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13 Genestealer Cult Army Book

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0% found this document useful (0 votes)
271 views10 pages

13 Genestealer Cult Army Book

Wargaming Gaming Material

Uploaded by

adlard_matthew
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

NetEpic 5.

2 Army Book

Genestealer
Cults

By Bruce Scott
Disclaimer: This rulebook is completely unofficial and in no way endorsed by Games
Workshop Limited. Warhammer 40,000, Adeptus Titanicus, Space Marine, Epic
40,000, Epic: Armageddon and other names, races, characters, illustrations and
images from the Warhammer 40,000 universe are either , TM and/or Copyright
Games Workshop Ltd 2000-2005, used without permission and their use should not be
construed as a challenge to said ownership. NetEpic is a non-profit work intended for
personal use and cannot be distributed with intent of profit. Concepts and ideas not
owned by Games Workshop are the property of the NetEpic Discussion Group.

Genestealer Cults
Background
A single Purestrain Genestealer is all that it takes. One single 'Stealer that finds its
way into contact with an intelligent and social race is all it takes, making humans the
most ideal and most common victims. The 'Stealer is able to hypnotize his victim,
paralysing him and rooting him to the spot. From there, the Genestealer corrupts the
hosts genetic structure, by the use of an ovipositor located in his tongue, in a grim
parody known as the Genestealers Kiss. Often the victim will remember nothing
except for nightmares of powerful claws and deep eyes. However, in a short time, the
victim finds that he has a strong desire to mate and to produce offspring. When this
happens, the first born is hideously deformed, possessing at least an extra arm ending
in a large claw, a bulbous head, a purple tint to the skin, a dislike and lack of ability to
understand the simplest technology and other symptoms. It is a first generation
Genestealer Hybrid. A parental nature is a very strong thing, and this is reinforced by
the Genestealers corruption and the hybrids latent psychic ability, and so the infant is
protected and looked after. He also has the hypnotic ability of the Purestrain, and so
the social infection continues and spreads, with each hybrid generation the offspring
become more like the host species and by the third or fourth generation they
reproduce as normal and do not have to use their Ovipositor. There are four
generations of Hybrid, the fourth being almost indistinguishable from a normal
human. Any subsequent offspring of a fourth generation hybrid can be hybrid, a
normal member of the host species, or in extremely rare circumstances a Purestrain
Genestealer.
A Purestrain Genestealer has a very strong, bestial presence in the Warp, and this is
what counts for its hypnotic ability, and so they are all latent psychics. However, with
subsequent generations of hybrids, when the strength of the Purestrains presence
becomes tempered by the subtlety and control of another actively psychic species, the
potential for full psychic powers becomes greater. In this way, a Genestealer Cult
becomes more likely to produce and attract psykers as it matures. Additionally, all
direct members of the cult - those who are hybrid offspring and those who have been
genetically tainted by a Genestealer - share a psychic link in the form of a brood
telepathy, allowing the will and wishes of the Genestealers to be passed onto other
members.
When the fourth generation hybrids come into existence, the cycle is complete. One
of the fourth generations becomes the Magus, a charismatic individual able to conduct
business and to understand the society in which the cult is embedded as well as being
a powerful psyker, while the original Purestrain grows in size and psychic stature to
become the Patriarch - the real cult leader. Imperial scholars have conjectured that if
the original Purestrain corrupts ten humans (a very conservative estimate indeed, with
numbers more likely to be around 50 or 60), and each of those ten resulting Hybrids
infect ten and so on down the line, there will be over eleven thousand one hundred
Genestealers by the fourth generation, in addition to the human parents, relatives,
enthralled, sympathisers and other cult members. This is what makes Genestealers so
very
dangerous.

