Optional Cult Army Variants

 

The structure and nature of a Genestealer Cult varies from planet to planet, and also with the age of the Cult. The Army list shown above is for fairly mature and established Cult on any of the common Civilized Worlds of the Imperium. Players may also want to try these variant rules below, to cover Cult uprisings in other situations. Both players should agree to using them before the game though! For more information on different planet types in Imperial Space, see pages 114-115 in the Warhammer 40,000 Rulebook, and feel free to try out other variant lists for some of the other worlds described there. Any of the special characters can be used in all Cult types.

 

Feudal/Low-tech Planets

These planets are mostly in a medieval setting, or tech levels lower than the Imperial norm

Special Rules:

  • No Tanks or Heavy Support (except as below)
  • No Fast Attack except for Mounted Cultist units
  • Mounted Cultists can be chosen from Troops as well as Fast Attack (player choice)
  • No restrictions on the number of Mounted Cultist units [(0-2) restriction no longer applies]
  • Mounted Cultists & Hierarchs have superior riding skills:
  • Trot: In addition to the normal rules for Cavalry models in the Warhammer 40,000 Rulebook, Mounted Cultists may choose to move at a Trot. See Codex: Imperial Guard for details on this special rule.
  • Initiate units cannot have Heavy Weapons except for Heavy Stubbers, and only 1 for every 20 members of the unit .
  • Initiate units can take an additional Close Combat Weapon or a Double Handed Close Combat Weapon for free.
  • Instead of regular Heavy Weapon teams, Feudal Cults may only use the following war machines. Unlike normal heavy weapons, these massive machines can only move if both crew are alive. If one crewman is killed, it and its crewman must remain stationary for the rest of the game. All other rules for Cult Heavy Weapon teams apply, as per the Heavy Support section.

Bolt Thrower Cost: +20 points

Weapon

Range

Str

AP

Type

Bolt Thrower (single shot)

24"

6

3

Heavy 1

Bolt Thrower (volley)

24"

4

5

Heavy 3

A mainstay on low-tech worlds, this ancient war machine fires a huge steel-tipped arrow or bolt at the enemy, where it can possibly pierce one foe with one massive bolt, or scatter multiple shots in a quick volley but with less force. The crew must declare which firing mode is being used before rolling any dice to hit – the single Strength 6 shot, or three shots at Strength 4.

Catapult/Stone Thrower Cost: +20 points

Weapon

Range

Str

AP

Type

Catapult/Stone Thrower (direct hit)

G12-48"

8

2

Heavy 1 Blast

Catapult/Stone Thrower (blast area)

G12-48"

3

6

Heavy 1 Blast

Another favorite for Cults emerging on less developed worlds, this device hurls huge stones into the air at enemy units. Some even hit! Catapults operate just like regular Barrage weapons, but with special effects. Once the template is positioned after scattering, see if the small hole in the center of the template touches the base of any enemy models (or vehicles). Any models covered in this way take a direct hit at Strength 8 AP2 as they take the full impact of the falling rock! All other models touched by the template take a Strength 4 hit with AP6 as the resulting flying rock shards fill the air. Catapults can form multiple barrages like other barrage weapons, but never cause Pinning. Note that the player must declare a minimum distance of 12 inches for range.

  

Hiveworlds

Massive population concentrations in Hive Spires, surrounded by deadly wastelands (Necromunda is the most famous)

Special Rules:

  • No Tanks, Sentinels or Mounted Cultists allowed
  • No restrictions on the number of Cultist Biker Units [(0-2) restriction no longer applies]
  • No restrictions on Heavy Weapon Teams [(0-2) restriction no longer applies]
  • Initiate units can have two Heavy Weapons instead of just one per unit, or one Heavy Stubber per 10 members of the unit
  • Initiate units can form Cultist Gangs of 5-10 models (only 1 Heavy Weapon or two Heavy Stubbers though per Cultist Gang unit)
  • Up to one Cultist Gang may Infiltrate as well as a one regular Initiate unit
  • Cultist Gangs can Infiltrate even if they have up to one Heavy Weapon
  • Cultist Gangs can use a special 4" unit coherency distance between members of the unit

  

Space Hulk/Fresh Cults

These represent Genestealer-infested Hulks, or Cults very early in their development cycle

Special Rules:

  • At least one Initiate unit must be taken, and the total number of Initiates in the Cult must be no less than ½ the total number of Hybrids
  • Genestealer and Hybrid Broods can be chosen as Troops as well as Elites (Cult player choice)
  • No regular Magus (Cult is too recent to create one yet) but Hierarchs can be used as normal
  • Patriarch & his bodyguard can use the Genestealer special movement & reserve rules (Cult is less organized, but he’s younger and lighter on his feet)
  • No Comrade units, and no Fast Attack, Tanks, or Heavy Support selections allowed (you may choose more Troops if the scenario would call for these as mandatory selections)
  • No Cult Relics, Books of the Faith, or Bells of Righteousness (Cult has not had time to form religious trappings yet)

Back to Codex: Genestealer Cults

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