// Rulebook Scan Reference · Necromunda: Book of the Outlands, Pages 28–39

Genestealer Cults

Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.

“All factoria workers must bare their heads at the start of each work cycle or else face Punishment Duty #J847”
— Proclamations of the Lord Helmawr – 890.M41
+ Background lore — Infiltrators & Saboteurs

An Escher Maiden with a strangely ridged brow; a Delaque agent with one too many arms; a Road Boss concealing a pointed spine — it is easy for those infected with the Genestealer Curse to hide upon a world where mutation is so common. These xenos cults multiply in the dark corners of Necromunda like a disease, growing more alien with each generation, their minds urging them to obey the higher purpose of their distant, otherworldly sires — to spread the curse and continue to produce new generations until their warped bodies are perfected. The Genestealer Cults stalk many underhives and ash waste outposts, often unnoticed amongst the population. Yet, when they are challenged, they can tap into latent wyrd powers granted by a shared higher consciousness, allowing them to manipulate minds and tear apart bodies with ease.

Legends and myths are popular in the wastes. It is not uncommon to hear of secluded family groups of miners and rig workers, wandering bands of treasure hunters, or ash guilders journeying out to trade, all with high-quality goods and little to say about their origins. Many of these groups simply guard the secrets of their trade and sources of wealth. Yet it is amongst these unassuming traders that the Genestealer Curse spreads fastest.

First unleashed within Hive Secundus, those bred from the Genestealer Curse are abominations of xenos and human DNA. Their minds are attuned to a higher purpose, part of a whole, carrying out the will of a distant patriarch of their kind in the hope that their sire race will eventually consume Necromunda and welcome them home. As the generations pass, their bodies mutate; their intelligence grows, limbs morph and multiply, and psychic powers take root. It is the curse’s potential to consume the planet that makes it so insidious — and why Hive Secundus is now a dark smear on the ash-blasted landscape.

Of course, a curse is not so easily vanquished.

Escapees from the irradiated ruins of Secundus hide, centuries later, in the darkest corners of Necromunda. Their descendants have grown the Genestealer Cults within respectable organisations and clans, many of whom are either well concealed or completely enmeshed within the industries of smaller hives where they can continue to multiply and amass power and influence. Even the esteemed Clan Houses have not escaped the malignant spread of the cults through their ranks — the underhive of Quinspirus hides four-armed Goliaths and bald, ridge-browed Orlock drudges just as readily as heavily clad miners and guilders that sound a little too guttural to pass as fully human.

Most of the largest conclaves of the Genestealer Cults live under the guise of ash mining families out in the wastes. The Cult of the Second Son is perhaps the largest of these; their hazard-suit-clad raiders have even wrested control of a few routes from Orlock road gangs, allowing the cult to claim a foothold in the Palatine Cluster.

Despite their rapid growth, the Genestealer Cults of Necromunda have been unable to produce any purestrain offspring. True power appears to have been denied to them thus far, possibly due to the irradiated taint of Secundus’ curse. Yet, should the Genestealer Cults continue to thrive unchecked, they might truly root themselves within the hierarchy of Hive Primus — and from there, it will only be a matter of time until they unlock the potential of their alien blood.

Graffiti linked to unauthorised cult activity

“All praise be to the Four-armed Emperor, for by his guiding light the darkness of our existence shall be consumed!”

Gang Special Rules

// p.31

Cult Uprising: Genestealer Cult Fighters apply a +1 modifier to the dice roll when attempting to perform the Coup de Grâce 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):

WeaponSRLRStrAPLTraits
Clawed armES1Additional 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 — click one to see its skills
Fighter
AdeptSecondarySecondaryPrimary
AlphaSecondarySecondaryPrimaryPrimary
Hybrid AcolyteSecondaryPrimaryPrimary
Neophyte HybridSecondaryPrimarySecondary
AberrantPrimarySecondarySecondary
Hybrid InitiateSecondaryPrimary
AbominantPrimarySecondary
Psychic FamiliarPrimarySecondary

Fighter Cards

// p.32–34

Genestealer Cult Adept

120 Credits
MWSBSSTWIASv
4″3+3+333435+
LdClWilIntTypeStarting XP
8897Fighter (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

150 Credits
MWSBSSTWIASv
5″3+3+433425+
LdClWilIntTypeStarting XP
9887Fighter (Leader)61

Early Generation Hybrid: A Genestealer Cult Alpha 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
MWSBSSTWIASv
4″3+3+332415+
LdClWilIntTypeStarting XP
7767Fighter (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
MWSBSSTWIASv
4″4+4+331316+
LdClWilIntTypeStarting XP
6765Fighter (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
MWSBSSTWIASv
5″3+6+442226+
LdClWilIntTypeStarting XP
5874Fighter (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
MWSBSSTWIASv
5″5+5+331416+
LdClWilIntTypeStarting XP
5655Fighter (Prospect)1

Mixed Generations: By default, a Genestealer Cult Hybrid Initiate 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 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
MWSBSSTWIASv
5″3+6+554235+
LdClWilIntTypeStarting XP
5764Fighter (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
MWSBSSTWIASv
5″4+6+221516+
LdClWilIntTypeStarting XP
5666Fighter (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.

