Additional Rules
Epic Armageddon - Genestealer Cults

Unit Stats



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



These units, stats and points values are particular to a Genestealer Cult army. When a vehicle or other unit becomes a part of the Cult it is changed. Often secondary weapons are stripped of the vehicle, to be used by other units to a greater effect. The Cult may also alter vehicles and equipment. In addition, some categories of vehicle or unit are generic types, denoting a multitude of similar vehicles designed for the same battelfield role. This is intentional, as a Cult army should be a collection of forces and units without a unified theme. A Genestealer Cult army in Epic encourages the used of many miniatures to represent the units, from many manufacturers. Also, the point values reflect the unit specifically in a cult army, its strengths in relation to the cult, its rarity, special rules for the cult and other factors.

Genestealers

The Patriarch is the head of the brood, his is a huge Purestrain Genestealer, whose size belies his natural strength. He is accompanied by the Magus, a fourth generation hybrid who acts as the face and figurehead of the cult in popular society. While both the Patriarch and Magus are potent psykers, they utilise their powers differently. While the Patriarch uses short-ranged psychic blasts, the Magus brings forth fires from the pits of hell which consume the ground around the enemy and from which there is no cover.

Patriarch
Type Speed Armour CC FF
Infantry 15cm 5+ 2+ -
Weapons - Rending Claws
Weapon Range Firepower
Rending Claws (Base Contact) Multiple attacks (2), Assault Weapon (MW)
Notes - Supreme Commander, Inspiring, Invulnerable Save, First Strike.
The macro weapon ability counts for both of the close combat attacks, not only one.

Magus
Type Speed Armour CC FF
Infantry 15cm - 5+ 5+
Weapons - Hellfire, bolt pistol, force rod
Weapon Range Firepower
Hellfire 30cm 2BP, Ignore cover
Bolt pistol (15cm) Small Arms
Force Rod (Base Contact) Assault Weapon (MW)
Notes - Commander, Invulnerable save, Inspiring.


Genestealers are some of the most powerful close combat attackers in the known galaxy. They posses a great strength, are resilient to many weapons, can exist in a vaccuum, are relatively immortal, have incredibly fast relexes and strike with a pair or razor sharp claws. However, their real danger lies in the insidious nature. They make their way into the very fabric of a society, bending the populace to their will and forming a comprehensive network of influence. Purestrain broods often include a large number of first generation hybrids, whose modes of warfare and conception of battle are very similar to the Purestrains. However, these first generation hybrids give the Purestrain unit the Infiltrate ability, as the hybrids are keen to prove their devotion and potentially sacrifice themselves. These units are still labelled as Purestrain for simplicity, even though they contain a mix of the two types of troop.

Purestrain Genestealers
Type Speed Armour CC FF
Infantry 15cm 6+ 2+ -
Weapons - Rending Claws
Weapon Range Firepower
Rending Claws (Base Contact) Assault Weapon
Notes - First Strike, Infiltrate


There are four generations of hybrids, each inheriting more of the traits of the host species. Second and third generation hybrids form bands of warriors in battle, with a natural preference for close quarter fighting. They retain some characteristics of the pure Genestealer species, being generally tough and quick and deadly in close combat, and they are often armed with close combat weapons, to augment their natural weapons, as well as las weapons and bolt pistols.

Hybrid Genestealers
Type Speed Armour CC FF
Infantry 15cm - 4+ 6+
Weapons - Rending Claws, pistols, Close Combat Weapons
Weapon Range Firepower
Rending Claws, Close Combat Weapons (Base Contact) Assault Weapon
Pistols (15cm) Small Arms
Notes - Scouts


Fourth generation hybrids are the leaders of the cult. In society they are able to pass as members of the host species. On the battlefield they command the formations and troops. They have the best understanding of the enemy, and an unbreakable link to the leaders of the cult. They are able to use any equipment, and requisition the best that the cult has to offer.

