Genestealer Cults v1-3

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GENESTEALER CULTS Version 1.3 by Rob Henson A Genestealer Cult is a community of Genestealers, Genestealer-hybrids, as well as the completely human convert-hosts, infected victims and genetic relatives known as Brood Brothers, existing within another society. Such a cult forms if a Genestealer infects members of another species with its genotype. The resultant changes in the genome of the host cause a fanatical loyalty to the Genestealers as well as a drastic change to their reproduction system; their firstborn children will be Hybrids, a grotesque mixture of the host's race and Genestealers. These hybrids infect further victims, and the infection spreads exponentially. Fourth generation hybrids produce Purestrain Genestealers, and the cycle starts once again. This brood of Purestrains, hybrids and Brood Brothers is held together by strong psychic and genetic bonds, and assembles around the original Genestealer which becomes the Patriarch. Because this community is often hidden behind the facade of a religion or political movement, it is called a Genestealer Cult. SPECIAL RULES Outlaws: Genestealer Cults do not start out as an Outlander gang because, on the surface, it appears to be a normal house gang. When rolling on the Outlaw Table the following additional modifiers apply: -1 For every Genestealer or Hybrid that took part in the game. +1 for every thousand or part thousand points in the Cult's rating, to represent its cultists establishing themselves in positions of authority. If a Cult is discovered, it is not only permanently outlawed but after each game roll a D6. On a roll of 1, a purge is declared by the authorities and a squad of Enforcers will come to aid the next gang to fight the cult. Hired Guns: Cults can’t make use of any hired guns; the risk of discovery is too great. Bounty: Brood Brothers are worth nothing unless the cult is exposed. Hybrids are worth normal bounty. Territory: Genestealer cults begin the game with 5 standard territories generated as normal. Only Brood Brothers may work territory. Leadership: The Magus acts as the public face and leader of the cult. Should the cult not have a magus then any Acolyte or Brood Brother may act as the leader. Cult members are utterly loyal and will never challenge for leadership. Brood Intelligence: The entire brood shares a psychic link that allows them act as a single body. So long as there is a Magus or Broodlord on the table, cult members may use either of their respective Leadership values when taking nerve tests.

description

Genestealer cult rules for Necromunda

Transcript of Genestealer Cults v1-3

Page 1: Genestealer Cults v1-3

GENESTEALER CULTS Version 1.3 by Rob Henson

A Genestealer Cult is a community of Genestealers, Genestealer-hybrids, as well as the completely human convert-hosts, infected victims and genetic relatives known as Brood Brothers, existing within another society. Such a cult forms if a Genestealer infects members of another species with its genotype. The resultant changes in the genome of the host cause a fanatical loyalty to the Genestealers as well as a drastic change to their reproduction system; their firstborn children will be Hybrids, a grotesque mixture of the host's race and Genestealers. These hybrids infect further victims, and the infection spreads exponentially. Fourth generation hybrids produce Purestrain Genestealers, and the cycle starts once again.

This brood of Purestrains, hybrids and Brood Brothers is held together by strong psychic and genetic bonds, and assembles around the original Genestealer which becomes the Patriarch. Because this community is often hidden behind the facade of a religion or political movement, it is called a Genestealer Cult.

SPECIAL RULES Outlaws: Genestealer Cults do not start out as an Outlander gang because, on the surface, it appears to be a normal house gang. When rolling on the Outlaw Table the following additional modifiers apply: -1 For every Genestealer or Hybrid that took part in the game. +1 for every thousand or part thousand points in the Cult's rating, to represent its cultists establishing themselves in positions of authority. If a Cult is discovered, it is not only permanently outlawed but after each game roll a D6. On a roll of 1, a purge is declared by the authorities and a squad of Enforcers will come to aid the next gang to fight the cult. Hired Guns: Cults can’t make use of any hired guns; the risk of discovery is too great. Bounty: Brood Brothers are worth nothing unless the cult is exposed. Hybrids are worth normal bounty.

Territory: Genestealer cults begin the game with 5 standard territories generated as normal. Only Brood Brothers may work territory. Leadership: The Magus acts as the public face and leader of the cult. Should the cult not have a magus then any Acolyte or Brood Brother may act as the leader. Cult members are utterly loyal and will never challenge for leadership. Brood Intelligence: The entire brood shares a psychic link that allows them act as a single body. So long as there is a Magus or Broodlord on the table, cult members may use either of their respective Leadership values when taking nerve tests.