Equipment List

// p.35 — prices for weapons and wargear available to this gang

Ranged Weapons — Auto/Stub Weapons

  • Autogun20 credits
  • Autopistol10 credits
  • Heavy stubber*70 credits

Ranged Weapons — Esoteric Weapons

  • Seismic cannon*65 credits

Ranged Weapons — Flamers

  • Flamer70 credits
  • Hand flamer45 credits

Ranged Weapons — Grenade Launchers

  • Grenade launcher w/ frag & krak grenades80 credits

Ranged Weapons — Las Weapons

  • Lasgun15 credits
  • Laspistol5 credits
  • Long las40 credits

Ranged Weapons — Repurposed Tools

  • Mining laser*125 credits

Ranged Weapons — Shotguns

  • Shotgun w/ solid & scatter ammo35 credits

Ranged Weapons — Toxin Weapons

  • Needle pistol25 credits

Ranged Weapons — Web Weapons

  • Web gun65 credits

Close Combat — Chain Weapons

  • Chainsword20 credits

Close Combat — Power Weapons

  • Power hammer40 credits
  • Power maul45 credits
  • Power pick40 credits
  • Power sword40 credits

Close Combat — Primitive Weapons

  • Fighting knife5 credits
  • Two-handed hammer*40 credits

Close Combat — Repurposed Tools

  • Heavy rock cutter*120 credits
  • Heavy rock drill*60 credits
  • Heavy rock saw*100 credits

Close Combat — Shock Weapons

  • Shock stave25 credits
  • Shock whip10 credits

Wargear — Grenades

  • Blasting charges60 credits
  • Demo charges85 credits
  • Frag grenades30 credits
  • Incendiary charges40 credits

Wargear — Armour & Field Armour

  • Hazard suit10 credits
  • Mesh armour40 credits
  • Refractor field50 credits

Wargear — Personal Equipment

  • Cult icon (maximum one per gang)20 credits
  • Medicae kit20 credits
  • Photo-goggles35 credits
  • Respirator15 credits

Wargear — Mounts

  • Dirt bike35 credits

Wargear — Pets

  • Psychic Familiar110 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Equipment Reference

// p.36 for Genestealer Cult's gang-specific weapons (Seismic cannon, Power pick, Power sledgehammer, Heavy rock cutter, Heavy rock drill, Heavy rock saw), plus standard Trading Post profiles for everything else on this gang's Equipment List. See the Trading Post & Equipment page for the full weapon list.

Ranged — Esoteric Weapons
WeaponSRLRStrAPLTraits
Seismic cannon*12″24″4-12Breaching (5+), Concussive (6+), Heavy, Knockback (6+), Rapid Fire (1)
Close Combat — Power Weapons
WeaponSRLRStrAPLTraits
Power pickES-22Breaching (6+), Melee
Power sledgehammer*ES+1-12Breaching (5+), Damage (2), Heavy, Melee, Unwieldy
Close Combat — Repurposed Tools
WeaponSRLRStrAPLTraits
Heavy rock cutter*ES+4-42Heavy, Melee, Unwieldy
Heavy rock drill*ES+2-12Breaching (6+), Heavy, Melee, Unwieldy
Heavy rock saw*ES+3-32Damage (2), Heavy, Melee, Unwieldy

Personal Equipment — Cult Icon

// 20 credits — 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.

Wyrd Powers — Genestealer Cult

// p.37 — Genestealer Cult Adepts, and any Genestealer Corrupted gang Leader upgraded to have the Wyrd Subtype, treat these Powers as one of their Primary Skill Sets

1. Hypnosis (Single)

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.

2. Unbreakable Will (Free), Continuous Effect

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).

3. Zealot (Single), Continuous Effect

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

4. Mind Control (Single)

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.

5. Assail (Single)

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 -, 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.

6. Force Wave (Single)

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

// p.38 — the six Clan Houses (Cawdor, Delaque, Escher, Goliath, Orlock and Van Saar) and Palanite Enforcers may take this option during gang creation

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 above. 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 above.

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.

Pages 28 and 39 are full-page character art; see the Source tab to view them — no rules text is printed on those pages.

Skill Set

// Necromunda Core Rulebook, p.150–153