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SOLDIERS OF THE BLESSED

DEVOURER
Lead a Genestealer Cult insurrection in this homebrew supplement for the Wrath
And Glory tabletop RPG.
By MisterCagey
v1.0
ABOUT
Genestealer Cults are a growing cancer within the shadows of the Imperium. Slaves and
Heralds to approaching Tyranid Hive Fleets, they hide and fester in the dark, growing in strength
until they are ready to rise up and take the planet they live on in the names of the Devourer
Gods they worship. This Homebrew supplement for Wrath And Glory by Cubicle 7 will provide
you with almost everything you need to run Genestealer Cult campaigns, playing as saboteurs
and soldiers in service of the Tyranid race.

I’m a big fan of the Wrath and Glory TTRPG and have been running games in it for months, and
have started to dip my toe into homebrewing with concepts that I find interesting and possible
campaigns I’d like to run (and play myself!). This is not a complete document, as I plan to
expand on it further with additional archetypes, rules, and mechanics for unique and interesting
campaigns, as well as additions to the cult creation tool. I’d also like to thank the fine folk at the
Wrath and Glory discord for their feedback and suggestions.

-MisterCagey

GW, Games Workshop, Citadel, Black Library, Forge World, Warhammer, Warhammer 40,000,
the ‘Aquila’ Doubleheaded Eagle logo, Space Marine, 40K, 40,000, Necromunda, Space Hulk,
Battlefleet Gothic, Inquisitor, Epic, Gorkamorka, and all associated logos, illustrations, images,
names, creatures, races, vehicles, locations, weapons, characters, and the distinctive
likenesses thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered
around the world. All Rights Reserved. Used Without Permission.

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TABLE OF CONTENTS

GENESTEALER CULTS………………………………………………………………………………...3
SERVANTS OF THE PATRIARCH……………………………………………………………………..4
GENESTEALER CULTIST SPECIES………………………………………………………………….6
CULT CREATION………………………………………………………………………………………...7
DISCOVERY……………………………………………………………………………………………..10
BIOMORPH TABLE…………………………………………………………………………………….12
GENESTEALER CULT FACTION…………………………………………………………………….15
GENESTEALER CULT ARCHETYPES……………………………………………………………...17
WARGEAR………………………………………………………………………………………………26
BROODMIND DISCIPLINE…………………………………………………………………………….31

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WHAT ARE GENESTEALER CULTS?

When a Genestealer gets separated from the rest of a Tyranid hive fleet, its instincts and
behavioral patterns become markedly different. They prowl the shadows, infecting members of
the population with a gene- and psyche-altering with what’s called the Genestealer’s Kiss.
These infected people begin giving birth to human-genestealer hybrids, and form the basis of a
burgeoning cult worshipping the Genestealer Patriarch and the Tyranid Race as Gods. After
several generations of breeding and infection, a wide and startling variety of hybrid bioforms
have infiltrated various strata of Imperial Society, engaging in quiet sabotage and subterfuge to
prepare for a coming insurrection. When the time is right, the Cult strikes, destroying critical
infrastructure, blocking routes, assassinating key officials, and plunging a world into chaos.
Fervently loyal to the cult’s originating Genestealer, an evolved monstrosity known as a
Patriarch, they pave the way for an oncoming hive fleet, eliminating most resistance before it
can even flood the sky. Once the Tyranid invasion begins, they convert everyone- the cult
include- into biomass, to fill the Tyranid ranks once more with new forms.

SO IT ALL ENDS WHEN THE TYRANIDS INVADE?

Not necessarily! Sometimes an insurrection happens and the Tyranid fleet is far away, and
maybe won’t arrive for hundreds of years. When this happens, a Genestealer Cult begins
spreading to other worlds. There have been instances where entire star systems have been
host to enormous Genestealer Cults. There are many possibilities- and directions- for a
Genestealer Cult campaign to go.

WHAT KIND OF ADVENTURES WILL THE PLAYERS HAVE?

There are all kinds of possibilities. From sabotaging key elements in a hive, to assassinating
officials, to stealing vehicles, or misdirecting a visiting Inquisitor, the possibilities are endless. If
you ever wanted a campaign to overthrow the Imperium, this is the way to do it.

SO THEY JUST SABOTAGE BUILDINGS AND ASSASSINATE? SOUNDS EASY!

Not so fast! Genestealer cults can’t draw too much attention to themselves. Included is a
DISCOVERY metric that a GM can use to track. If the Agents are too careless over the course
of a campaign, they may find an Inquisitor snooping around or a company of Arbites enforcers
kicking in the door of the brood nest.

A NOTE TO GAMEMASTERS- Genestealer Cultists are powerful individually and collectively,


compared to others in their respective tiers. You may have to use stronger, more dangerous
threats or use greater numbers of them for players to feel adequately challenged.

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SERVANTS OF THE PATRIARCH

At the heart of every Genestealer Cult is the Patriarch, a true monster growing stronger in the
damp dark of a colossal underhive or in the underworks of a forge world. These are the leaders
of the Cult- the Primus and Magus are just their pawns. The Patriarch will largely be the patron
of most adventures with a Genestealer Cult.

EXAMPLE FRAMEWORK:

FRAMEWORK: Xenosaboteurs

The time of nsurrection is coming. The Patriarch needs you to set the way. The cult numbers in
the tens of thousands after generations of growth, breeding, and mutation. He sends you on
missions to sabotage the defenses and mechanisms of the Imperium above, so that when it’s
time to strike, the Imperium will be helpless.