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Capture: If a Hybrid is captured by another gang the cult may only attempt a Rescue mission. If any Hybrids are captured and not rescued the cult will be discovered, the opposing gang will report this to the local authorities. However, there is a chance that the cult can remain hidden. The cult player rolls a D6 adding +1 to this roll for every thousand or part thousand points in the Cult's rating. If the result is 6 or more one of the cult’s agents has intervened and the cult remains hidden. Members of other gangs that are captured by the cult must be implanted or killed if they are not rescued. Implantation: A gang member captured by the cult that is not rescued may be implanted and taken over by the cult. An implanted model becomes part of the cult, becoming fanatically loyal and now hates all enemy fighters. Remove the fighter from his old gang and add him to the cult’s roster. He retains all skills and abilities he previously had but is now for all intent and purpose a Brood Brother. Note that only house fighters can be implanted, all other fighters are killed instead.

Recruitment Genestealers depend on intelligent life forms in order to propagate their species. Human gangers are recruited into the Genestealer Cult by being implanted with a Genestealer's genetic material. Once infected the new Cultist (Brood Brother) is controlled by the Brood Intelligence and is one hundred percent loyal to the Cult. The infected Cultist retains all outward appearance but its offspring will be hideous hybrids. Subsequent generations will become either hybrids or Genestealers. Once a Brood Brother, Acolyte or Neophyte Hybrid has attained 61 or more experience points he may be sent to breed. This may only be done during the post game sequence after any serious injuries have been rolled. Cult members sent to breed are removed from the cult, though the cult retains any weapons and equipment they previously had. Brood Brothers that breed spawn a Hybrid Neophyte. Hybrid Neophytes that breed spawn a Hybrid Acolyte. Hybrid Acolytes that breed spawn either a Magus or Genestealer. You may never have more than 3 Genestealers (including a Broodlord) and 1 Magus in the cult, additional Genestealers and Magus automatically leave to spread the cults influence elsewhere. Spawned models are added to the cult’s roster as normal, you may buy any options normally available to them when they are recruited.

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Recruiting Your Cult You have 1,000 credits to spend on recruiting and arming your cult within the following guidelines.

Minimum 3 Fighters: the cult must have at least three models.

Genestealer: You may include up to 2 in your starting gang.

Hybrid Neophyte: You may include up to 3 Neophytes in your starting gang.

Brood Brothers: You can include as many Brood Brothers as you can afford.

Magus and Hybrid Acolyte: You may not start with any.

Note: Only Brood Brothers can be recruited by the cult after its initial setup. Other fighters can only be acquired through breeding.

Magus Cost to recruit: 120 credits

The Magus is a special Hybrid of the 4th generation, he appears nearly human, although is invariably bald and heavy boned. He is highly intelligent and possesses formidable psychic ability. His "normal" appearance allows him to operate as the public spokesman for the clan or cult, which is disguised as a legitimate religious, political or social movement - a role which Genestealers cannot take.

M WS BS S T W I A LD

4 3 3 4 3 1 5 1 8

Weapons: The Magus can be armed with weapons chosen from the Hand-to-Hand, Pistols and Extras lists. 4th Generation Hybrid: Hybrids of this generation can seamlessly blend into human society. The Hybrid does not risk endangering the cult through discovery and counts as a Brood Brother for the purposes of the Outlaw table modifier, Capture and working Territory. Wyrd: The Magus is a Wyrd and can use the following Wyrd powers. Lightning Arc: Witchfire

Range To Hit Str Dam Save Mod.

Ammo Roll Short Long Short Long

0-6 6-12 +2 +1 4 1 -1 n/a Sustained Fire: 1 Psychic Scream: Malediction Psychic Scream has a range of 18" the affected model must take a Nerve test or flee. The Horror: Blessing; Self Only The Magus counts as causing Terror. Mind Shield: This model cannot be possessed when using wyrd powers.

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Brood Brothers Cost to recruit: 30 credits

Brood Brothers are the literal brothers and siblings of a Genestealer Cult's Hybrids. Many of these Brood Brothers may be members of the local civil or military authorities, continuing to carry out their normal duties in society. They remain hidden until the cult/clan is powerful enough to completely take control of the host society. They regard and often venerate the Genestealer Patriarch as a grandfather or deity.

M WS BS S T W I A LD

4 2 2 3 3 1 3 1 6

Weapons: Brood Brothers can be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic and Extras lists. Hatred: Brood Brothers are fanatically loyal and hate all enemy fighters. Heavy: One Brood Brother may have the Specialist skill and use Heavy weapons. This must be nominated when the model is recruited into the gang.

Hybrid Neophyte Cost to recruit: 50 credits

The first generation Hybrids closely resemble Genestealers. But, with each new generation of Hybrids, Genestealer traits give way to Human traits. Neophytes are the early generations of hybrids and are unable to blend into human society.

M WS BS S T W I A LD

4 4 2 4 3 1 4 1 7

Weapons: Neophytes can be armed with weapons chosen from the Hand-to-Hand, Pistols and Extras lists. Extra Arms: Neophytes may have up to 2 additional clawed arms for 10 credits apiece. Each arm grants the model an additional attack in close combat.

