Additional Rules
Epic Armageddon - Genestealer Cults

Formations



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Genestealer Cult Force Lite (PDF)
Authors Notes
Background
Formations
Unit Stats
Allies and Thralls



Note 1: Due to popular demand, I have seperated out the bare stats and rules required to play a Genestealer Cult in Epic Armageddon, and buddled them together in a PDF document without any background or explanations. This 'Genestealer Cult Force Lite' list can be found above. You will need a PDF viewer to view this file, and the document is 21 pages. However, this will be easier than printing the entire HTML version of the list.

Note 2: Genestealer Cult armies are comprised of cells. These are simply standard formations under another name, and all normal rules concerning cells apply equally to formations.

Force Stats

  • Strategy Rating: 3
  • Initiative: 2+   (Abhuman cells have an Initiative Value of 3+)
When a Genestealer Cult explodes and becomes noticed by the people with enough power to do something about it, it is often too late. If a cult matures to produce fourth generation hybrid, the Genestealer infection is often too deep rooted to successfully erradicate. If the cult is somehow discovered before the fourth generation hybrids are around, it will often sacrifice its human followers and the central covens will sink deeper into hiding. Often the first that planetary authorities know about the cult is the uprising, as they are placed under attack from within. For this reason, the Genestealer Cult is often the attackers in the initial battles with the PDF or other forces. The notable exception to this, is when the battles involve Marines forces which are brought in as shock attack waves. For this reason, a Genestealer Cult force in Epic has a strategy rating of 3.

The majority of the forces within the Cult are made up from Brood Brothers, once members of the Planetary Defence Force. As such, the army benefits from the training of these forces, and the sheer drive and determination which binds the cult together and gives them a common purpose. Genestealer Cult cells have an Initiative value of 2+. The only exception to this are the Abhuman cells, which are comprised of undisciplined and uncoordinated troops. Abhuman cells have an Initiative value of 3+.

Using the List

There are a number of types of cell available to a Genestealer Cult player. You can choose these however you wish, with only two restrictions:

  • Inner Circle Cells - You may never have more than one of these in any Cult force. You do not have to include one, but it is characterful to, since it includes the Patriarch and Magus.
  • Cult Support Cells - You may not have more Cult Support cells in your force than you have Brood Brother cells. Note that this is counted simply by the number of cells, not the points values of the cells.
Each cell consists of a name, a points value and a description. In addition, there are three sections to each cell:

  • Core Cell Units - These are the units which make up the cell at the basic level. This may also include upgrade options, such as transport vehicles.
  • Auxiliary Units - These units may be added to the basic cell for the points cost indicated. You may select up to three auxiliary options for each cell chosen. These units join the basic cell and are added to it. While you are able to select up to three options, you can select the same option more than once, and so potentially add the same auxiliary units to a cell three times. Some auxiliary options can only be added once for each cell. Where this is the case, it is noted.
  • Support Units - These units are purchased as separate cells. You can select up to one Support cell for each cell chosen. Although you can only take a support cell if you first take a company, they are treated as separate independent cells during a battle and do not have to move around together.
Transporting Purestrain Genestealers - Purestrain Genestealers may be transported as normal, since the vehicles are crewed by trusted cultists.

Cells

Core Units Auxiliary Units Support Units
Inner Circle (450 points)
One Patriarch, One Magus, Six Purestrain units, Six Hybrid units, Three 4th Generation Hybrid units
Rogue Psyker (+10 points each) - Add a up to three Rogue Psykers to 4th Generation or Hybrid units only. Each unit can have a maximum of one Psyker.

Brood Brothers (100 points) - Six Brood Brother units. You can add three APC's for an additional 75 points.

Ancient Evil (15 points) - Upgrade all six Hybrid units to Purestrain units. Maximum one per cell.

Expand the Coven - Add six Hybrid units for 105 points. You can upgrade these stands to Purestrain units for an additional 5 points for two units. You can also add three APC's for 75 points.

Inner Circle Transport (225 points) - Five Cult Limousines, Six APC's. You can upgrade the Cult Limousines to Command APC's at the additional cost of +10 points per vehicle. Maximum one per cell.

Close Support (100 points) - Two Hellhounds.
None Available
Coven (175 points)
Ten Hybrid units
Commanders (35 points) - Add two 4th Generation Hybrid units. You can add two Coven Limousines for 30 points, or two Command APC's for 50 points, or a single APC for 25 points. Maximum one per cell.

Ancient Evil (+5 points per two units) - Upgrade up to ten Hybrid units to Purestrain units for 5 points for each two units. Maximum one per cell.

Expand the Coven - Add six Hybrid units for 105 points. You can upgrade these stands to Purestrain units for an additional 5 points for every two units. You can also add three APC's for 75 points.

