Additional Rules
Epic 40K - Genestealers

Genestealer Cult Fate Cards



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General Notes and Design
Special Rules and Statistics
Genestealer Cult Fate Cards
The Coven and Inner Circle
Brood Brothers and Brood Armoured
Ork Brood Brothers - Claw Bruverz
Daemons, Mutants and Beastmen



Notes

The system of Fate Cards has become a little chaotic, with (I think) four sets existing. There is the original set in the Epic game, the Emperors Tarot from White Dwarf 210, the race specific cards in White Dwarf 214 and the additional race specific cards in Firepower issue two. (If there is anything that I have missed out then please tell me.)

I am not going to go into much detail about using these cards, as I am sure that most people have a favourite method - and sometimes we play games where we simply dont use the cards at all. However, it was suggested by my regular opponent that I make my Genestealer Cult Army List as complete as possible by adding 'race specific' Fate Cards - and looking at the ones which existed I found that no other race's cards seem to fit.

What I will talk about, is how to pick these cards. With any combination of armies arrayed against each other, and both general and race specific cards available, and with the race specific cards being on both card and magazine paper, things get complicated. So, my suggestion is this (and this includes using the following cards for the Cult Army), create a counter and table system. Perhaps the easiest method is to create a table like this:

A B C D
E F G H

Now, simply place the cards that you are going to use in the table, in any order that you like. Secondly, create a number of tokens on card, plastic, Space Hulk blips or whatever you can find, with a letter on them, and pick out the right number of tokens. Anyone can examine the actual Fate Cards at any time, but not the tokens that the players hold. You can vary the cards in any way that you like, and only use the ones for the races that are playing, or even having some cards appearing more than once. You can also say that if a player draws an enemies Fate Card, they are able to keep it but not to use it - thereby denying them any chance of getting it - or they may choose to discard it, place the counter back and draw again. This method also means that you can expand the deck and you cant choose a specific card because you 'know that the ones from Firepower issue two are the best'.

Anyway, the real advantage is that you can add the following cards and/or descriptions to the system easily!

Fate Cards
Lightening Arc [2]
The arc strikes an enemy target within 30cm unless countered with a Fate Card of greater value. The target takes an anti-tank shot. If this strikes the target, even if it survives due the save ability, the arc strikes the closest enemy stand to the target within 30cm. This continues until either a target is not hit, or there are no targets within 30cm which have not already been hit, or the arc has struck a total of six times. The arc cannot cause critical hits, even against Eldar War Engines.
Play this card at any time
Use One Only
A sympathiser has had access to enemy weapons. Play this card on an enemy detachment, that detachment reduces its firepower value by 2D6 for the rest of the players turn.
Play this card in the enemies turn
Sabotage
Lightening Arc [2]
The arc strikes an enemy target within 30cm unless countered with a Fate Card of greater value. The target takes an anti-tank shot. If this strikes the target, even if it survives due the save ability, the arc strikes the closest enemy stand to the target within 30cm. This continues until either a target is not hit, or there are no targets within 30cm which have not already been hit, or the arc has struck a total of six times. The arc cannot cause critical hits, even against Eldar War Engines.
Play this card at any time
Use One Only
Cultists have planted mines on the enemies aircraft runways. Play this card when your opponent declares any flier missions. All his flier missions are delayed by one turn, and are treated as being declared at the start of his next turn.
Play this card at the start of your opponents turn
Runway Mines
Righteous Fury
A detachment is gripped by a religious fanaticism. One detachment may re-roll a single firefight or close combat dice roll. No dice may be re-rolled more than once.
Play this card after a dice roll for a close combat or firefight
Use One
Cult sympathisers have infiltrated an enemy detachment. Play this card on an enemy detachment, that detachment takes hits at firepower strength of 3D6 at zero range with no cover allowed. Hits are allocated as normal firepower rules by the controlling player of the enemy detachment.
Play this card during the enemy shooting phase
Traitor
Righteous Fury
A detachment is gripped by a religious fanaticism. One detachment may re-roll a single firefight or close combat dice roll. No dice may be re-rolled more than once.
Play this card after a dice roll for a close combat or firefight
Use One
The Cult has managed to acquire some extra weapons. Play this card on one detachment, the Command Stand of that detachment, following the normal Chain of Command, has an additional 2AT shots at 45cm range, which may be fired at different targets.
Play this card during the Cult Firing Phase
Liberated Weapons
Lightening Arc [3]
The arc strikes an enemy target within 30cm unless countered with a Fate Card of greater value. The target takes an anti-tank shot. If this strikes the target, even if it survives due the save ability, the arc strikes the closest enemy stand to the target within 30cm. This continues until either a target is not hit, or there are no targets within 30cm which have not already been hit, or the arc has struck a total of six times. The arc cannot cause critical hits, even against Eldar War Engines.
Play this card at any time
Use One
The ground around an enemy detachment suddenly burns with magical fires from Hell itself. Unless countered by a Fate Card of greater value, a single detachment within 30cm of the psyker takes 3D6 hits, with no modifications for cover. Hellfire cannot cause critical hits, even against Eldar War Engines.
Play this card at any time
Hellfire [2]
Hellfire [1]
The ground around an enemy detachment suddenly burns with magical fires from Hell itself. Unless countered by a Fate Card of greater value, a single detachment within 30cm of the psyker takes 3D6 hits, with no modifications for cover. Hellfire cannot cause critical hits, even against Eldar War Engines.
Play this card at any time
Use One
A double agent has worked his way into the enemies confidence. This card allows you to cancel a single non-psychic Fate Card which the enemy plays.
Play this card at any time
Double Agent
Righteous Fury
A detachment is gripped by a religious fanaticism. One detachment may re-roll a single firefight or close combat dice roll. No dice may be re-rolled more than once.
Play this card after a dice roll for a close combat or firefight
Use One
Cultists have planted mines on the enemies aircraft runways. Play this card when your opponent declares any flier missions. All his flier missions are delayed by one turn, and are treated as being declared at the start of his next turn.
Play this card at the start of your opponents turn
Runway Mines
Righteous Fury
A detachment is gripped by a religious fanaticism. One detachment may re-roll a single firefight or close combat dice roll. No dice may be re-rolled more than once.
Play this card after a dice roll for a close combat or firefight
Use One
The detachment is armed with smoke grenades, which obscure the enemies view when firing at them. This card is played when the enemy fires at your detachment, all shots from that point until the beginning of the next Genestealer turn which are fired at the detachment suffer a right column shift on the firepower table. Shots which do not use this table are unaffected.
Play this card at any time
Smoke Grenades

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Date: 19/09/2001
Feedback on these rules: cybershadow@epic40k.co.uk