4th Generation Hybrids
Type Speed Armour CC FF
Infantry 15cm - 5+ 5+
Weapons - Bolt Pistols, Close Combat Weapons
Weapon Range Firepower
Close Combat Weapons (Base Contact) Assault Weapon
Bolt Pistols (15cm) Small Arms
Notes - Leader


Brood Brothers

Genestealer Cults attract many Rogue Psykers to their ranks. These individuals spend their existance hiding from the Imperial authorities and are not only welcomed into the society of the cult, but are also attracted by the innate psychic presence of the Genestealers. Rogue Psykers can also be represented by Hybrids or 4th Generation Hybrids which have psychic abilities. They commonly attack using the Lightening Arc ability, emitting a bolt of powerful electrical charge which flies to the enemy striking one after the other before dissipating.

Rogue Psyker
Type Speed Armour CC FF
- - - - -
Weapons - Lightening Arc
Weapon Range Firepower
Lightening Arc 30cm AP4+/AT6+, Ignore cover
Notes - Rogue Psykers are added to an existing stand, and add to its characteristics as above.


The majority of the troops in a Genestealer Cult army are Brood Brothers. These are the members of the host species which have been infected by the cult, either simply converted to the cause or infected to such a degree that they have produced Genestealer offspring. Alternatively, the Brood Brothers may be simply cultists, lured to the cause by false promises and fragile hopes. Brood Brothers consist of a variety of types of infantry, from simple farmers and local shop keepers to the members of the local law enforcement service or, as is most common, the Planetary Defence Force. The majority of these troops are armed with close combat weapons, pistols and small arms, lasguns, shotguns and primitive stub guns and 'slug slingers'. Some bands of Brood Brothers carry heavier weapons. Most of the time this heavy weapon is a Ferrolyte pattern Auto Cannon. These rapid fire weapons have a slightly slower rate of fire than standard issue Auto Cannons, and a reduced range, but fire explosive rounds. This type of weapon can be tripod mounted, transported on a gun carriage, shoulder mounted or simply carried.

Brood Brothers
Type Speed Armour CC FF
Infantry 15cm - 5+ 5+
Weapons - Various Weaponry
Weapon Range Firepower
Various Weaponry (15cm) Small Arms
Notes -

Brood Brother Support Team
Type Speed Armour CC FF
Infantry 15cm - 6+ 5+
Weapons - 1 Auto Cannon, Various Weaponry
Weapon Range Firepower
Auto Cannon 30cm AP5+/AT6+
Various Weaponry (15cm) Small Arms
Notes -


The Genestealer Cult will use whatever equipment it is able to get hold of in battle. In particular, vehicles and resources which allow the Cult to react quickly to the changing environment of a battle, or which enable the cult to take strategic areas or attck the flanks and weakened formations of the enemy are favoured. Horses, or whatever mounts are utilised on the world, are particularly suitable, needing little maintanance and being easy to aquire. Alternatively, bikes, quads and rapid vehicles are available to most of the populace, and fuel and repairs are easy to attain.

Brood Cavalry
Type Speed Armour CC FF
Infantry 25cm - 5+ 6+
Weapons - Lance, LasPistol
Weapon Range Firepower
LasPistol (15cm) Small Arms
Lance (Base Contact) Assault Weapon, First Strike
Notes - Mounted.

Cult Bikes
Type Speed Armour CC FF
Infantry 35cm - 5+ 5+
Weapons - Bolt Pistol, Chain Sword
Weapon Range Firepower
Bolt Pistol (15cm) Small Arms
Chain Sword (Base Contact) Assault Weapon
Notes - Mounted.


Some members of the Cult are prepared to make the ultimate sacrifice for their cause. Often they are inspired by the 4th generation hybrids to greater acts of self sacrifice and dedication. These troops are prepared to wear explosive harnesses and throw themselves at the enemy ranks, waiting for the opportune moment to detonate their weapons to maximum effect.

Human Bombs
Type Speed Armour CC FF
Infantry 15cm - 5+ 6+
Weapons - Bomb Harness
Weapon Range Firepower
Bomb Harness (Base Contact) Assault Weapons, First Strike, See notes
Notes - Immune to Panic.
Bomb Harness: Human bombs can detonate their harnesses instead of making a normal close combat attack (and the first strike ability applies only to this detonation in close combat). Remove the human bomb unit. All enemy units in base contact must then make an armour save. In effect, the bombs get automatic AP hits for their sacrifice, this attack cannot affect armoured vehicles, war engines or any other unit type. These attacks are a part of the normal close combat resolution, but happen before the standard close combat attacks (first strike) and the attacks are made specifically against only those enemy stands in base contact.
Not Transported: Human bomb units cannot be transported at all (would you get in a truck at high speed sitting next to a guy strapped to high explosives?).