LIMITATIONS: All agents in the party must have the GENESTEALER CULT keyword.

ASCENSION PACKAGE- Genetic Ascension

Archetype ascension within a genestealer cult is not as simple as adopting the right skills.
Genestealer cults are the products of xenos mutation, gradually purifying and ascending human
flesh, normally through new generations and births. However, shortcuts can be made for the
worthy- a glorious process developed by a cult Biophagus to bring deserving sons and
daughters of the Patriarch closer to genetic perfection.

XP COST- 7 x new tier


KEYWORDS- MUST have the [GENESTEALER CULT] keyword.
STORY ELEMENT- Your unique contributions to the coming of the Devourer Gods has earned
you favor, and the patriarch has seen it fit to enhance your physical abilities and raise your
status within the cult.
BENEFIT- In addition to becoming the archetype you choose within the cult (with the agreement
of your GM and meeting the requirements), roll on the biomorphs table.

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ADVENTURE HOOKS
To get started, here is a list of possible adventure hooks

The players are sent to look for a new city to infest or lands to infest.

Local authorities are snooping around the broodpit- dissuade them.

An inquisitor in the sector has learned word of your activities- try to stop him from discovering
the Broodkin before its too late.

The time of insurrection is near- sabotage the Hive’s power reactor.

Assassinate the planetary governor to prepare for the uprising.

Insert a modified shipment of the Uplifting Primer into a local munitorum supply depot.

A cult Biophagus has concocted a new means of infecting the population. Infiltrate a processing
plant and contaminate its food-stock with the concocted germ serum.

The Inquisition’s efforts to stymie the cult have failed, and have declared the home planet
EXTERMINATUS EXTREMIS. Sneak aboard the Inquisitor’s battle cruiser to assassinate him
before it’s too late.

The Patriarch has decided that a Lord Militant of the local guard is ripe for conversion. Take a
germ-serum developed by the Biophagi and turn him.

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GENESTEALER CULTIST SPECIES-

SPECIES XP ATTRIBUTES SKILLS SPEED SPECIES ABILITIES


COST

GENESTEALER 26 AGILITY 3 STEALTH 2 6 INHUMANITY: Other


CULTIST STRENGTH 3 humans feel like distant
cousins to them rather
than kin. All genestealer
cultists face +2 DN to any
interactions with
characters with the
IMPERIUM keyword who
do not also have the
GENESTEALER CULTIST
keyword. If a Genestealer
Cultist’s alien markings or
biomorphs are discovered,
every human in the vicinity
becomes hostile.

UNDERBEINGS:
Genestealer cultists suffer
a +2DN penalty to normal
requisition rolls, but gain
+2 bonus dice to cunning
acquisition tests.

INHUMAN SPEED: Add


+rank to your speed..

MUTANT: Roll on the


Biomorph table tier x 1.

ATTRIBUTE RATING MAXIMUMS

Attribute Str Tough Agi Init Wil Int Fel Speed

Max 10 10 10 10 10 10 10 10

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CULT CREATION

There are many different varieties of Genestealer Cults, as infinitely varied as their tyranid
masters. Here are some simple steps to create a Genestealer Cult to fight for.

STEP 1- BACKGROUND

Genestealer cults come from a variety of backgrounds on a variety of worlds, with different
strengths.

d6 Style Advantage (stats)

1 Military +1 strength, +1 ballistic skill

2 Scientific +1 int, +1 medicae

3 Cybernetic +1 int, +1 tech

4 Zealot +1 willpower, +1 persuasion

5 Tunnel rat +1 agility, +1 cunning

6 Nomadic +1 toughness, +1 survival

1. Military- Military Cults have heavily infiltrated the planet’s local Astra Militarum or PDF
regiments, and a culture of militarism and discipline defines the entire under-society.
Warfare, more than anything, is their expression of worship of the Void Gods.
ADDITIONAL TRAIT: +1 bonus ED to any weapons with the ASTRA MILITARUM
keyword

2. Scientific- Usually erupting on worlds far from the influence of the Adeptus Mechanicus,
Science cults frequently dabble in genetic experimentation and scientific development
that the Cult Mechanicus would likely deem heretical. But to the Genestealer Cult and
their Biophaguses, experimenting with and spreading the genes of the Patriarch is the
purest act of devotion.
ADDITIONAL TRAIT: Gain an additional biomorph and can re-roll Biomorph table
results.

3. Cybernetic- When a Genestealer finds itself in the bowels of a Forge World, its efforts
result in a cult that blends powerful tyranid biomorphs with the advanced augmetics of
the Adeptus Mechanicus. To those that face them, it is a terrifying hybridization of the
cybernetic and the evolutionary.
ADDITIONAL TRAIT: +1 to the results of any acquisition test to retrieve augmetics.

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4. Zealot- Fanatical and unyielding, Zealot Cults are far more obsessively loyal to their
Patriarch and their religion than their contemporaries. They are driven by an
unshakeable, unbreakable will to spread the influence and the worship of the Patriarch.
ADDITIONAL TRAIT: +1 determination and resolve

5. Tunnel Rat- From mining worlds to hive worlds, Tunnel Rat Cults dwell deep in the
recesses of the earth, building power and biding time until the right moment to strike.
Expert ambushers and hunters, they can evade detection far better than the average
cult.
ADDITIONAL TRAIT: +1 defense.

