Genestealer Cult starting gang built to land as close to 1000 credits as possible — full loadouts and skills for quick reference at the table. Built from this site’s own Genestealer Cults rulebook transcription, not copied from Munda Manager.
Designed 30 Aug 2026. Spends all 1000 starting credits exactly — nothing left in the stash.
| 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 | Adept (Leader, Wyrd) | 61 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autogun | 8″ | 24″ | 3 | – | 1 | Rapid Fire (1) |
| Fighting knife | E | – | S | – | 1 | Backstab, Melee |
| Frag grenades | – | 9″ | 3 | – | 1 | Ammo (4+), Blast (3″), Knockback (6+), Limited |
Adept of the Cult: Has the Wyrd Subtype and treats Genestealer Cult Wyrd Powers as a Primary Skill Set.
Wargear: Mesh armour, Cult Icon
Starting Skill — Wyrd Power: Mind Control
| 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 | Hybrid Acolyte (Champion) | 39 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Needle pistol | 4″ | 9″ | – | – | 1 | Light, Toxin (3+) |
| Chainsword | E | – | S | – | 1 | Melee, Parry, Shred (5+) |
Mixed Generations: Later generation (no Extra Arm) — the standard, cheaper option for this Fighter type.
Starting Skill: Infiltrate
| 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 | Hybrid Acolyte (Champion) | 39 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Clawed arm | E | – | S | – | 1 | Additional Attacks (1), Melee, Rending (6+) |
| Heavy stubber | 20″ | 40″ | 4 | -1 | 1 | Heavy, Rapid Fire (2) |
| Autopistol | 4″ | 12″ | 3 | – | 1 | Light, Rapid Fire (1) |
Mixed Generations (+20 credits): Designated as early generation — gains the Extra Arm rule, letting her run the Heavy stubber and Autopistol (3 of 4 slots) plus a free clawed-arm attack.
Starting Skill: Marksman
| 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 | Aberrant (Ganger) | 13 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Power maul | E | – | S+1 | -2 | 1 | Breaching (6+), Concussive (6+), Melee |
Skills: Unstoppable (innate to all Aberrants)
Cannot be equipped with any ranged weapons.
| 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 | Neophyte Hybrid (Ganger, Specialist) | 13 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Clawed arm | E | – | S | – | 1 | Additional Attacks (1), Melee, Rending (6+) |
| Autogun | 8″ | 24″ | 3 | – | 1 | Rapid Fire (1) |
Mixed Generations (+20 credits): Designated as early generation — gains the Extra Arm rule.
Specialist — Gunner: Hip-shooting
| 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 | Neophyte Hybrid (Ganger, Specialist) | 13 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autogun | 8″ | 24″ | 3 | – | 1 | Rapid Fire (1) |
Mixed Generations: Later generation (no Extra Arm) — the standard, cheaper option for this Fighter type.
Specialist — Scout: Clamber
| 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 | Neophyte Hybrid (Ganger, Specialist) | 13 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Lasgun | 16″ | 24″ | 3 | – | 1 | – |
Mixed Generations: Later generation (no Extra Arm) — the standard, cheaper option for this Fighter type.
Specialist — Sniper: Precision Shot
| 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 | Neophyte Hybrid (Ganger, Specialist) | 13 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Lasgun | 16″ | 24″ | 3 | – | 1 | – |
Mixed Generations: Later generation (no Extra Arm) — the standard, cheaper option for this Fighter type.
Specialist — Medic: Medicate
| 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 | Hybrid Initiate (Prospect) | 1 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Laspistol | 8″ | 12″ | 3 | – | 1 | Light |
| Fighting knife | E | – | S | – | 1 | Backstab, Melee |
Mixed Generations: Later generation (no Extra Arm) — the standard, cheaper option for this Fighter type.
| 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 | Hybrid Initiate (Prospect) | 1 |
Owner's model| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Laspistol | 8″ | 12″ | 3 | – | 1 | Light |
| Fighting knife | E | – | S | – | 1 | Backstab, Melee |
Mixed Generations: Later generation (no Extra Arm) — the standard, cheaper option for this Fighter type.
Only what this roster actually needs at the table — this gang's special rules and the Traits on its current loadouts. Round/action rules condensed from the community-made Necromunda 2026 Quick Reference Sheet (u/JP_miniatures); Trait/Condition wording matches this site's own Core Rulebook transcription.
Cult Uprising: This gang's Fighters apply a +1 modifier to the dice roll when attempting to perform the Coup de Grâce action.
Cult Icon (carried by Magus Yevrin Thal): When performing the Group Activation action, the carrier may re-roll the Leadership check.