Abhumans

A Genestealer Cult in society provides a haven for various shunned and exiled sectors of the community. Mutants and beastmen are driven out of the society, forced to fend for themselves in the wild. The Genestealer activity gives these groups a method of exacting vengeance on the society which shunned them. These extra troops are exploited completely by the cult, herded right into enemy positions without mercy, and they are glad of the chance to spill the blood of their oppressors. They are poorly armed and equipped, but with all that they have suffered even death becomes a release for them and they are entirely devoted to the cause. Included in the ranks of these outcasts are a multitude of other individuals, Ogryns and Halflings and Squats thrown out of strict communities, Hunting beasts and Chaos Hounds grouped into packs, Chaos Spawn the offspring and product of a Chaos taint, minor daemons and summoned hellspawn, deranged individuals driven mad by exposure to the Cult or who were naturally unstable and a hundred other individuals and groups.

Abhumans
Type Speed Armour CC FF
Infantry 15cm 6+ 5+ -
Weapons - Natural Weapons
Weapon Range Firepower
Natural Weapons (Base Contact) Assault Weapon
Notes - Immune to Panic.


Cult Walkers

Walker class light vehicles are common in Planetary Defence Forces, for skirmish action, moveable fire stations and loading supplies. The Imperial Guard Sentinel is one example of this, but many others exist. In the Cult, these vehicles make valuable scout and recon forces, able to navigate most types of terrain and explore cities and jungle sectors with equal ease. They are lightly armed, but able to conduct ambushes and in the right situations they can take out enemy armour.

Cult Walker (Nytore pattern Sentinel)
Type Speed Armour CC FF
Light Vehicle 20cm 6+ 6+ 5+
Weapons - 1 MultiLaser
Weapon Range Firepower
MultiLaser 30cm AP5+/AT6+
Notes - Walker, Scout.


Cult Support Weapons

Support weapons are rare in a Cult. The weapons are difficult to get hold of, and do not fit the typical tactics of a Genestealer force. However, when available, they make important secure zones, often set up in good locations to provide a safe and reinforced vantage point, or to secure areas of the battlefield captured by the Cult. Support weapons utilise a range of weapons, often twin-linked, on tripods or tracks. They can be operated remotely, or directly using a crew.

Cult Support Weapon
Type Speed Armour CC FF
Light Vehicle 10cm - 6+ 5+
Weapons - Twin RPG Launcher
Weapon Range Firepower
Twin RPG Launcher 45cm AP5+/AT6+
Notes -


Attack Buggies

Often these are light, two man buggies used by local forces for recon missions, simply with a MultiLaser strapped to the roll cage, which are in plentiful supply and easy to get ammo cells for. However, these vehicles could also range from military vehicles with pintle mounted weapons to light civilian vehicles with a gunner firing through a sun roof or from the rear of a flat bed truck.

Attack Buggy
Type Speed Armour CC FF
Light Vehicle 30cm 6+ 5+ 5+
Weapons - 1 MultiLaser
Weapon Range Firepower
MultiLaser 30cm AP5+/AT6+
Notes -


Command Transports

The leaders of the Cult, the Patriarch, Magus and 4th Generation Hybrids use specific vehicles as a sign of their status. Often they will have a Coven Limousine, a large and grand city car. This will usually be bullet proof and have the windows blacked out to prevent prying eyes catching a glimse of the occupants. Alternatively, this may substituted for a Command APC. The most common of these is a Salamander Scout vehicle, either captured on recon missions or liberated from the local defence forces.

Coven Limousine (Psublin)
Type Speed Armour CC FF
Armoured Vehicle 30cm 5+ 6+ 6+
Weapons - None
Weapon Range Firepower
- - -
Notes - Transport one Genestealer infantry unit.