6. Nomadic- Always moving, always searching, always striving. Nomadic cults roam the
frontiers of their worlds, from forge worlds to civilized worlds, always one step ahead of
the enemy. Durable and pragmatic, racing across the land in motorbikes and
ridgerunners, Nomadic Cults will strike harder than any other when the time comes to
bring their vehicular horde to bear.
ADDITIONAL TRAIT: +2 bonus dice to any test to resist environmental effects.

STEP 2- CULT DOCTRINES

Cult Doctrines are special abilities and talents belonging to any member of a cult, usually
activated by spending a wrath, or allow them to gain additional wrath. Select up to 3 doctrines.

Hyper-Metabolism: Once per session, spend a wrath point to heal 1d3 wounds.

Strike from the shadows: Agents count as being in full-cover in the first round of combat after
a surprise round they initiated. If already in full cover, they gain an additional +2 to defense until
the conclusion of that round or they move more than their full combat move.

Return to the Shadows: At the start of a combat turn, you may spend a wrath point to attempt
to break combat and return into hiding. Roll an opposed stealth test. The agent with the lowest
stealth pool rolls against the threat with the highest awareness, who gains bonus dice
equivalent to the ½ the amount of agents attempting to get back into stealth.

Meticulous Planning: The cult is obsessive in their preparations and has hidden supply caches
throughout the area for emergencies. A supply cache can be found once per session with a DN
6 survival test, or by spending a wrath point. A supply cache contains reloads for projectile,
bolter, or las weapons as well as combat stims equivalent to party size. For example a party of 3
would find a cache with 3 reloads and 3 combat stims.

Unnatural Speeds: Spend a wrath point to add 1d6+tier points to your movement speed that
round.

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Blistering Firepower: Spend a wrath point to double the salvo value of a ranged weapon once
per session.

Technological Harvest (Cybernetic Cult Only): Agents can harvest augmetics at the GM’s
discretion from dead bodies by passing a DN 4 tech or medicae test.

Monstrous Biology (Science Cult Only): Your body surges with strange hormones and body
chemicals that compels it into action. Once per session you may spend a wrath point to do one
more combat action.

Zealous Words (Zealot Cult Only): Any character who an intimidation or persuasion
interaction attack in combat to subdue 2 or more threats in a single turn gains a wrath point.

Vengeance for the Fallen: If an ally falls within 10 meters of an agent, they gain FRENZY until
the threat that downed the ally is dead.

A Plan Generations in the Making (Tunnel Rat Cult Only): Everyone in the party gains a
wrath point for a successful ambush that

Drilled Marksmanship (Military Cult): Gain a wrath point for successful ballistic skill tests with
+3 DN called shots that result in the death of a threat.

Mobile Combatants (Nomadic Cult): At the GM’s discretion, gain a wrath point for flanking a
threat and eliminating them successfully.

STEP 3. CULT WEAKNESSES

Genestealer Cults, while powerful, still have their flaws.Select two from the list.

Lacking In The Desired Subtleties (Required for Military and Nomadic Cults): Every
discovery roll has a permanent +2 modifier.

Utterly Monstrous (Required for Tunnel Rat and Scientific Cults): An additional +1 DN to
any fellowship-based skill tests with characters with the IMPERIUM keyword and no
GENESTEALER CULT keyword.

Heinous Hybridization (Required for Cybernetic Cults): Medicae tests to recover wounds
with agents suffer from an additional +2 DN.

Unthinking Devotion (Required for Zealous Cults): +1 DN for any Intellect-based tests.

Struggling Logistics: +1 DN to any test to acquire ammo and an influence or cunning test is
required any time a player wishes to restock ammunition.

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Running Ragged: The patriarch is a very demanding patron, pushing every member of the cult
to their limits. Every session, agents begin with 1d3 less shock, with a minimum of 1 shock
remaining.

That Hated Sun: Used to dwelling in the dark places and operating by night, agents suffer from
a +1 DN penalty when performing tests in broad daylight or during the daytime.

Punishing Tithe: The Patriarch’s demands for resources are especially brutal. Every session
the DM must roll a d6. On 1 or 2, the players must surrender 1 wealth to the patriarch.

Warp Tainted: The Patriarch was exposed to the warp on his journey to the world, leaving
members possessing his genes especially susceptible to warp corruption. Agents suffer -2 to
conviction tests and start with corruption equal to the tier of the character.

DISCOVERY

To be a genestealer cult is to live by a balancing act- spreading the cult, sabotaging the
oppressive imperial society above, all while avoiding the detection of local and- worse- imperial
authorities. Each action you take has a consequence that could cripple the society of your
oppressors, or bring a Deathwatch Killteam to your door.

The GM will secretly track the discovery meter of the Cult, but sometimes successful influence
or cunning tests can be used to “gauge” official awareness of the Cult. Sometimes spies can be
uncovered, or you can notice the Adeptus Arbites snooping near the Broodnest. Regardless, it
is best to keep your cards close to the chest until the time of liberation is at hand.

How it works: Actions can add or remove points from the Discovery meter, usually at the GM’s
discretion. Blowing up a reactor is going to have a far larger chance of discovery than stealing
some crates of munitions. Actions can be made to lessen the impact, like framing someone else
for the deed, leaving no witnesses, or performing the action without leaving a trace.

