Whoops, time kinda got away form me there, anyway time to wrap up my review of the Crusade rules for the Genestealer codex!
In this section we will review the battle traits and scars of the crusade rules. In the past GW has made battle scars actually hidden buffs for a number of units so let’s see how this all goes!
Battle Scars:
These Scars aren’t just penalties—they tell the story of a cultist’s fall from favour, their mind breaking under strain, or mutations running out of control. These effects are often harsh, but in a way that fits perfectly with the themes of mutation, fanaticism, and psychic hierarchy.
- Out of Favour: All attacks must be allocated to this model. Brutal on high-value characters—but narratively perfect for a figure shunned or set up as a scapegoat. This synergizes poorly with bodyguard-style mechanics or units like Aberrants that rely on soaking hits as a group.
- Relearn the Creed: Only Core Stratagems can target this model’s unit. This is a huge tactical blow—shutting down tricks like Return to the Shadows or Perfect Ambush. Mechanically painful but narratively satisfying, as the model must earn their way back into the inner circle.
- Mental Failings: A 50/50 chance of being unable to use a Stratagem on this unit each time you try. Like above, this heavily punishes CP-reliant units like Kelermorphs. Thematically, it captures a revolutionary’s trauma and post-hypnotic failure perfectly.
- Gene Affliction: Straight stat penalties to WS, BS, and Toughness. This scar is devastating, especially on an elite model—but it’s an excellent way to portray unstable genetic tampering or imperfect hybridization.
- Fractious Aggression: If within 7” of enemies, the unit must charge. Feels like a narrative gift and curse—representing uncontrollable rage. Works well on combat-oriented units like Acolytes or Metamorphs, but dangerous on support characters.
- In the Shadow of Your Betters: Prevents the model from being attached to units with other leaders and forces them to fight last if higher-ranking characters are present. This is probably the most flavorful scar: the Cult’s psychic pecking order is a key part of their lore, and this embodies that hierarchy turning sour.
Battle Traits:
Unlike Battle Scars, these traits are all boons—and they provide some serious tactical power that deepens each unit’s identity in a Crusade force. Whether you’re building a fast-moving ambush force or a wall of chitinous horror, there’s something here for everyone.
- Infantry Units
- Guerrillas: Benefit of Cover when shot. Surprisingly potent on fragile units like Neophytes or Metamorphs—perfect for blending into terrain mid-ambush.
- Insurgents: Use Fire Overwatch or Heroic Intervention for 0CP when in terrain. A strong economy trait and thematic for entrenched freedom fighters.
- Insurrectionists: +1 to hit with shooting and melee if you target the closest enemy. This is huge for Brood Brothers or other skirmishers and rewards staying aggressive—perfect for a cult on the brink of uprising.
- Mounted and Vehicle Units
- Elusive Raiders: 5++ save against ranged attacks. A solid durability buff that plays into their role as hit-and-run saboteurs.
- Charged Engines: Auto-Advance 6”. This pairs brilliantly with units like Jackal Alphus and Atalan Jackals—flavor and function in one.
- Ablative Plating: Worsens AP of incoming attacks by 1. Stacks well with Crossfire and cover bonuses—great for keeping Goliath Trucks alive longer.
- Gene-Blessed Units (Patriarchs, Purestrain Genestealers, etc.)
- Xenos Savagery: Fights First once per game. Ideal for early alpha strikes with Purestrains or Metamorphs.
- Fast Reflexes: -1 to be hit in melee. Excellent for durability, especially on fragile but deadly melee units.
- Aggressive Strain: +2” to Pile In and Consolidate moves. Crucial for tagging objectives or pulling multiple units into engagement, and works beautifully with Metamorphs’ mobility.
- Character Models
- Brood Prophet: Boosts Leadership and allows units to use the character’s Ld. A nice passive bonus, fitting for charismatic Cult leaders.
- Synaptic Impetus: +1 to Hit, and +1 to Wound if leading a large unit. Great for force-multiplier characters like Primus or Iconward. It mechanically encourages big blobs—exactly the kind of mass uprising a cult would launch.
- Unbreakable Bond: Choose one unit; gain a re-roll on hit/wound/save per turn when leading them. Adds strong synergy with bodyguard-style units and feels like a nod to long-standing loyalty among insurgents.
Wrap-Up: Evolving With Purpose
The Genestealer Cults Crusade traits and scars are oozing with narrative depth and strategic decision-making. They emphasize psychic hierarchy, genetic instability, sabotage tactics, and revolutionary zeal at every turn.
Whether you’re crawling out of the underhive for a glorious uprising or rallying broken survivors under a new prophet, this set of rules feels like it was written by someone who gets Genestealer Cults—and for those of us playing long Crusade campaigns, that’s pure genetic gold.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!