Brood Brothers (100 points) - Six Brood Brother units. You can add three APC's for an additional 75 points.

Rogue Psyker (+10 points each) - Add a up to two Rogue Psykers to 4th Generation or Hybrid units. Each unit can have a maximum of one Psyker.

Coven Transport - Add five APC's to the Coven for 125 points, or three Gorgon's for 150 points. Maximum one per cell.

Close Support (100 points) - Two Hellhounds.
Children of the Claw (105 points) - Six Hybrid units. You can add three APC's for an additional 75 points.

Ancient Evil (120 points) - Six Purestrain units.
First Wave (150 points)
Ten Brood Brother Units
Expand the Coven - Add six hybrid units for 105 points. You can upgrade these stands to Purestrains units for an additional 5 points for every two units. You can also add three APC's for 75 points.

Commanders (35 points) - Add two 4th Generation Hybrid units. You can add two Coven Limousines for 30 points, or two Command APC's for 50 points, or a single APC for 25 points. Maximum one per cell.

Brood Brothers (100 points) - Six Brood Brother units. You can add three APC's for an additional 75 points, or three trucks for 30 points.

Fanatical Devotion (75 points) - Four Human Bomb units.

Coven Transport - Add five APC's to the Coven for 125 points, or three Gorgon's for 150 points, or five trucks for 50 points. Maximum one per cell.

Close Support (100 points) - Two Hellhounds.
Children of the Claw (105 points) - Six Hybrid units. You can add three APC's for an additional 75 points.

Brood Bikes (100 points) - Six Brood Bike units.

Attack Buggies (150 points) - Six Cult Attack Buggy units.

Medusa Siege Engines (150 points) - Two Medusa units.

Leman Russ Thunderers (150 points) - Two Leman Russ Thunderer units.

Griffon Siege Engines (150 points) - Three Griffon units.

Bomb Trucks (75 points) - Three Bomb Truck units.
Brood Brothers (150 points)
Ten Brood Brother units
Expand the Coven - Add six hybrid units for 105 points. You can upgrade these stands to Purestrains units for an additional 5 points for every two units. You can also add three APC's for 75 points.

Commanders (35 points) - Add two 4th Generation Hybrid units. You can add two Coven Limousines for 30 points, or two Command APC's for 50 points, or a single APC for 25 points. Maximum one per cell.

Brood Brothers (100 points) - Six Brood Brother units. You can add three APC's for an additional 75 points, or three trucks for 30 points

Rogue Psyker (+10 points each) - Add a up to two Rogue Psykers to 4th Generation or Hybrid units. Each unit can have a maximum of one Psyker.

Coven Transport - Add five APC's to the Coven for 125 points, or five trucks for 50 points. Maximum one per cell.

Support Tanks (150 points) - Add three Support Tanks to the Brood Brother cell for 150 points.

Leman Russ Demolishers (150 points) - Two Leman Russ Demolisher units.

Close Support (100 points) - Two Hellhounds.
Heavy Support (200 points) - Six Brood Brother Support Teams. You can add three APC's for an additional 75 points, or three trucks for 30 points

Brood Cavalry (100 points) - Six Brood Cavalry units.

Cult Walkers (100 points) - For Cult Walker units.

Cult Support Weapons (100 points) - Four Cult Support Weapons.

Hydra Flak Battery (100 points) - Two Hydra units.

Support Tanks (200 points) - Four Support Tanks.

Griffon Siege Battery (150 points) - Three Griffon units.

SAM Launcher (150 points) - Three SAM Launcher units.
Cult Support (150 points)
Ten Brood Brother units
Heavy Support (+15 points each) - Upgrade up to ten Brood Brother units to Brood Brother Support Teams for 15 points each. Maximum one per cell.

Expand the Coven - Add six hybrid units for 105 points. You can also three APC's for 75 points.

Commanders (35 points) - Add two 4th Generation Hybrid units. You can add two Coven Limousines for 30 points, or two Command APC's for 50 points, or a single APC for 25 points. Maximum one per cell.

Brood Brothers (100 points) - Six Brood Brother units, these can be upgraded to Brood Brohter Support Teams for an additional 20 points per unit. You can add three APC's for an additional 75 points, or three trucks for 30 points

Coven Transport - Add five APC's to the Coven for 125 points, or five trucks for 50 points. Maximum one per cell.
Cult Support Weapons (100 points) - Four Cult Support Weapons.

Hydra Flak Battery (100 points) - Two Hydra units.

Leman Russ Conquerors (150 points) - Two Leman Russ Conquerors.
Cult Outriders (150 points)
Ten Brood Cavalry units or Ten Cult Bike units (all core units in a cell must be of the same type).
Heavy Outriders (100 points) - Upgrade all ten units to Cult Attack Buggies. Maximum one per cell.