There are five levels of discovery. After a major act or mission is completed, the GM will roll 2d6.
Add the result to the discovery meter. If the GM determines that the agents covered their tracks
well, roll 1d6 modified by the type of cult and what the GM feels is appropriate.

LEVEL DESCRIPTION

1-20 Unknown- The world at large is completely unaware of the cult’s existence. It has

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covered its tracks well. They operate under the benefit of great secrecy.

21-40 Whispers- Rumors of a strange cult working in the underbelly of the world begin to
spread, though no one is certain of its form or purpose. Unsolved murders,
accidents, and disappearing material begin to look suspicious.
Possible antagonist: Rival gang or chaos cult looks for you

41-60 Investigation- The local authorities are convinced there’s a hostile organization
operating in their midst, and an investigation is launched, but they only have a few
leads. It is unknown whether it is a cult or a new gang, but it is definitely an area of
concern.
Possible antagonist: An investigator or group of enforcers begin hunting for you.

61-80 Hunt- Evidence for the existence of the cult is considerable. More resources are
dedicated to uncovering the conspiracy at work. Tread carefully- any complications
could lead to disaster. Possible antagonist: Adeptus Arbites judges

81-100 Extermination- The evidence cannot be disputed and your location has been
discovered. The broodnest must be protected. The Imperium will do whatever it
can to exterminate the Cult and the Patriarch at any cost. Possible antagonist:
Ordos Xenos Inquisitor, Adeptus Sororitas, or a Deathwatch Killteam

The agents may undertake missions to explicitly reduce the discovery meter, though they can
also lead to greater chance of discovery if they are poorly handled.

DEMOLITION

Sabotage and demolition are common objectives and tasks given to members of a Genestealer
Cult, especially in the days leading to the glorious uprising. Here are four classifications of
structures and the requirements to destroy them.

LIGHT- Walls, fuel tanks, and shanties. A light structure counts as having 8 resilience and 15
wounds, and can be damaged by any piece of wargear.

MEDIUM- Hangers, vehicle depots, barracks, and defensive turrets. A medium structure counts
as having 8 resilience and 20 wounds, and can only be damaged by wargear with the
EXPLOSIVE or TOOL keywords.

HEAVY- Entire hab blocks, bunkers, hive supports, etc. They count as having 15 resilience and
40 wounds can only be damaged by wargear with the EXPLOSIVE keyword.

SUPERHEAVY- Superheavy structures are things like large bridges, citadels, dams,
manufactorums, and hive walls. Every superheavy structure has a base resilience of 20 and 60
wounds and can only be damaged by wargear with the EXPLOSIVE keyword.
BIOMORPH TABLE

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Roll Result
d66

11-14 Rending Claws

15-22 Additional Arm

23-25 Toxin Sacs

26-33 Metamorph Talon

34-36 Acid Blood

41-44 Metamorph claw

45-46 Metamorph Whip

51-53 Adrenal Glands

54-56 Regeneration

61-63 Chameleonic Skin

64-66 Blinding Venom

Rending Claws- Short and deadly, rending claws are tipped in diamond-hard chitin. Combined
with the xenos-enhanced musculature and tendons of Genestealer brethren, they’re capable of
crushing reinforced ceramite and ripping through the thickest of armor with ease. Unarmed
attacks by an agent with this biomorph count as S+4, ED 4, Rending (3).

Additional Arm- A great blessing of the Patriarch! Your ascendancy has granted you an
additional limb with which to bring the promise of the Void to fruition. You can have up to (2)
additional arms. You can use these additional arms as well as your off-hand. Effect: You may
Multi-Attack or Multi-Action using this arm, and may ignore the first +2DN penalty for these
actions. With a second arm, you can ignore the first +4 DN penalties from multi-attacks and
multi-.

Toxin Sacs- Sacs of toxic venom have grown under your skin, allowing you to coat your melee
weapons with poisonous fluids. Each melee attack counts as inflicting Poison (2).

Metamorph Talon- These talons greatly aid in your attacks against the enemy. Gain +2 bonus
dice to melee attacks.

Acid Blood- Whenever a threat wounds an agent in melee combat with the Acid Blood
biomorph, they must pass a DN 5 toughness test or take 1d3 mortal wounds.

Metamorph Claw- You gain powerful tendons and strong claws from the Patriarch’s morphing
of your flesh. Gain a permanent +1 bonus to your strength attribute.

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Metamorph Whip- Metamorph whips can stun an enemy, giving you an advantage. Once you
attack an opponent, they must always go before you in combat, or if initiative is rolled, they
suffer -2 initiative when rolling.

Adrenal Glands- May seize the Initiative without spending glory once per combat.

Regeneration- Your half-alien physiology is filled with special regenerative cells that can heal
you even mid-combat. Regain one wound per turn.

Chameleonic Skin- You have been blessed with skin that shifts and blends with the
environment around you, making it difficult for enemies to spot and track you.. Effect: You gain
+1 bonus die to stealth tests and +1 defense.

Blinding Venom- Small glands in the mouth containing special venoms can be spat in the eyes
of an enemy before attacking them, blinding them to your action. Enemies in close combat gain
-1 defense against your attacks.

GENESTEALER CULT ARCHETYPES

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Tier Archetype Description Page

1 Neophyte Not far removed from man, these are the main foot soldiers of the cult.
Hybrid

1 Brood Astra Militarum regiment infiltrators with an obsessive loyalty to the


Brother cult.