Command APC (Nytore pattern Salamander)
Type Speed Armour CC FF
Armoured Vehicle 30cm 5+ 6+ 5+
Weapons - 1 MultiLaser
Weapon Range Firepower
MultiLaser 30cm AP5+/AT6+
Notes - Transport one Genestealer infantry unit.


Cult Transport Vehicles

Transports make up the bulk of the vehicles in a Genestealer Cult force. Armoured Personel Carriers (APCs) are the most common type of Transport and a variety of types, patterns and designs are used, for example the Ferrolyte pattern Mark IV Chimera. They range from a simple box with wheels to heavily armed and armoured tracked vehicles, even occasionally skimmers. Specialist formations, notably First Wave formations and occasionally Covens, make use of Gorgons for transport. These heavy vehicles are ideal for getting close to enemy fortifications and bringing down the walls, allowing the shock assault troops inside to cause maximum damage and effect. At the other end of the spectrum, the Cult must use whatever is to hand, and all too often this means simple urban vehicles such as trucks and lorries. One step up from these are the large Land Transporters, and while they are better armed they have only light armour and present larger targets for enemy fire.

APC (Ferrolyte pattern Chimera)
Type Speed Armour CC FF
Armoured Vehicle 30cm 5+ 6+ 5+
Weapons - 1 MultiLaser
Weapon Range Firepower
MultiLaser 30cm AP5+/AT6+
Notes - May transport two Genestealer, Brood Brother or Brood Kin infantry units.


Gorgon (Euripadese)
Type Speed Armour CC FF
Armoured Vehicle 15cm 4+ 6+ 4+
Weapons - 1 Mine Thrower, 1 Heavy Flamer
Weapon Range Firepower
Mine Thrower 15cm 2BP
Heavy Flamer 15cm AP5+, Ignore Cover
Notes - May transport four Genestealer, Brood Brother or Brood Kin infantry units. Reinforced armour, Ignores dangerous terrain test.


Truck
Type Speed Armour CC FF
Light Vehicle 30cm - 6+ 6+
Weapons - None
Weapon Range Firepower
- - -
Notes - May transport two abhuman, brood brother, brood kin or human bomb infantry units.


Land Transporter (Euripadese)
Type Speed Armour CC FF
Light Vehicle 30cm 6+ 6+ -
Weapons - 1 Missile Launcher
Weapon Range Firepower
Missile Launcher 45cm AP5+/AT6+
Notes - May transport four abhuman infantry units.

Cult Armour

The Genestealer Cult has great difficulty obtaining, maintaining and performing repairs and upgrades. The tanks and armour that is available to the Cult is viewed as a necessary element of the force, but one which is not fully understood by the core elements of the Cult. A Cult force has difficult with enemy armour, and the Cult tanks are used in a variety of roles, commonly attacking enemy positions or serving as the first wave to clear the opposition from cities and built up areas. Support tanks are the most commonly seen in the Cult. They represent a variety of types of armour, whose role is to move ahead of the main force into enemy ground, clearing pockets of resistance and heavy weapon posts. They mount a variation of the Heavy Plasma Gun, the Plasma Thrower, which concentrates its Plasma output into fewer missiles. This improves the rate of fire, and increases the range slightly, but makes the weapon far less effective against infantry and troops. The Cult also uses three main types of Leman Russ battle tanks, the Thunderer with its short ranged heavy cannon, the Conqueror for longer ranged, lighter and extremely fast support and the Demolisher as a heaviest support tank in the Cult.

Support Tank
Type Speed Armour CC FF
Armoured Vehicle 25cm 4+ 6+ 5+
Weapons - 1 Plasma Thrower
Weapon Range Firepower
Plasma Thrower 45cm AP6+/AT4+
Notes - Thick Rear Armour, Scout.


Thunderer Siege Tank (Euripadese)
Type Speed Armour CC FF
Armoured Vehicle 20cm 4+ 6+ 4+
Weapons - 1 Demolisher
Weapon Range Firepower
Demolisher 30cm AP4+/AT4+, Ignore cover
Notes - Reinforced armour.


