When a Fighter that is carrying a cult icon performs the Group Activation action, they may re-roll the Leadership check.

PDF page 41 Printed page 37

GENESTEALER CULT WYRD POWERS

Genestealer Cult Adepts and any Genestealer Corrupted gang Leader upgraded to have the Wyrd Subtype (see page 38) have access to the Genestealer Cult Wyrd Powers listed below, and treat these Powers as one of their Primary Skill Sets.

  1. Hypnosis (Single) With little more than a piercing stare, the Adept can dominate the minds of the weak-willed.

Select an enemy Fighter that is both within 9" and Line of Sight of the Adept, and that has a Ready marker. That Fighter must end their next activation closer to the Adept than they were at the start of their activation. If this is not possible, the Fighter suffers a Str -, AP -, L1 Hit that Wounds automatically and ignores all saves.

  1. Unbreakable Will (Free), Continuous Effect The Adept channels some measure of the Patriarch's control over nearby cult members.

Whenever a Cool or Willpower check is made for a friendly Fighter within 9" of the Adept, use the Adept's Cool or Willpower characteristic instead of the Fighter's (whichever is appropriate).

  1. Zealot (Single), Continuous Effect The mere presence of the Adept can drive their cult brethren to feel intense hatred of all others.

All friendly Fighters within 9" of the Adept gain the Hatred (Everything) Condition.

  1. Mind Control (Single) Twitching and spasming under the control of the Adept, an enemy fighter is forced to slowly raise their weapon and take aim at one of their friends.

Choose a single enemy Fighter that is both within 9" and Line of Sight of this Fighter. That Fighter immediately makes a Shoot action, even if they have already activated this round, targeting an eligible Fighter from their gang, chosen by this Fighter's controlling player.

  1. Assail (Single) The Adept uses the force of their will to push enemies from their path.

Immediately make a ranged attack against an enemy Fighter within 12" and Line of Sight. If hit, move the target D3" in any direction and Suppress them. If this movement would cause a Fighter to fall, they stop at the edge of the platform and test to see if they fall. If they come into base contact with another Fighter or any terrain, they stop moving and suffer a Str 3, AP -, Li Hit. If they come into base contact with another Fighter, that Fighter also suffers a Str 3, AP -, L1 Hit and becomes Suppressed. If the two Fighters belong to different gangs, instead of both of them becoming Suppressed, they are now Engaged with each other.

  1. Force Wave (Single) The Adept sends out a wave of wyrd energy, forcing all enemies away from them.

Any enemy Fighters within 3" of the Adept are immediately pushed D3+1" directly away. If this movement would cause a Fighter to fall, they stop at the edge of the platform and test to see if they fall. If they come into base contact with another Fighter or any terrain, they stop moving and suffer a Str 3, AP -, L1. Hit. If they come into base contact with another Fighter, that Fighter also suffers a Str 3, AP -, L1 Hit and becomes Suppressed. If the two Fighters belong to different gangs, instead of both of them becoming Suppressed, they are now Engaged with each other.

PDF page 42 Printed page 38

GENESTEALER CULT CORRUPTED GANGS

The following page contains the Genestealer Cult Corrupted gang list.

GENESTEALER CULT CORRUPTED

GANGS SPECIAL RULES

GENESTEALER INFESTATION

During gang creation a player can decide that their gang has been corrupted by a Genestealer Cult. If they do, they gain the benefits and drawbacks that follow. The following gangs can become a Genestealer Cult Corrupted gang: the six Clan Houses (Cawdor, Delaque, Escher, Goliath, Orlock and Van Saar) and Palanite Enforcers.

EFFECTS OF GENESTEALER CULT CORRUPTION

A Genestealer Cult Corrupted gang gains the following benefits and drawbacks:

  • Members of the gang do not benefit from any of the gang's special rules except for Starting Skills and Skill Access.

  • The gang Leader may be upgraded to be a Wyrd. ° 0-2 Genestealer Cult Aberrants may be added to the Gang Roster. ° 0-2 Genestealer Cult Abominants may be added to the Gang Roster.

  • Leaders and Champions may purchase Psychic Familiars.

  • Prospects may be given the Extra Arm rule for +20 credits when added to the Gang Roster.

  • No Fighters with the Brute, Hanger-on or Pet Subtype may be purchased from the gang's list.

Upgrading the Leader to a Wyrd: The Leader of a Genestealer Cult Corrupted gang can be upgraded to become a Wyrd for +35 credits. This cost is either paid during the Post-cycle Sequence and requires the Leader to forgo any Post-cycle Actions and to not be In Recovery, or it may be selected when they are added to the Gang Roster. Once the Leader has been upgraded, they gain the Wyrd Subtype and can choose a single Wyrd Power from the Genestealer Cult Wyrd Powers list on page 37. Thereafter, they count Genestealer Cult Wyrd Powers as one of their Primary Skill Sets.

Hiring Genestealer Cult Aberrants & Genestealer Cult Abominants: Genestealer Cult Corrupted gangs can include up to two Genestealer Cult Aberrants and up to two Genestealer Cult Abominants in their gang. These Fighters use the Fighter entries on pages 33-34.

Psychic Familiars: Leaders and Champions in Genestealer Cult Corrupted gangs can be equipped with up to one Psychic Familiar each.

Prospects From Earlier Generations: Genestealer Cult Corrupted gangs may give any Prospects the Extra Arm rule for a cost of +20 credits when they are added to the Gang Roster.

No Brutes, Hangers-on or Pets From Core Equipment List: Cutting ties with their original gang, Genestealer Cult Corrupted gangs may not add any Fighters with the Brute or Hanger-on Subtype from their gang list to their Gang Roster, nor may they purchase any Pets from their Equipment List.