2 Biophagus Medical specialists and bio-engineers

3 Reductus The shadowy demolition experts of the cult.


Saboteur

3 Sanctus Assassins, snipers, and shadow-haunters in service of the Devourer


God.

3 Clamavus Dangerous and charismatic cult propagandists.

3 Kelermorph Legendary gunslingers of the borderlands and underworld

4 Primus Inspirational demagogues and vicious warriors.

4 Magus Cult-rulers and potent psykers.

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GENESTEALER CULT BACKGROUNDS
d3 Origin Gain +1

1 Scum- The hardships endured as a scum on the streets has given you a new Max wounds
hardiness.

2 Administratum functionary- disguising your alien marks, you successfully Influence


infiltrated the Administratum, learning the ins and outs of the bureaucracy.

3 Laborer- Many years of difficult, grinding work as a manual laborer has hardened Max shock
your body against exhaustion.

d3 Accomplishment Gain +1

1 Cult Protector- The cult was almost discovered by local authorities but your quick Determination
thinking took them off the trail.

2 Black Marketeer- Working in the shadows, you were able to establish black market Wealth
networks to provide the cult with supplies and equipment.

3 Gang leader- You were able to cobble together a street gang in the hive you were Influence
raised under, guided by the hand of the Magus.

d3 Goal Gain +1

1 Restrain Chaos- Anathema to your kind, you are willing to hunt and destroy rival Conviction
cults to powers that threaten the Patriarch and the Great Devourer.

2 For the Patriarch- Your entire existence is dedicated to and focused on one thing: Resolve
the growth of the cult, the elevation of the patriarch, and worship of the Great
Devourer.

3 Against The Imperium- Your instincts to aid the cult notwithstanding, you bear a Determination
genuine hatred for the Imperium and all it stands for.

GENESTEALER CULT OBJECTIVES


Roll d6 Objective

1 Avoid as many interactions with humans as possible.

2 If you cannot avoid an interaction, complete it without revealing your affiliation.

3 Successfully avoid your mark or biomorphs getting discovered.

4 Praise the Great Devourer when no one is listening.

5 Commit an act of sabotage when possible.

6 Spread the word of the Great Devourer to minds willing to listen.

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CHARGE TABLE
The Reductus Saboteur rolls on this table when producing explosives.

2d6 Result

1-3 Blasting Charge

4-7 Demolition
Charge

8-10 Remote
Explosive

11 Krak charge

12 Melta charge

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NEOPHYTE HYBRID

By the time the Genestealer Cult launches its insurrection, its Neophyte Hybrids number in the
thousands. Each cultist is spry and tough of build- weathered over a life time of hard labour,
their physical strength and reaction speed is bolstered by the alien genes lurking within.
Neophyte Hybrids do not bear the outward hallmarks of the Patriarch’s sacred touch; as their
brood leaders tell them, their blessings are of the soul more than the body. These third and
fourth generation hybrids can pass for human- some are even cunning enough to infiltrate the
Astra Militarum.

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BROOD BROTHER

It is common for the Neophyte Hybrids of a gene-sect’s later brood cycles to infiltrate their
world’s garrison force, or even those Astra Militarum regiments founded from amongst its
populace. There, they work alongside the infected humans who sired the cult’s hybrids – yet
appear normal – to ensure the cult spreads ever further. Within an armed force that recruits
such divergent strains of
Humanity as Ratlings and
Ogryns, mild variations of
appearance are often
overlooked – especially
when the cadets in
question are so efficient
and obedient – and as the
generations pass, it is
common for the infiltrating
members of that world’s
infestation to be grouped
together into the same
platoons. The Neophytes
propagate slowly
throughout the military
ranks, taking over each
corps from the inside until
all of its soldiers pay
obeisance to the Patriarch.

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BIOPHAGUS

A master of gene-manipulation and bioalchemy, the Biophagus is responsible for industrialising


the processes of indoctrination and infection. They concoct devious new contaminants that
infect their victims with xenos genetics, morphing their body and mind and rendering them
susceptible to the sinister influence of the cult. Biophaguses can be found posing as medicae
specialists in slum
hospitals,
macro-alchemical
distilleries and
med-paste
factories.
Embedded in
positions of high
authority, they run
discreet tests upon
the local populace
and practice their
twisted
experiments upon
pliant broodkin.

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REDUCTUS SABOTEUR

The culmination of a cult’s accumulated knowledge of explosives, the Reductus Saboteur is


nothing short of a genius when it comes to improvised bombs and incendiary devices. They
have a compulsive drive to tinker, tweak, and perfect their art until they’re able to produce
deadly chemical concoctions from even the most rudimentary components. To that end,
they’re constantly on the lookout for suitable material, scouring toxic sumps and servitor
graveyards* for discarded ingredients to scavenge.

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SANCTUS

Sanctuses are the favoured blades of their Patriarch, assassins whose task it is to eliminate any
who oppose the cultists’ ascension to glory. Like creeping shadows they slip into the most
heavily guarded facilities, seeking out their targets and eliminating them with merciless
precision. Unlike the majority of the cult’s bioforms, Sanctuses are solitary creatures, rarely
interacting with their broodkin. Indeed, when not on the hunt they dwell close to their gene-sire’s
throne, lurking high in
the stanchions above
the Patriarch’s lair to
better observe all
through their tri-lens
goggles. These
multi-sensor eyepieces
– usually stolen from
Munitorum supply yards
or stripped from the
bodies of slain foes –
track motion in the
infrared and subsonic
spectrums. When
combined with a
Sanctus’ formidable
olfactory senses, they
render escape almost
impossible for their prey.