Extra Arm (Gauge-Brood Ilyx & Vey Second-Kin): Braced Shot is a Single action instead of Double, four weapon slots instead of three, and always armed with a free clawed arm (Additional Attacks (1), Melee, Rending (6+)) that doesn't use a slot.
| Trait | Effect |
|---|---|
| Additional Attacks (X) | Grants X extra close combat attacks alongside the model's normal Attacks, on top of Primary/Secondary weapon attacks. |
| Ammo (X+) | After firing, roll a D6 — on X or more, ammo remains; otherwise the weapon becomes Out of Ammo. |
| Backstab | +1 Strength if the target is Engaged with more than one model. |
| Blast (X″) | Places an X″ Blast marker on the target; hits any model whose base is at least partially under it. |
| Breaching (X+) | If the Wound roll is X or more, no Armour save can be made. |
| Concussive (X+) | If the Wound roll is X or more, the target's Initiative is reduced by 1 until the end of their next activation. |
| Heavy | Ranged: only fired via the Braced Shot action. Melee: may not be selected as (or used alongside) a Secondary weapon. |
| Knockback (X+) | On a Hit roll of X or more, the target is moved 1″ directly away from the attacker. |
| Light | May be used as Primary or Secondary in close combat, but only one attack regardless of Attacks/skills/other traits. |
| Limited | Once Out of Ammo, this weapon cannot be reloaded for the rest of the battle. |
| Melee | Used for attacks while Engaged. |
| Parry | When used as Primary or Secondary in a fight, +1 Sv (doesn’t stack with a second Parry weapon). |
| Rapid Fire (X) | Roll up to X Firepower dice when shooting — more hits, at the risk of Out of Ammo/jamming. |
| Rending (X+) | On an X+ Wound roll, AP is improved by 1 for that attack. |
| Shred (X+) | On an X+ Wound roll, +1 Lethality for that attack. |
| Toxin (X+) | Instead of comparing Strength to Toughness, the target is Wounded on a roll of X or more. |
Universal rules, same for every gang.
1. Priority Phase: Ready all models with a marker; roll D6 for Priority (draw — whoever didn’t have it last round wins).
2. Action Phase: Starting with the player holding Priority, take turns activating models. Each activation gets 2 actions (1 if Suppressed).
3. End Phase: Bottle check if ≥1 model went Out of Action this round (Ld check vs your gang’s highest Ld; fail = remove 1 model, remove 2 if the roll was a 12). Check for Victory once a third of a gang is Out of Action. Resolve Reinforcements.
WS / BS / Sv: D6 ≥ characteristic.
Ld / Cl / Wil / Int: 2D6 ≤ characteristic.
Agility check: D6 ≥ 4.
Base contact: within 1″.
Coup de Grâce (Single): Against a Seriously Injured model within 1″; both roll D6 + Strength — if the attacker’s total is higher, the target goes Out of Action. This gang adds +1 to that roll (Cult Uprising).
Treat Ally (Single): A Seriously Injured friendly model within 1″ immediately makes a Recovery test.
Move (Single): up to M″.
Dash (Double): up to M+I″.
Engage (Single): up to D6″ towards an enemy; end within 1″ = free Fight or Coup de Grâce.
Charge (Double): up to M+D6″ towards an enemy; end within 1″ = free Fight or Coup de Grâce, plus +1 Attack and +2 Initiative this activation.
Shoot (Single): Declare target in LoS → measure range → roll to Hit (≥BS, natural 6 always hits, 1 always fails; -1 if target Seriously Injured; random allocation if target is Engaged) → Suppress on a Hit → resolve Wound/Save/Damage.
Aimed Shot (Double): As Shoot, +1 to Hit.
Braced Shot (Double, Single for Extra Arm Fighters): Required to fire a Heavy weapon; the Fighter cannot move this activation.
Reload (Single): Clears Out of Ammo on a ranged weapon.
Fight (Double): Choose Primary (+Secondary if it has Melee/Light) → Attacks: Primary = Attacks characteristic (+1 if charged), Secondary = 1, other engaged models = 1 with Primary only → Initiative order (Unwieldy sets I to 1; +2 I if charged) → roll to Hit (≥WS, natural 6 always hits, 1 always fails; -1 if no LoS before charging/engaging, +1 if a friend is also engaged, -1 if a second enemy is also engaged) → resolve Wound/Save/Damage → consolidate up to I″ if all engaged enemies are down.
Fan-made content — Necromunda, Warhammer 40,000 and associated names/artwork are trademarks and/or copyrighted works of Games Workshop Limited.