I think the following are the things that no one has put on it:
"Info from source: 2 matched play rules. One is called gene-sect, you can’t have more than 1 of each character in the same detachment. Other is broodfather, if you have a patriarch he must be the warlord.
Models with the genestealer keyword don’t benefit from cult traits.
Brood brothers are in, but have a lot of caveats. There is brood brother infantry and brood brother heavy weapon teams, russes, sentinels. They can all be in gsc detachments but don’t break the cult benefit however don’t benefit.
You can have 1 Astra Militarum detachment for each gsc one, you get brood brother keyword which adds +1 leadership. They receive 1/2 the command points rounding up. Can’t be specialist detachments.
Kelermorph is 60
Purestrains 15
Primus 75
Patriarch 125
Magus 80
Nexos 50
Clamavus 55
Magus and Patriarch know 2 powers now still cast one. Same familiar rules
Metamorphs 9 base With rending claws, 1 talon, 4 claw 0 whip
Base Warlord traits are :
Focus of adoration same as before
-1hit
+1a s
-1damage
+3 inch arua
Always fight first
Cult of the four armed emperor d3 cp free reroll save hit wound
Hivecult reroll 1s shooting within 6
Bladed cog old grudges
Rusted claw whenever you roll a 6 to wound -1ap in fight phase 6 inch bubble
Pauper Prince +2 to UL rolls
Twisted helix +1 damage not on relics
Abominant is 105 and his weapon has -1hit now
There’s a strat like dark eldar if you have a primus magus patriarch they can all have a warlord trait for 1 cp
Relics :
Banner same
Bonesword +2 str -3ap d3 damage reroll hit wound
Amulet +1 saving throws vs ranged no overwatch
+1 hit with melee if opponent rolls a 1 to hit they suffer a mortal
Relic autopistol/liberator 3 shots str 4 -2 2, can pick out characters reroll to wound vs characters
Cultist knife or Sanctus knife str user -2 2, 1 extra attack wounds on 2+ apart from vehicles. If a character suffers a wound, take d3 more after attacks
Patriarch or magus familiar +1 cast, extra spell
Jackal sniper/Sanctus sniper +2 wound rolls apart from against vehicles
Cof4AE bonesword, str user -1 1damage +4 attacks
Hivecult:reroll hit vs characters in melee 6+ wound does a mortal
Bladed cog 4++ when you finish a charge move you do a mortal on a 2+
Rusted claw magus staff +2 -5 d3 any 4+ wound vs vehicle is mortal d3 on a 6
Pauper princes autopass morale and ancient ability on 4+ for models within 6
Twisted helix +1 a t w
Jackal is 70
Strats:
Hide cards 1cp
Use top wound row vehicles 1cp
Lurking shadows Use during opponents shooting phase on an infantry unit that is entirely on or within a terrain feature. They can’t be targeted unless the nearest visible unit
2 cp sorry
Monstrous vigour use at the start of your turn +1 to bestial vigour rolls for the unit 2cp
Meticulous uprising before you reveal an ambush marker can move 3 12inches 1cp
Can return 3 markers underground 1cp
Autoexplode vehicle when it dies 1cp
start of battle for purestrains roll a dice 1-2 on 6+ wound rolls extra damage, 3-4 extra +1 advance charge 5-6 4+ save but lose swift and deadly 1cp
Cult reinforcements start of turn pick a gsc troop unit add +d6 models
1cp
Scanner decoys setup 4 ambush markers for this unit 1 cp
Detonate concealer explosives in shooting phase pick a unit roll a dice 4+ d3 mortals, 7+ d6, +1 vs 10+ models -1 characters 2 cp
Telepathic summons use at start of the psychic phase on a cult psyker cannot cast. Roll 3d6 can add 1 infantry or bike unit with PL equal or below unit is setup immediately 9 inches away 2cp
Return to shadows is go back into reserve have to be 3 away from enemies at end of the move phase infantry bikes 1cp
Extra explosive 10 models can throw grenades , 5 demo charges max 1cp
Hivecult chilling efficiency. Cadia overlapping fields 2cp
Bladed cog overthrow the oppressors in fight phase pick a unit not genestealers. Roll of unmodified 6 generates extra hit roll. 5+ vs imperium 4+ vs admech
Rusted claw drive by demolitions. Bike unit adds +1 hit wound when using grenades and can move after shooting
Pauper princes 1 cp when enemy kills one character add +1 hit when attacking that unit
Twisted helix monstrous biohorrors 3cp end of fight phase aberrant keyword can fight again and subtract -1ld for units within 6 of them
Cof4armE A plan generations in the making. Agents of vec basically
Cult Demagogue - Add 1 to hit rolls for attacks made by <Cult> units in the Fight phase whilst they are within 6" of any friendly <Cult> Primuses.
Meticulous Planner - The first time this model is set up on the battlefield, select one enemy unit on the battlefield. Re-roll wound rolls of 1 for attacks made by friendly <Cult> units that have the Cult Ambush ability whilst they are within 6" of this model when targeting that enemy unit.
Metamorphs are basically unchanged from before, rules wise.
They are 9pts base, +1 for the talon, so 10pts base.
Goliath trucks + Rockgrinders:
Truck basic loadout (twin autocannon and heavy stubber) is 72, Rockgrinder basic (heavy stubber, heavy mining laser, drilldozer blade) is 105"