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KELERMORPH

Dangerous and legendary gunslingers, Kelermorphs take to the battlefield with a flurry of
gunfire from an array of heavy pistols.

To the oppressed masses of a Genestealer Cult, the Kelermorph is a figure of folk legend, a
revolutionary hero battling the uncaring cruelty of authoritarian rule. To the enemy he is a figure
of dread, a hated anarch who seeks to tear down the foundations of civilization. In reality the
Kelermorph is something else entirely: a bioform created for the specific purpose of exploiting
mortal psychology, a cold-blooded killer in the guise of a legendary gunfighter whose actions
inspire generations of sedition and revolution.

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CLAMAVUS

To their fellow gene-sect members, the Clamavus is the spreader of truth. They are seen as a
hero who broadcasts the emancipatory creed of the cult far and wide, letting the common folk
know that the hour is coming when they shall be freed from their bondage. To their foes, they
are an information assassin supreme, seeding audio-viruses into the planetary vox network and
dismantling communications. It is their role to create an aura of fear and confusion that their kin
can exploit. In their hands, raw data becomes a weapon – both figuratively and literally.

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PRIMUS

Commanding the broodkin in stentorian tones, Primuses stalk through the fires of war with the
surety of an alpha predator. Each is an ambush leader and front-line general, sowing
destruction through the most prized targets of the enemy force. It is the duty of a Primus to
show the supremacy of their kind’s beliefs, rewriting the history of worlds in the blood of those
who oppose them.

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Magus

Maguses are psychically gifted and possessed of a supernatural charisma. Their control of the
hybrids around them is total. As a prophet of their Patriarch, the word of a Magus is law, and
their telepathic abilities are more than powerful enough to enforce it. Yet for all their presence
and mental skill, each Magus is no more than an extension of the Patriarch’s will, just as the
Patriarch is an embodiment of the wider Hive Mind.

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CULT WARGEAR

RANGED WEAPON TRAITS

DEMO (X)- Some wargear is especially proficient at damaging earth and structures. Any
wargear with the DEMO (X) trait adds additional ED for the purposes of damaging walls,
buildings, collapsing tunnels, and more.

LETHAL (X)- On a successful hit, a single exalted icon can be shifted to deal X amount of
mortal wounds.

PSYBANE- A Silencer Sniper Rifle can be especially perilous for psykers, as they can disrupt a
psyker’s natural connection to the warp. If a Silencer Sniper Rifle deals wounds to an enemy
psyker, they have to roll on the perils of the warp table at +20.

SWIFT- Adds +rank bonus dice to hit.

WEB- Web weapons are non-lethal used to capture and restrain prey. Rather than dealing
damage, they shoot a restrictive net at an enemy. If the enemy fails a DN 6 athletics test, they
count as RESTRAINED, and must pass a DN 5 athletics test on each turn to be able to pull it
off. Each time someone fails a test to remove the web, they take 1d3 shock.

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RANGED WEAPONS
NAME DAM ED AP RANGE SALVO TRAITS VAL RAR KEYWORDS

LIBERATOR 9 3 -1 6/12/18 2 PISTOL, RAPID 6 2 IMPERIUM,


AUTOSTUB FIRE (3) SCUM,
GENESTEALER
CULT,
PROJECTILE

JACKAL 11 1 -2 18/36/54 - HEAVY (3), 5 3 IMPERIUM,


SNIPER SNIPER (2), SCUM,
RIFLE SILENCED GENESTEALER
CULT,
PROJECTILE

SILENCER 10 1 -1 18/36/54 - HEAVY (3), 6 3 IMPERIUM,


SNIPER SNIPER (2), SCUM,
RIFLE SILENCED, PROJECTILE,
PSYBANE GENESTEALER
CULT

WEB - - - 6/12/18 1 WEB, 3 2 IMPERIUM,


PISTOL UNWIELDY (1) SCUM,
GENESTEALER
CULT, WEB

WEBBER - - - 12/24/36 1 WEB, 3 2 IMPERIUM,


UNWIELDY (2) SCUM,
GENESTEALER
CULT, WEB

GRENADES AND EXPLOSIVES


NAME DAM ED AP RANGE SALVO TRAITS VAL RAR KEYWORDS

BLASTING 10 2 -4 Thrown - BLAST (4), 3 2 EXPLOSIVE,


CHARGE Sx4 DEMO (2) IMPERIUM,
GENESTEALER
CULT

DEMOLITION 10 2 -4 S (Meters) - BLAST (8), 3 3 EXPLOSIVE,


CHARGE DEMO (4) IMPERIUM,
GENESTEALER
CULT

KRAK CHARGE 16 3 -3 S (Meters) - BLAST (6) 4 3 EXPLOSIVE,


IMPERIUM

MELTA CHARGE 19 4 -4 S (meters) - BLAST (6), 6 3 EXPLOSIVE,


MELTA IMPERIUM,
MELTA

REMOTE 14 4 -2 S (Meters) - BLAST (12) 4 3 EXPLOSIVE,


EXPLOSIVE DEMO (8) IMPERIUM,
GENESTEALER
CULT

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LIBERATOR AUTOSTUB- A favoured armament of Arbites lawkeepers and hive gangers alike,
the liberator autostub is a snub revolver chambered for extremely powerful armour-piercing
slugs. It is an iconic status symbol and reliable killing tool alike.

