From Gangs of the Outlands. Read this book’s lore. Readable tables and original source diagrams.
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+) |
- SR
- E
- LR
- -
- Str
- S
- AP
- -
- L
- 1
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 | ? | ? |
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.
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.
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.
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 |
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 |
- SR
- 12"
- LR
- 24"
- Str
- 4
- AP
- -1
- L
- 2
- Cr
- -
- TP
- E
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 |
- SR
- E
- LR
- -
- Str
- S
- AP
- -2
- L
- 2
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S+1
- AP
- -1
- L
- 2
- Cr
- -
- TP
- E
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 |
- SR
- E
- LR
- -
- Str
- S+4
- AP
- -4
- L
- 2
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S+2
- AP
- -1
- L
- 2
- Cr
- -
- TP
- E
- SR
- E
- LR
- -
- Str
- S+3
- AP
- -3
- L
- 2
- Cr
- -
- TP
- E
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.
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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
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.