Cult Neophyte
A hidden cult soldier with familiar weapons.
Threat File — Cult Neophyte
TR 2 · Genestealer CultsSaves: Willpower +3
Proficiencies: Stealth +3, Fieldcraft +3, Awareness +2
Worked Here for Years. Inside its home facility, mine, or hab-block, the cult neophyte gains +1 to hit and Advantage on Stealth and Fieldcraft checks. It always knows the nearest hatch, shaft, or service route.
The Day Has Come. While a cult icon, Magus, or hybrid leader is visible, the neophyte gains Advantage on saves against fear and on Morale checks.
Autogun Volley. Ranged Attack: +3 to hit, range 60/180 ft., one target. Hit: 1d8 + 1 ballistic damage. The neophyte prefers firing down lanes it prepared before the uprising.
Mining Charge. The neophyte throws an improvised blast charge at a point within 30 feet. Creatures within 10 feet make an Agility Save DC 11, taking 2d6 fire damage on a failure or half on a success. Light Cover in the area is destroyed.
Rehearsed Withdrawal. The neophyte moves up to half its Movement toward a prepared position or tunnel entrance without becoming Exposed and without provoking Reactive Fire.
Morale: Fanatical while icons or leaders stand. If the cult's grip breaks, some flee — and some wake up screaming, unsure what they have done.
Tactics: Open from ambush in a workplace the party has already walked through. Use shift tunnels, catwalks, and service hatches to appear behind cleared cover. Strike, fall back, resurface — insurgents, not soldiers.
Loot / Evidence / Hooks: Licensed work papers, site schematics, and a shift roster with too many names circled — leads into the wider conspiracy.
Enemy Dossier
GM ReferenceA Cult Neophyte is a miner, dock worker, or PDF trooper whose loyalty was rewritten generations before anyone thought to check. It carries licensed weapons, knows the site schematics, and has been waiting its whole life for the signal.
Use this enemy when the uprising begins in a place the party thought was safe — a work crew, a checkpoint garrison, a maintenance gang that suddenly stops pretending.
Low durability, competent ranged fire, strong use of familiar terrain, fanatical morale near cult icons or leaders.
Worked Here for Years. Gains +1 to hit and Advantage on Stealth and Fieldcraft checks inside its home facility, mine, or hab-block.
The Day Has Come. Gains Advantage on saves against fear and Morale checks while a cult icon, Magus, or hybrid leader is visible.
Autogun Volley. Standard ranged attack from cover; prefers firing down prepared lanes.
Mining Charge. Throws an improvised blast charge; small area, damages cover, announces the uprising.
Rehearsed Withdrawal. Falls back half Movement toward the next prepared position without becoming Exposed.
Morale: Fanatical while icons or leaders stand; if the cult's grip breaks, some flee — and some wake up screaming, unsure what they have done.
Tactics: Open from ambush in a workplace the party has already walked through. Use shift tunnels, catwalks, and service hatches to appear behind cover the party thought was cleared. Neophytes fight like insurgents, not soldiers: strike, fall back, resurface. When they die, the party should wonder how many more neighbors are infected.
Full Stat Block Priority: Medium