JACKAL SNIPER RIFLE- A sniper rifle favored by Jackal Alphuses, whose powerful munitions
and deadly users make an exceedingly lethal combination.

SILENCER SNIPER RIFLE- A powerful, silent sniper rifle whose bullets are loaded with a
special serum that disrupts the connection Psykers have to the Warp. Changing the ammunition
of this sniper rifle removes the PSYBANE trait.

WEB PISTOL- A miniaturized version of the Webber, a Web Pistol fires a net a great distance
that surrounds and captures unsuspecting prey. Favored by Genestealer Cults, Web Pistols
provide them with the means to capture and infect choice targets.

WEBBER- A rifle that, instead of firing a lethal munition, shoots a large net that can restrain
enemies.

BLASTING CHARGE- A mining explosive repurposed by Genestealer Cults as makeshift


grenade. Pretty handy at taking out buildings, too.

DEMOLITION CHARGE- Stolen from work yards and scrap teams, Demolition Charges are
explosives whose purpose is to level old structures and replace them with something new.

KRAK CHARGE- A bundle of krak grenades hardwired into a single, deadly explosive device,
Krak Charges are best used against hardened vehicles.

MELTA CHARGE- An explosive device fashioned from disassembled melta guns, Melta
Charges are potent, focused bombs that can annihilate any vehicle within its blast radius.

REMOTE EXPLOSIVE- Favored by the Reductus Saboteurs, Remote Explosives are devices
that are designed with a singular focus: the sabotage and destruction of imperial infrastructure.
Representing the culmination of a Cult’s explosive knowledge, they are incredibly destructive
and can be detonated from up to half a kilometer away.

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MELEE WEAPONS

NAME DAM ED AP RANGE SALVO TRAITS VAL RAR KEYWORDS

BONESWORD S+5 4 -3 1 - Rending (2), 5 3 GENESTEALER


Parry CULT

HEAVY ROCK S+6 6 -4 1 - Brutal, Heavy 5 2 IMPERIUM,


CUTTER (5), Rending (2), GENESTEALER
Unwieldy (3) CULT, TOOL

HEAVY ROCK S+5 5 -3 1 - Brutal, Heavy 4 2 IMPERIUM,


DRILL (5), Rending (4), GENESTEALER
Unwieldy (3) CULT, TOOL

HEAVY ROCK S+6 4 -4 1 - Brutal, Heavy 3 2 IMPERIUM,


SAW (4), Unwieldy (2) GENESTEALER
CULT, TOOL

HEAVY S+6 5 -3 1 - Brutal, Heavy 5 2 IMPERIUM,


POWER (4), Unwieldy GENESTEALER
HAMMER (4), Inflict CULT, TOOL
(Hindered 3)

INJECTOR S+3 3 -3 1 Poison (4), 5 3 IMPERIUM,


GOAD Lethal (2) GENESTEALER
CULT,
BIOPHAGUS

POWER PICK S+5 5 -3 1 - Brutal, Heavy 3 2 IMPERIUM,


(3), Unwieldy GENESTEALER
(2), Agonizing CULT, TOOL

POWER S+5 4 -2 1 - Brutal, Heavy 3 2 IMPERIUM,


SLEDGE (3), Unwieldy GENESTEALER
(2), Inflict CULT, TOOL
(Hindered 2)

SANCTUS S+4 4 -3 1 - Swift, Lethal (2) 5 4 GENESTEALER


BIO-DAGGER CULT,
SANCTUS

TOXIN S+3 4 -1 1 - Lethal (3), 5 4 GENESTEALER


INJECTOR Rending (3) CULT, PRIMUS
CLAW

SCRAMBLER S+4 4 - 2 - Agonizing 5 3 GENESTEALER


ARRAY CULT,
CLAMAVUS

BONESWORD- A gift from the Patriarch, a bonesword is living organism, which has a small
brain situated deep within its hilt and has a rudimentary sentience that allows it to gradually
grow in length and repair any battle damage to itself and maintain a deadly monomolecular
edge. However, it is completely slaved to the will of its wielder and is incapable of any
independent thought.

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HEAVY ROCK CUTTER- A particularly vicious improvised weapon, Heavy Rock Cutters were,
at one time, meant to cleave the hardest rock in two. But in the hands of a determined
Genestealer Cultist, who have tinkered and modified it to be even more powerful than before, its
hydraulic pincers can cut through even the strongest Astartes armor.

HEAVY ROCK DRILL- Another deadly mining implement repurposed for Death, the Heavy
Rock Drill has a potent, unbreakable tip that can drill through and gore anyone standing in front
of it.

HEAVY ROCK SAW- Its hardened teeth were once used to cut through stone with ease, now a
vicious two-handed weapon that slices through armor, flesh, and bone.

HEAVY POWER HAMMER- Unwieldy, heavy, and hard to use, but in the right hands, this
powerful tool can destroy just about anybody. With its great mass, simply getting hit from it can
knock enemies off their feet, or leave them stunned and incapable of responding effectively.

Injector Goad- Favored by the Biophaguses when they leave their laboratories for War, an
Injector Goad is a stave that can fill a target’s bloodstream with corrosive chemicals that melt it
from the inside out.

POWER PICK- Stolen from mining sights, power picks are powered mining tools whose brutal
repeating blows can knock the wind out of the Genestealer Cultist’s foes.