Initially, the cult seems fairly innocent, and certainly one of the more benign and
peaceful possibilities that planetary governors should worry about. The cult promotes
family values and respect for ones elders. The members are humble, shunning
complex and expensive technology and dress in simple robes which hide them almost
completely. Often, the only way that a cult is recognised is by the large, dark cars
which no-one ever sees inside of. As the cult matures, it uses any method possible to
grow in size and strength. Often, members will turn to Chaos in an attempt to gain
power, making pacts with Daemons and other cultists. The cult also attracts the dregs
of society. Those abandoned by the system find a home and a family within the walls
of the cult, and so it becomes a haven for mutants and psykers of all types. Even its
own members are often ignorant of the real purpose and beings behind the Inner
Circle of the cult, and innocent people looking for guidance, as well as the relatives of
Hybrid
generations,
frequent
the
building.
And then, when the cult reaches maturity, it turns on the society in which it is
situated. By then, it is often too late. Large sections of the population are connected
and support the cult, including the planetary defence forces, and Genestealers emerge
in vast numbers. The society almost literally explodes, and is torn apart by civil wars,
with the authorities never knowing exactly who is on the side of the rebels. External
forces, such as the Adeptus Astartes, are sent, or the planet may be Virus bombed
from Orbit, if the uprising is caught quickly enough. Genestealers are sent out in
ships, with Hybrids and Brood Brother cultist to care for them and set autoguidance
systems in the star ships (which are unintelligible to the Purestrains) before these
devotees die. A Purestrain Genestealer does not breathe, it does not age or die of
natural causes, it can wait forever, until a new host is found and the cycle starts again
on another planet.

ARMY COMPOSITION
The Genestealer Cult is a variation on the existing PDF list included in the NetEpic
5.0 Adaptus Militaris army book. It is a codex list. As the Genestealer Cult may be a
prelude to full scale Tyranid invasion, up to 25% of your army may come from the
Tyranid list. Allies must as usual follow their particular constructions rules.

Codex

At least 75% of your points


from

Up to 25% into

Genestealer
Cult

This list and the PDF list.

The Tyranid List

A Genestealer Cult army must always include one (and only one) Genestealer
Patriarch (free card) and at least one Genestealer Coven. The Genestealer Patriarch is
considered the equivalent to a regimental command. This free card counts as a
company card.
The Genestealer Cult does not get the normal PDF advantages of free defenses for
company cards or the ability to re-arrange terrain.
The following PDF units are not available to the Genestealer Cult:
Grey Knights, Inquisitor, Ordo-Malleus
Command, Battalion Command.

Inquisitor, Commissar, Regimental

The additional Genestealer Cult army cards may only attach support from this list.
Any PDF army cards taken may only attach support or special cards from the PDF
list, unless their CHQ stands have been replaced with Hybrid CHQ stands. In this
case Infantry support cards from the Cultist list may be attached.

Optional Rule: Chaos as Allies


The original Genestealer Cults were often aligned with a particular Chaos
power. The cult used the compact with Chaos to extend its influence. A Genestealer
Cult army may include allies from and one Chaos power. Up to 25% of your points
can be put into one Chaos Power list. The allied contingent must follow their normal
construction rules.

SPECIAL RULES
The Chain of Command Rule
The Genestealer Cult follows the normal chain of command rules that apply to the
PDF.
Theres something not quite right here!
Each PDF company card may be bought at the standard points cost, but will have a
morale value one lower than normal. This represents companies that have not been
infiltrated. These troops are uneasy, but dont know exactly whats wrong.
Alternatively, any company with Tactical CHQ stands may replace them with Hybrid
CHQ stands at a cost of 25 points (per company, not stand). The company retains its
normal morale value, and in addition gains the same morale re-roll ability as a Penal
Legion.

