Additional Rules
Epic 40K - Genestealers

Daemons, Mutants and Beastmen



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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

These three detachments are the odds and ends of a Genestealer Cult army. The core troops are the reason for collecting an army, but the extras are the bits which make a particular army your own and not simply a carbon copy of other armies. These bits may be more strange for some people, while others will love the diversity that they provide. The daemons provide a hard-hitting unit for the game. I have avoided daemons from a particular Chaos power. I guess that you can use them if you like, but then why not just take a Chaos army? I see a Genestealer Cult as using lesser daemons as tools, not necessarily as equal allies. The beastmen are fairly straight-forward, while the mutants are there simply as cannon fodder and mobile screen for the rest of your army. Use them callously, make the Patriarch proud. They may however, provide a problem for a few players, depending on how seriously you take them. Personally, I want my mutants to look like mutants, and so I aim to heavily convert infantry and such (although we will see just how long this lasts!). On the other hand, you may simply represent mutants using an infantry type, after all a mutation could simply be acid blood, scales, or other such non-obvious things. I also decided to make any truck transports which are with a mutant detachment to be stubborn as well, as this simplifies the whole issue of half a detachment having a special rule which the other half does not.

It shoudl be noted that, since these units are not a part of the central Genestealer Cult, they are not subject to the rules for 'Protect the Father' or 'Brood Telepathy'.

Background

A Genestealer Cult attracts many followers, from a huge variety of backgrounds and causes. Daemons are often seen when the Cult goes to battle. Sometimes they are summoned before the battle as extra forces with sacrifices and the strong psychic prescence that the Cult has. Sometimes people are drawn to the cult because they truely believe that it is a Chaos worshipping one. And sometimes the Genestealer Cult will ally with Chaos Cults behind a common cause and enemy. These daemons are grouped into units of their own, consisting of a vast variety of different types of minor daemon and the possessed who have given their body and soul as a shell for the existance of a daemon, either willingly or through an accident during a ritual.

When the Cult goes to war, tribes of beastmen rally together, seeing this as a chance to rid themselves of the oppressors and always willing to go to battle. The Genestealers also make use of the beastmen in the area and the knowledge that the tribes have. Additionally, mutants, shunned by society and hunted down and slaughtered by the general population, find a home and a haven within the cult. The Genestealers use these unfortunates without mercy, throwing them in wave upon wave against the enemy, simply to distract or to hold an objective. The mutants simply see this as a chance to avenge themselves and grasp the chance to settle a life-long score and allow others of their kind a better existance, and so they will not waste this chance and years of persecution has made them unbreakable.

These troops are the expendable forces of the Cult army. They are usually ill-equipped and because of the fact that their life expectancy is measured in heart-beats, hybrids and other troops will not fight in their units and they have only the most basic weapons and equipment. This consists mostly of close combat or very short-ranged weapons, and any civilian trucks and cars that they are able to steal or use.

Detachment Card

Daemon Cult
Command: You must choose a commander.
1 Detachment HQ +25
Main Force: Make up to ten choices from the following list.
1-2 Daemon Packs 11 each
1-2 Daemon Hound Packs 16 each
1-2 Possessed 8 each
Extra: Truck +5 each
Chain Of Command: Daemon > Possessed > Daemon Hound > Truck
Any part of this detachment can be designated HQ, subject to the chain of command. If the original HQ is destroyed then the next unit in the chain of command becomes the new HQ.

Beastmen Pack
Command: You must choose a commander.
1 Beastman Packmaster (One Beastman stand with Champion) 31
Main Force: Make up to ten choices from the following list.
1-4 Beastmen Packs 5 each
Extra: Include a Champion1 +1 each
Chain Of Command: Packmaster > Champion > Any Beastman Stand
Any part of this detachment can be designated HQ, subject to the chain of command. If the original HQ is destroyed then the next unit in the chain of command becomes the new HQ.
Notes:
1 Up to one Champion per stand, so a maximum of four per unit if you take four stands as a single choice

Mutant Mob
Command: You must choose a commander.
1 Detachment HQ +25
Main Force: Make up to ten choices from the following list.
1-4 Mutant Stands 5 each
Extra: Truck1 +5 each
Chain Of Command: Mutant > Truck
Any part of this detachment can be designated HQ, subject to the chain of command. If the original HQ is destroyed then the next unit in the chain of command becomes the new HQ.
1 Trucks are driven by mutants and so are also Stubborn (only those from this detachment, not from elsewhere in the army list)

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