Attack Buggies (150 points) - Add six Cult Attack Buggy units.
Cult Walkers (100 points) - For Cult Walker units.

Support Tanks (200 points) - Four Support Tanks.
Abhumans (150 points)
Twelve Abhuman units.
Bolster the Ranks (100 points) - Add eight Abhuman units. You can also add four Trucks or two Land Transporters for an additional 40 points.

Transport (60 points) - Add six Trucks or three Land Transporters. Maximum one per cell.

Close Support (100 points) - Two Hellhounds. Maximum one per cell.

Fanatical Devotion (75 points) - Four Human Bomb units.
Bomb Trucks (75 points) - Three Bomb Truck units.

Special Rules

Brood Telepathy: Genestealer Cult armies are bound by telepathic communication. They are aware of the general actions of the Cult, and while they are not able to communicate direct instructions and specific commands, they can sense the purpose, emotions and drives of others in the cult. In additon to this, when the Patriarch or Magus is close by, the entire cult is inspired to greater acts of devotion and self sacrifice. All cells in a Genestealer Cult army are subject to the Brood Telepathy special rule, except for any Abhuman cells. In addition, cells which are subject to the Brood Telepathy special rule are also automatically subject to the Protect the Father special rule. Cells with Brood Telepathy are never broken if they receive blast markers equal to the number of stands, instead they are simply considered as being supressed with no units able to fire. A cell can never have more blast markers than there are units in the cell. Cells subject to Brood Telepathy which lose a close combat receive the normal number of blast markers, including an extra blast marker for each unit in the cell which would normally result in a broken cell if it loses, and must make a normal withdrawal move with the usual restrictions and rules associated with the withdrawal move. Note that, since cells are never counted as broken they are not destroyed in close combat if they have one blast marker per unit and are attacked in close combat. This rule makes the cells tenacious, but liable to blast markers to build up. The Brood Telepathy special rule is in effect for Genestealer Cult armies only while the Magus and/or Patriarch are on the table and involved in the battle. It ceases to affect the force when both the Patriarch and Magus are killed, or if they are not taken in the army, or if they are held in reserve at any time.

Protect the Father: On the first full turn after the death of the Patriarch (not the Magus), all cells subject to the Protect the Father special rule may select only Charge, Sustained Fire or Hold orders. However, these formations also receive a +1 to action tests. In addition, cells do not suffer the -1 to their initiative for having blast markers and any save throws made by an enemy as a result of close combat attacks or firefight attacks receives a -1 modifier to their saving throw. This means that if the Patriarch is destroyed, but the Magus is still alive, both the Brood Telepathy and Protect the Father rules are in effect for a turn.

Cell Background

There are seven types of cell available to a Genestealer Cult army:

Inner Circle - The Inner Circle consists of the core of the Genestealer Cult. It is made up of the leaders and most trusted members, including the Patriarch and Magus. In battle, the Inner Circle is a powerful close assault force, as well as provding the central basis of any cult strategy. The Inner Circle has access to the best equipment available to the cult, although often the Inner Circle relies on strength and close combat through natural means.

Coven - Covens contain the majority of the Genestealer troops, both Purestrains and Hybrids. They represent the hidden elements of the cult in society, its fury unleashed. Genestealers are not able to conceptualise machinery and non-organic equipment, and so in general the only vehicles and armour in the Coven are transports, crewed by trusted Brood Brothers.

First Wave - First Wave cells are the cutting edge of the cult army. They are a mix of close combat oriented Brood Brothers and Genestealers. They are given equipment used for breaking into cities and taking the fight to the enemy. It is considered a great honour to be a part of a First Wave cell, both for being able to be the first to taste the opposition and to share the cell with a higher number of Genestealers.

Brood Brothers - These are the standard formations of a Genestealer Cult army. They make up the bulk of the fighting forces, with Brood Brothers forming waves of troops ready to throw themselves at the enemy. They are the most flexible fighting force in the cult.

Cult Support - The Support cells are often the rarest in the cult, aside from the Inner Circle. Genestealers find it more difficult than other armies to get hold of heavy weapons, and these are often seen as an extra element in the force, one which forms a movable bastion and rallying force on the battlefield. They are particularly valuable in a cult, since Genestealers often have trouble dealing with enemy armour, war engines and fliers.

Cult Outriders - Bands of Brood Brothers are grouped together as a fast attack element, recon force and outriders. The Cult uses these troops to perform a distraction to the enemy, buying time for the main force to arrive, or to attack vulnerable formations and race ahead of the main force and capture important strategic areas of the battlefield.

Abhumans - Bands of abhumans are herded together and used mercilessly by the cult. These troops are often only too pleased to take their chances for an opportunity to exact a revenge on their oppressors. They are charged at the enemy head on, used as a diversion or a shielding force for the main, and more valuable, troops.

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Version 2.1: 06/06/2003
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