Genestealer Magus

Source: Codex: Genestealer Cult, p. 6; Codex: Genestealer Cult, p. 7

Points WS BS S T W I A Ld Sv
Genestealer Magus 40 3 3 3 3 2 4 1 9 5+
Initiate Bodyguard 5 2 2 3 3 1 3 1 6 6+

Weapons: The Magus is armed with a Laspistol or Autopistol and wears Flak Armour (5+ Save).

Options: The Cult Magus may select from the Armoury as normal - he is very willing to take the finest weapons found or captured by the Cult (even if he probably isn't very good at using them).

Special Rules

Independent Character: Unless accompanied by a bodyguard the Genestealer Magus is an Independent Character and follows the independent character special rules in the Warhammer 40,000 rulebook.

Psychic Power: Hypnotic Gaze. See Special Rules section above for details.

'He who runs away...' The Magus has the best chance to reform the Cult if the battle goes badly. Thus the Magus can make a Voluntary Fall-Back by making a successful Leadership Test, leaving behind his Bodyguard to keep on fighting in an Assault and buying him time to escape. He will automatically Regroup after this movement has ended, or if he reaches the edge of the board. Note that this rule cannot be used unless the Magus is joined by a Bodyguard – no others are sufficiently fanatical enough to ensure his safe retreat from the hazardous melee.

Brood Brother Initiates Bodyguard

Fanatical Cult defenders are utterly devoted to the Magus, these Brood Brothers are chosen for their devotion, not necessarily their fighting skill (or intelligence). While they do gain access to better equipment, they know they are there to primarily protect and die for their Magus – a duty they are ready to perform without hesitation.

Squad: An Initiates Bodyguard unit consists of 5-10 models, at 5 pts each

Relic Bearer: One Bodyguard Initiate not carrying a Heavy Weapon has been honoured for his total devotion to the Cult and may be upgraded to a Cult Relic Bearer and he may carry a Cult Relic chosen from the Cult Armoury list.

Weapons: Bodyguard Initiates are armed with either a Lasgun, Autogun, or Shotgun and wear Flak Jackets (Armour Save 6+). Any member can exchange his weapons for a close combat weapon and either a Laspistol, or Autopistol for free.

Options: Any Bodyguard Initiates may substitute their pistol for a Bolt Pistol or Boltgun at +3 pts.

Up to 2 Bodyguard Initiates can also substitute their Close Combat Weapon for a Power Weapon at +15 pts.

Up to two Bodyguard Initiates may upgrade to one of the following weapons at the points cost indicated: Flamer (+6 pts), Meltagun (+13 pts), Grenade Launcher (Krak/Frag) (+13 pts), Plasma Gun (+13 pts). No more than one of the same weapon may be chosen for the unit though.

Up to one Bodyguard Initiate may upgrade to one of the following Heavy Weapons at the points cost indicated: Lascannon (+30 pts), Autocannon (+30 pts), Missile Launcher (+20 pts), Heavy Stubber (+10 pts), Heavy Bolter (+20 pts)

The entire unit may be armed with any of the following: Frag Grenades (+1 point per model), Krak Grenades (+2 points per model).

Special Rules

'We fall so that He may live' Their absolute faith in the Cause means they will never Fall Back for any reason, and thus prevent the Magus from Falling Back too (unless Voluntarily, see above). When the unit is hit by ranged fire, the Cult player may apply up to 3 hits per Bodyguard Initiate before having to allocate any hits on the Magus. In an Assault, after all models have moved the Cult player may swap the Magus with another Bodyguard Initiate model to represent the fanatical defender rushing forward to protect his Master from harm. The same thing may be done when the unit is hit by any template or area affect [sic?] weapons – after the template/marker is placed in final position, the Cult player may swap the Magus with a Bodyguard Initiate.

Transport: If a Bodyguard is taken, they & the Magus may ride in a Cult Limousine (see below) for +15 points.