Sample Army: The Patriarch Strikes


Army Card

Cost Notes

1) The Patriarch
Special: Zoats
2) Genestealer Coven
Special: Magus
Support: Cultists
3) Mammoth Company
Special: Shadowsword
4) Earthshaker Company
+ Hybrid CHQ
Special: Sanctioned Psyker
Support: Sentinel Squad
5) The Converted
+ Truck Bomb x2
6) Light Artillery
+ Hybrid CHQ
Special: Cyborg Berserkers

Free
200
700
100
200
750
225
450
+25
75
150
600
100
250
+25
150
4000

Total

Mandatory
Mandatory

UNIT DESCRIPTIONS
INFANTRY
Zoat: A Genestealer infection can sometimes start with a reconnaissance by an
advance party of Zoat. These highly intelligent clients of the Tyranids are
Independent.
Purestrain Genestealer: The Purestrain Genestealers are formidable creatures in
close combat and their independence make them highly useful to the Patriarch.
Genestealer Hybrid: The first and second generation hybrids retain much of the
combat ability of their purestrain progenitors and make up the foot soldiers of the
coven. The third and forth generation hybrids are generally used to infiltrate key
facilities and replace those in key positions. First, second and third generation
Genestealer Hybrids are treated the same for game purposes.
Hybrid CHQ: The third generation hybrids usually assume much of the lower level
command roles once the Cult surfaces. A Hybrid CHQ is used to replace a Tactical
CHQ in PDF companies, granting the company its normal morale value. In addition,
if any detachment of that company fails any morale roll, remove one stand and re-take
the morale check. Continue this process until you make the morale check, or the
detachment is wiped out.
Magus: The forth generation hybrids, known as Magus, maintain psychic links with
the Patriarch and act as synapse nodes, directing the lesser hybrids and cultists.
Magus have some limited Psychic ability, and their powers also grant them a 4+ save
against psychic attacks. The Magus may use one psychic power per turn from the
following:
Psychic Scream: For each non-Genestealer psyker within 25cms roll a D6.
On a 5+ the psyker is stunned and may take no action for the remainder of the
turn. Any ongoing psychic powers are disrupted immediately.
Harden resolve: Target any unit on fall-back orders within 50cms. That unit
may make a rally attempt at +2 to the die roll. However, if the unit fails this
morale check, it immediately routs.
Tear: Select one stand/unit within 25cm of the Magus (no LoS required)
which must make its psychic save or take a single hit at -3 TSM. Shielded
units are unaffected, however units with a hit location template and no shields
that fail their psychic save take a hit on the Head or Bridge location as above.
A Magus is a command, HQ and Elite unit. They may create an exception to the
normal chain of command rule. A Magus may join any detachment and as long as
they stay within coherency that unit may be given orders normally (as per a
Commissar).
.

WALKERS
Genestealer Patriarch: The Patriarch is the leader of the Coven and guides all the
activities of the Cult. The Patriarch may act as a CHQ for chain of command
purposes. Further, all companies commanded by Hybrid CHQ have a command radius
of 35cms. If the Patriarch is ever killed however, any companies lead by a Hybrid
CHQ may not be given orders on the following turn.
The Genestealer Patriarch is a command and HQ unit, and a psyker. The Patriarch
has 3 wounds and regenerates. He has a 3+ psychic save. Once per turn the Patriarch
may use one of the following psychic powers:
Psychic Scream: For each non-Genestealer psyker within 40cms roll a D6.
On a 4-5 the psyker is stunned and may take no action for the remainder of the
turn. Any ongoing psychic powers are disrupted immediately. On a roll of 6,
the psyker is destroyed. No psychic save is allowed.
Charisma: Target any one enemy unit/detachment within 25cms. The target
must make a morale check at -1. If the check is failed, the Cult player may
immediately take a normal action with that unit as if it were his own, ignoring
its current orders. The Patriarch may elect to maintain control of the unit in
subsequent turns but can use no other psychic power while it does so. If the
Patriarch does not maintain control of the detachment, control reverts to the
owner in the end phase.
Rend: All stands/units in base contact with the Patriarch must make a psychic
save or take a single hit at -5 TSM. Units with a hit location template that fail
any psychic save take a hit on the Head or Bridge location as above.

