Additional Rules Epic 40K - Genestealers
Daemons, Mutants and Beastmen
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
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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'.
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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.
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Detachment Card
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Daemon Cult
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Command: You must choose a commander.
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Main Force: Make up to ten choices from the following list.
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1-2
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Daemon Packs
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11 each
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1-2
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Daemon Hound Packs
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16 each
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1-2
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Possessed
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8 each
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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.
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Beastmen Pack
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Command: You must choose a commander.
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1
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Beastman Packmaster (One Beastman stand with Champion)
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31
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Main Force: Make up to ten choices from the following list.
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1-4
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Beastmen Packs
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5 each
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Extra:
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Include a Champion1
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+1 each
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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.
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Notes:
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1
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Up to one Champion per stand, so a maximum of four per unit if you take four stands as a
single choice
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Mutant Mob
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Command: You must choose a commander.
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Main Force: Make up to ten choices from the following list.
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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.
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1
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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
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