A good list of rumors here that are circulating from discussions since the new year open day at Warhammer World.
While there was a bit of fake rumors posted up on 4chan, I believe I have weeded through what is available for this upcoming release which is rumored to have a pre-order date of January 19th and hitting the stores on the 26th.
via zamerion on Dakka
From genestealer cult group FB:
At the open day. Got some hot rules news...
GSC bikers - 14” with -1 to hit.
The new ambush rules... complete overhaul. Blip markers and stuff.
If you have first turn you can decide your layout after deployment, if it’s your opponents turn first you just leave a lot of them as blip markers. You get the markers with the codex. There’s a deep strike blocking bloke. The Nexos lets you move the blip markers around. Sounds fundamentally different in almost every way.
The assassin can have a sniper rifle.
The scenery causes earthquakes and can redeploy your troops anywhere.
Couple more minor things: the units marked by a blip are not subject to moving with heavy weapons penalties when they appear.
There will be six cult traits.
Pauper Princes are in the codex a bit more.
One of the character models is some kind of vox hacker who denies deep strike in some way.
via Zamerion on Dakka
More information from facebook
So I was at GW HQ yesterday and whilst I wasn't allowed(!) to actually look at the codex, I got sooo close!
Found out a few bits though (this guy was particularly tight lipped, but others there were more sharing).
Here's what I found out -
* We'll have a weird "blip" system for deployment, like motion detector marks, where we can choose which is what unit when we reveal them (not necessarily on the first turn).
* The map guy allows us to move these markers.
* The gun slinger allows us to reroll misses once he's killed someone.
* The loud speaker guy stops enemy deepstrikers coming down within 12" of him.
* The sniper bike is HQ, the Female Magus is just an alternative Magus model. The other characters are Elite (although not sure).
* Astra Millitarum detachments can be taken, but don't contribute as many (or any?) Command Points, don't get Regimental bonuses, but do get +1 Ld. No AM named characters allowed.
* Baneblades and equivalent can be taken.
* There will be 6 Cult "Cults" with there own rules (like Chapter Tactics/Hive Fleets). This includes Bladed Cog and Pauper Princes.
* There is still one version of Patriarch, but between 6 pychic powers, warlord traits and heirlooms he'll be customisable. One Patriarch per detachment.
* The big frag drill terrain will allow us to cause earthquakes.
These below have been proven to be wrong and made up.
via Cephalobeard
Per the GSC Facebook group
(cult ambush): "It's been completely overhauled. Essentially, you get a number of "blip tokens" (which are included with the codex) equal to the number of units you have in Cult Ambush reserves, plus one spare token for every two units in reserves (to use as "decoy tokens". After both sides have finished deploying, you get to place your tokens down anywhere on the board that is more than 9" from enemy units. At the end of any of your movement phases (including first turn) you may flip over a blip token to reveal a unit in cult ambush reserves (you choose which one, if any, appears there - if nothing appears there it's one of your "decoy" tokens). They must also be flipped if an enemy unit goes within 9" of a blip token. There are a number of mechanics that allow you to place more blip tokens down and move them."
"There are NO named characters, sadly"
"If an enemy unit moves within 9" of them, you place down the GSC unit as close as possible to the blip token.
So if a guard squad advances onto the token and surrounds it, you then place the GSC unit as close as possible (but outside of 1" of enemy units. If they move to 3" away from it, you just place it down on the token (but outside of 1" of enemy units). One model from the unit must be centered on the token if possible."
>Any confirmation of a new vehicle like a buggy being added? Not the quadbike or bikes but something akin to the goliath but smaller?
"Yes, it's a Goliath variant with fewer weapons, an open topped transport bed, that moves significantly faster (i.e. 14" rather than 10". It has a lower body as well. Apparently it was seen in an earlier trailer, but I've not seen that yet."
(faction traits) "
> One is catachan (but all models get to reroll one dice with random weapons, rather than just vehicles)
> One is Kronos.
> One is jormagordr.
> One gives 6+ fnp.
> One allows reroll charges and +1 Str on the charge if you roll more than 10" on the charge move
> The last one makes heavy weapons assault and you ignore penalties for moving and firing assault weapons.
They didn't seem too great to me."
(relics that stand out) "There's a cool one that allows for 10 shots at 18" range. It's called "Staff of the Subterran Master", and does 10 shots at S2, it has AP-1 (but -4 on 6+ to wound), and enemy units don't gain cover vs. its attacks. It's only for Magi though."
(best warlord trait) "There's one that prevents enemy units from firing overwatch at your warlord, and you roll 3d6 when charging, drop the lowest. It looks like it's meant to represent the warlord being so fast and agile you can't properly target it.
I like it because you can charge it in, tie up the units you charge and get your squishy guys in, risk free."
(stand out strat) "An agent of vect copy paste for 4CP. Represents the GSC theme of sabotage. It's really representative of pic related."
(what does the guy with the stick do?) "He gives +1 attack to all GENESTEALER CULT infantry within 6" of him. He has a hypermorph tail (I can't see it on the miniature which is confusing, but I must have missed it) and two swords which are S:user AP:0 D:1, but AP-3 on 6+ to wound. He has 3 attacks, hitting on 2+."
(rules for Brood Brothers) "Many guard units are now in the GSC dex (hydras and wyverns for example). Same restrictions as index. The GSC subfactions don't benefit Guard units either. You can't mix transports either (the Cult Chimera being the exception)." "You can't take Tempestus Scions anymore, don't know why. My mate's telling me it's because they didn't have a
(baneblades) "It's not as good as the Guard Baneblade, as it lacks their regimental bonuses/stratagems. Nevertheless, the Shadowsword does provide a nice counter to titanic units. It's a shame the Brood Brother bonus of +1Ld does nothing to it."
>Whose the wrangler/medic dude from the trailer? What's his point?
"He's a herder for aberrants, he's not a medic. He just gives them a bonus of your choice at the start of each turn - +2" movement, +1 attack, +1 to their feel no pain or +1 to hit. He's 43pts."
(acolytes points drop?) "Yeah, they're now 7ppm."
(brood brothers stratagems?) "There are a few stratagems for Brood Brother units. The best part about it is that there seems to be a loophole in it.
The stratagem is done at deployment, and you get to place down an extra blip marker, and put any BROOD BROTHER unit into Cult Ambush reserves, to appear at a blip later.
However, it doesn't give any restriction on what can be chosen for this - it doesn't say infantry or non-titanic. So you can Cult Ambush a fething Baneblade. For some reason your opponent couldn't see the Baneblade hiding until it gets within 9" of it.
Expect that to get FAQ'd within a week of release."
(psyker spells) "Psychic Stimulus, which allows you to target a unit within 24", which allows them to reroll advance rolls, they don't suffer penalty for moving and firing heavy weapons or advancing and firing assault weapons, and the unit can charge even if they advanced.
Psionic blast is just smite, but it targets a non-character unit of your choice within 24" and it doesn't do d6MW on an 11+.
Mental onslaught is the last one, it's a leadership roll off, if the opponent loses, they must attack last in the fight phase and take a mortal wound. Every time they lose do another roll off, they lose another mortal wound, this carries on until they beat the roll off."
(patriarch info?) "Yeah, the most interesting is a familiar relic, it allows the Patriarch to know one more psychic power, cast one more, and deny one more psychic power each turn. It's called "The Crouchling"."