Leman Russ Conqueror (Psublin)
Type Speed Armour CC FF
Armoured Vehicle 30cm 4+ 6+ 4+
Weapons - 1 Conqueror cannon
Weapon Range Firepower
Conqueror cannon 45cm AP5+/AT5+
Notes - Reinforced armour.


Leman Russ Demolisher (Psublin)
Type Speed Armour CC FF
Armoured Vehicle 20cm 4+ 6+ 3+
Weapons - 1 Demolisher cannon, 2x Sponson Plasma cannons
Weapon Range Firepower
Demolisher cannon 30cm AP4+/AT4+, Ignore cover
Plasma cannon 30cm AP4+/AT4+, Slow firing
Notes - Reinforced armour.

Close Support Tanks

The Cult will use the Hellhound support tank in the same way that the Imperial Guards use them. They often accompany infantry formations, burning the enemy out of bolt holes and reinforced ambush points, so that they can be attacked by the infantry.

Hellhound (Euripadese)
Type Speed Armour CC FF
Armoured Vehicle 30cm 6+ 6+ 4+
Weapons - 1 Inferno cannon, 1 Heavy Bolter
Weapon Range Firepower
Inferno Cannon 15cm AP4+, Ignore cover
Heavy Bolter 30cm AP5+
Notes -

Siege Tanks

The Cult uses a number of siege tanks, to break city walls and destroy fortifications. These tanks use short ranged explosive shells which are extremely effective at creating a route into the heart of the enemy.

Griffon (Viridian)
Type Speed Armour CC FF
Armoured Vehicle 20cm 6+ 6+ 5+
Weapons - 1 Heavy Mortar
Weapon Range Firepower
Heavy Mortar 30cm 1BP
Notes -


Medusa (Ferrolyte)
Type Speed Armour CC FF
Armoured Vehicle 20cm 6+ 6+ 5+
Weapons - 1 Medusa Siege gun, 1 Heavy Bolter
Weapon Range Firepower
Medusa Siege gun 15cm 3BP
Heavy Bolter 30cm AP5+
Notes - Artillery

Anti-Aircraft Defences

These defences are vital to the Cult. Genestealers are unable to use aircraft, due to the fact that they cannot control an entire airfield or find the rare fuel and ammunition required to keep the craft in the air. This being the case, a Cult finds itself very vulnerable to enemy aircraft. Therefore, ground-based flak units protect the force as it advances, neutralising the enemy aircraft. The Hydra Flak tank is recognised across the sector for its ground support role, firing hundreds of shells skywards. SAM Launcher Platforms are mobile surface to air missile systems on the back of armoured trucks. They fire guided missiles which are extremely good at knocking enemy aircraft out of the sky.

Hydra Flak tank (Nytore)
Type Speed Armour CC FF
Armoured Vehicle 30cm 6+ 6+ 5+
Weapons - 1 Hydra flak battery
Weapon Range Firepower
Hydra flak battery 45cm AP4+/AT5+/AA5+, Multiple attacks (2)
Notes -


SAM Launcher (Viridian)
Type Speed Armour CC FF
Armoured Vehicle 25cm 5+ - -
Weapons - 1 SAM Missile systems
Weapon Range Firepower
SAM Missile system 90cm AT6+/AA4+
Notes -

Bomb Trucks

One of the most basic weapons available to a Cult is to pack high explosives into the back of a vehicle and drive it into the heart of the enemy forces. At the most opportune moment, the truck is detonated, creating a huge blast.

Bomb Truck
Type Speed Armour CC FF
Light Vehicle 30cm 6+ 6+ -
Weapons - High Explosives
Weapon Range Firepower
High Explosives 0cm 3BP, Single shot (!)
Notes - High Explosives: The truck can be detonated at any time, instead of the firing for the vehicle, or as a close combat attack with the first strike ability. This is automatically successful, and is treated as if it had fired on itself. This explosion destroys the truck automatically. If the Bomb Truck is destroyed in any way, it will explode with the above effects on the D6 roll of a 3+ (this includes if it was destroyed by the detonation of another Bomb Truck in the unit). Each bomb truck in a unit can be detonated at different times, and each one counts as a separate barrage and cannot be combined.

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Version 2.1: 06/06/2003
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