VEHICLES
Coven Limousine: During the early expansion phase, the Coven needs a means of
transportation that can keep their unique physical attributes out of the public eye.
To this end, the Coven makes extensive use of specially customised limousines. They
have uprated engines, 6x6 drive for off-road performance, considerable appliqu
armour and a basic conversion field. Their blacked out windows allow the Hybrids
and Patriarch to travel around under the very noses of the Planetary Defense Force
until it is too late.
Trucks: For most PDF, armored personnel carriers are a luxury that is not affordable.
The venerable Truck is the standard battlefield transport.
Truck Bombs: During the final stages of the Cult-lead insurrection, much use is
made of truck bombs to take out key command and control facilities. They are also
used once open battle is joined.
A Truck Bomb can be set off at any stage during the First Fire or Advance Fire
segments. This counts as an activation for the owning player. Once declared, place
the large 12cm diameter template centered on the truck, and then place the smaller
6cm diameter template on this, again centered on the model. Everything at least half
covered by the 12cm template is hit on a 4+ with a -1TSM. Further, if any structures

are at least touched by the smaller template, they must make a saving throw at -3TSM
to avoid being damaged.
A Truck Bomb is purchased as an upgrade to a Company or Detachment card
containing Trucks. For each Truck Bomb upgrade purchased one of the trucks in that
unit becomes a Bomb, losing its transport capacity. The owning player may nominate
any of the trucks in that unit when it is time to detonate the bomb. The destroyed
truck counts against the unit break point.

Army Cards
Name

Contents

Break
Point

Morale

Victory
Points

Cost

Genestealer
Coven

Magus + Coven Limo


1 Genestealer Brood
1 Hybrid Brood
1 Hybrid Support Brood
Magus + Coven Limo
3 Flying Squad detachments
Magus + Coven Limo
2 Motorised Platoons

700

15

700

16

600

Contents

Break
Point

Morale

Victory
Points

Cost

5 Genestealer stands

150

6 Hybrid stands
6 Hybrid stands + 3 Coven Limousines
6 Hybrid Support stands

3
5
3

2
2
2

2
2
3

150
200
300

10 stands of Cultists
10 Stands of Cultists
5 Trucks

5
8

3
3

2
3

200
250

Hybrid Coven
The Converted

Support Cards
Name

Infantry
Genestealer
Brood
Hybrid Brood
Flying Squad
Hybrid Support
Brood
Cultist
Motorised
Platoon
Hybrid CHQ

Replaces Tactical CHQ in PDF companies

+25

Vehicles
Coven Limos
Trucks
Truck Bomb

3 Coven limousines
5 Trucks
See rules

2
3

2
4

1
1

50
50
+50

Special Cards
Name

Contents

Break Morale Victory Cost


Point
Points

The Patriarch

1 Genestealer Patriarch, 1 Magus, 2


Hybrid stands
Magus stand + coven limousine
5 Zoat stands

Stand

FREE

Stand
3

2
2

100
200

Magus
Zoats

Summary of Unit Statistics


Troop Type

Move

Saving CAF Weapons


Throw

Range

Attack
Dice

Roll
to Hit

TSM Notes

Infantry

Genestealer
(purestrain)
Genestealer
Hybrid
Hybrid Support

15 cm

+6 Claws

10 cm

Hybrid CHQ
Cultists

Independent

10 cm

+3 Pistol

25cm

75cm

-1

10 cm
10 cm

+1 Heavy
Weapon
+2 Laspistol
+0 Various

25cm
50cm

2
1

5
5

0
0

20 cm 5+/6+f
20 cm
6+
20 cm
6+

+0
+0 None
+0 Bomb

Genestealer
Patriarch

15 cm

+8 Claws

Magus

10 cm

Zoat

15 cm

Infiltrate

HQ, Infiltrate, special

Vehicle

Coven Limo
Truck
Truck Bomb

Template

6BP

Vari
es

-1

Transport 2, PD(1).
Transport 2, OTV
Damages Buildings,
Special

Special Units

2+

5+

+1 Laspistol

25cm

4+

+5 Barbed
Strangler

50cm

5+

Command, HQ, Fear,


3 Wounds,
Regenerates, 3+
Psychic save. Special.
Command, HQ, Elite,
4+ Psychic save,
special
Independent

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