SPECIAL RULES

 

Genestealer Cults forces do not operate like normal armies, as they represent the fanatical members of the underground revolution masking itself as a religion. They combine strong hypnotic and genetic ties between the troops and their leaders with a near total lack of military training or properly maintained weaponry. This results in several special rules for Cults in battle.

 

<Gasp!> They killed the Father!

Genestealer Cults are very much driven by the strong (if not hypnotic) leadership of its elders, especially the Magus and Patriarch. Cult members are instilled with a religious belief in the divinity of these creatures from the start. Obviously seeing them die in battle is unsettling at the least, but it can also lead the Cult to insane acts of bravery in the name of vengeance. If the Magus and Patriarch are both killed, at the moment the last has died all Brood Brother units and Hybrid Broods (but not Genestealer Broods) must take a Morale test with the following (possibly cumulative) modifiers:

  • -1 if the unit is below 50% of starting strength
  • -1 if the unit is Pinned at the time of the test
  • -1 if the unit is not currently being lead by a Hybrid Leader or Hierarch (Brood Brother units only)

If this special test is passed, the squad will automatically pass any and all further Morale tests required for the rest of the game. If failed, the squad will Fall Back immediately, though they can Regroup in later turns as normal using their own normal Leadership. If the squad was engaged in an Assault at the time, enemy units in the Assault may not Advance (as the unexpected retreat takes them by surprise), but may Consolidate.

 

Our Father Watches Us, Let None Fail Him!

As long as any member of a Brood Brother unit can trace Line of Sight to either the Magus or the Patriarch, they count as having Leadership 10 for all Morale checks and tests to Regroup after Falling Back. This counts for Heavy Weapon teams as well as regular units, but can be modified as normal (outnumbered, below 50%, etc). These units can also test to Regroup even if they are below 50% of starting strength or within 6" of an enemy unit, but again only if they have the required Line of Sight. Note this does not effect any other Leadership-based tests such as Pinning checks.

 

Important Note: Genestealer Cults need not be lead into battle by the Magus or Patriarch. In the case of neither of them in play, all of the above rules would be ignored. Hierarchs will not give any of the above special benefits, nor will their deaths require any special tests to be made.

 

Poor Maintenance (or, "Vrooooommmm …. putter, putter, stall…..")

Cults usually have little time or expertise to maintain any vehicles they may steal or capture. This generally results in erratic performance in the battlefield. To represent this, after moving a Cult vehicle in the Movement Phase, roll a D6. On a roll of a "1", the vehicle has breathed its last, and is Immobilized for the rest of the game. Otherwise, it can continue to operate as normal. This rules does not apply to the Cult Limousines – as you can imagine, the Cult Leaders make sure these vehicles are very well maintained!

 

Psychic Power: Hypnotic Gaze

Both the Magus and Patriarch are psykers, and have the special power Hypnotic Gaze. This can be used in any Assault Phase after all models have moved but before any combat takes place. The Magus or Patriarch locks eyes with one enemy model in base contact with him, attempting to take over his mind! If Cult leader passes a Psychic Test, that enemy will need to roll 6’s to strike hits in that Assault round. If the test was successful, and the roll is also higher than the enemy’s Leadership, then the enemy cannot strike any blows at all – his mind has been completely dominated by the Hive Mind! The Cult psyker can still attack as normal, even if the test is failed.

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 user will have to test again each new round, but he can test in the enemy’s Assault phase as well as his own.

 

 

Scenario/Mission Special Rules:

While Genestealer Cults are unlikely to ever gain access to Planetary or Strategic scale weapons, they often engage in numerous acts of sabotage which can create the same types of effects before a battle. Thus they can still use the Preliminary Bombardment rules if the scenario calls for them.

If Detachment rules are in use, the Cult force can still only have a single Magus and a single Patriarch. You can never have more than one of each of these in the entire army, no matter how large.

Genestealer Cults have a Strategy Rating of 1D6, and a Vehicle Leadership Value of 7 for campaign use. For Missions involving Sentries, Cults use 10 Brood Brother Initiates (Initiative 3).

Fighting against Tyranid Forces – though not common, it is possible for the natural chemical or electromagnetic peculiarities of a planet to produce a mutated Cult that is resistant or not-effected by the Tyranid Hive Mind. Thus it is possible to have Cults fighting against their newly arriving Tyranid masters! All normal rules apply for these combats (though the Hive Mind is probably very puzzled by what is happening!). By the same token, Genestealer Cults can fight against each other (each being sure it is the true Cult, and the other a fraud).


Back to Codex: Genestealer Cults

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