POWER SLEDGE- The Heavy Power Hammer’s little brother, a power sledge is easier to use,
but doesn’t hit quite as hard, but remains more than capable of knocking an enemy off balance.

SANCTUS BIO-DAGGER- A gift from the Patriarch for their talented assassins, a Sanctus
Bio-Dagger Formed from alien biomatter and imbued with the psychic essence of slain cultists,
a bio-dagger releases a burst of soul-agony for any non-indoctrinated targets as a million voices
explode inside their head.

TOXIN INJECTOR CLAW- A unique weapon of the Cult Primus, a toxin injector claw distills
virulent and powerful poisons from the Primus’ own bloodstream and injects them into any foe
unlucky enough to remain in their path.

SCRAMBLER ARRAY- Part symbol of office, part melee weapon, and part information warfare
device, a Scrambler Array is used by the Clamavus to spread their exhortations and disrupt
enemy communications. As an action, the Scrambler Array can be targeted at a foe and inflict
the Hindered (2) condition.

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BROODMIND DISCIPLINE

The Patriarch and Magus are potent psykers, able to use their formidable powers to bend
others to their will. This mental dominance not only ensures that the gestalt
consciousness of the cult’s masses serves as one, but can also be channelled to crush
those who would oppose their plans before they reach fruition.

d6 description

1 Mind Control

2 Mass Hypnosis

3 Psionic Blast

4 Mental Onslaught

5 Psychic Stimulus

6 Might From Beyond

Mind Control
Cost: 15 XP
Opposed Willpower
Activation: Full action
Duration: Sustained
Range: 12 meters
Multi-target: Yes
Keywords: PSYKER, MAGUS, GENESTEALER CULT

The Magus overwhelms the mental defenses of a threat, or even an unaware bystander, and
turns them into a weapon to be used. After a successful opposed willpower test +2DN, a player
may command the actions of the threat for the rest of that turn. If they have already gone, they
may still be commanded. This action may also be sustained at 1 shock per controlled threat.

POTENCY:
[1] Add +1 DN to the willpower test

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Mass Hypnosis
Cost: 15 XP
DN 5
Activation: Action
Duration: Sustained
Range: 18 meters
Multi-target: Yes
Keywords: PSYKER, MAGUS, GENESTEALER CULT

The Magus assaults the minds of the enemy, lulling them into a trance-like state to be
dismembered by cultists at their leisure. Any threat that fails a DN 5 willpower test finds
themselves thinking and moving sluggishly, and can only act after every player has acted. They
also count as being Hindered (2). If a threat has already gone this turn before being affected by
mass hypnosis, it comes into affect the next turn.

Potency:

[1] Raise willpower test DN by 1


[2] Increase hindered rating by 1

Psionic Blast
Cost: 20
DN 6
Activation: Action
Duration: Instant
Range: 18 meters
Multi-target: No
Keywords: PSYKER, MAGUS, GENESTEALER CULT

The Psyker focuses the alien hatred of their kind into a blaze of pallid energies, consuming
enemies wherever their gaze falls. They smite the enemy with a blast of psionic energy. Choose
a target. If the roll succeeds, the burst of energy erupts from the enemy at Blast (6), dealing 1d3
mortal wounds to everyone caught in the radius.

Potency:

[3] Add 1d3 mortal wounds


[2]* Raise it to blast (8)

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Mental Onslaught
Cost: 15 XP
Opposed Willpower
Activation: Action
Duration: Sustainted
Range: 18
Multi-target: Yes
Keywords: PSYKER, MAGUS, GENESTEALER CULT

The Psyker intensifies his hypnotic power to such a degree it forces his victims’ brains to swell
to bursting point inside their skulls. Select a target and do an opposed willpower test. If the
target fails, the hypnotic energies overwhelm him, causing immense mental and physical
trauma. In addition to counting as Staggered, the target receives 1d3+1 mortal wounds every
turn it’s sustained. The Psyker takes 1 shock each turn he sustains the power.

Potency:
[2] Add 1 mortal wound
[2]* Add hindered (2)

Might From Beyond

Cost: 15 XP
DN 6
Activation: Action
Duration: Sustained
Range: 18
Multi-target: Yes
Keywords: PSYKER, MAGUS, GENESTEALER CULT

An alien strength lurks in every being that carries the Genestealer Curse. With a low whisper
that rises to a scream, the psyker amplifies this hidden might, and their followers are swollen
with empowering energy born of the void itself. The psyker targets an ally within 18 meters.
Upon successful activation, that ally gains +2 bonus dice to hit and additional ED equal to their
strength attribute in melee combat.

Potency:
[1] Additional +1 bonus dice to hit
[4]* Add brutal to their attacks

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Psychic Stimulus
Cost: 15 XP
DN 4
Activation: Action
Duration: Sustained
Range: 18 meters
Multi-target: Yes
Keywords: PSYKER, MAGUS, GENESTEALER CULT

The unknowable power of the cult’s gestalt soul flows into the psyker’s chosen instruments,
spurring them into a religious frenzy that sees them attack with hyperactive speed. Select an
ally- for that turn. they gain half their movement speed again. They may seize the initiative from
the enemy. Furthermore, if they charge, all of their attacks count as brutal and they gain +3
bonus dice to hit. If their attacks are already brutal, then they gain +2 ED on successful attacks.

Potency:
[1] Add an additional 1 to their movement speed
[2] Add an additional ED to their melee attack

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