Hybrid Acolyte Cost to recruit: 60 credits

The first generation Hybrids closely resemble Genestealers. But, with each new generation of Hybrids, Genestealer traits give way to Human traits. Acolytes are the later generations of hybrids and are virtually indistinguishable from normal humans.

M WS BS S T W I A LD

4 3 3 4 3 1 4 1 7

Weapons: Acolytes can be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic and Extras lists. 4th Generation Hybrid: Hybrids of this generation can seamlessly blend into human society. The Hybrid does not risk endangering the cult through discovery and counts as a Brood Brother for the purposes of the Outlaw table modifier, Capture and working Territory. This upgrade costs 10 credits and may only be brought when the model is recruited.

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Genestealer Cost to recruit: 200 credits

The Genestealers (Corporaptor hominis) are one bioform of the multispecies Tyranid race that was genetically designed by the Hive Mind for the infiltration of other intelligent species' settled worlds. They are incredibly dangerous multi limbed opponents that can tear apart even the mighty space marines with ease.

M WS BS S T W I A LD

6 6 - 5 4 1 6 3 10

Weapons: Genestealers cannot use weapons or equipment; they fight with their own natural abilities. Natural Armour: Genestealers have a 5+ armour save Alien Determination: This model is immune to Fear, Terror and automatically passes any nerve tests it is required to make. The model has the following skills: Escape Artist, Juggernaut, Killer Reputation, Nerves of Steel, Iron Will and Ambush. Note that skills such as Ambush have no effect on this model and are listed here to avoid the possibility of it rolling that skills. Scale Shear Surface: Due to their multiple limbs and great physical strength, a Genestealer can rapidly advance through terrain that would otherwise stop or impede a normal human. This means that it can move up and down platforms and walkways even if there is no ladder or lift available. The distance moved up or down is counted against its movement as normal.

Broodlord: the first Genestealer recruited by the cult becomes the Broodlord. It is always the oldest purestrain of the cult. As the first Genestealer of the group, all other members are psychically linked through it; this leads it to attain a level of intelligence much higher than that of other Genestealers. Should the Broodlord be slain the Genestealer with the next highest Experience points becomes the new Broodlord.

Advance Rolls

2D6 Result 2-3 New Skill 4-5 New Skill: Roll again

1-2 Quick Witted 3-4 Infiltration 5-6 Sneak Up

6 Characteristic Increase: Roll again 1-3 +1 Strength 4-6 +1 Attacks

7 Characteristic Increase: Roll again 1-3 +1 Initiative 4-6 +1 Weapon Skill

8 Characteristic Increase: Roll again 1-3 +1 Wounds 4-6 +1 Toughness

9-10 New Skill: Roll again 1-2 Parry 3-4 Impetuous 5-6 Hard as Nails

11-12 New Skill

Maximum Characteristics

Genestealer

M WS BS S T W I A LD

6 9 - 6 5 3 9 5 10

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Genestealer Cult Equipment

Extras Grenades Frag Grenades Krak Grenades Missiles Frag Missiles Super Krak Missiles Ammunition Dum-dum Bullets Manstopper Shells Hot Shot Shells Bolt Shells Miscellaneous Clip Harness Filter Plugs Photo-contacts Lobo-chip Weapon Reload

GENESTEALER CULT WEAPONS LIST Hand-to-Hand Weapons Knife (first knife free) Chain or Flail Club, Maul or Bludgeon Massive Axe, Sword or Club Pistols Stub Gun Autopistol Laspistol Basic Weapons Autogun Shotgun Lasgun Special Weapons Flamer Heavy Weapons Heavy Stubber

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Experience Genestealer cult members follow all of the usual experience and advances rules with the following exception.

Model Type Starting Experience

Genestealer Magus Acolyte

Neophyte Brood Brother

60+D6 60+D6 20+D6 20+D6

0

Experience Points Title

0-5 6-10 11-15 16-20 21-30 31-40 41-50 51-60 61-80 81-100 101-120 121-140 141-160 161-180 181-200 201-240 241-280 281-320 321-360 361-400 401+

Brood Brother Brood Brother Brood Brother Brood Brother Brood Brother Brood Brother Brood Brother Brood Brother Exalted Brother Exalted Brother Exalted Brother Exalted Brother Exalted Brother Exalted Brother Exalted Brother Cult Elder Cult Elder Cult Elder Cult Elder Cult Elder Brood Lord

Advance Rolls Brood Brothers, Neophytes, Acolytes and Magus use the standard gang advancement table when making advancement rolls.

Maximum Characteristics

Acolyte and Magus

M WS BS S T W I A LD

4 6 6 5 4 3 7 3 10

Neophyte

M WS BS S T W I A LD

4 7 5 5 4 3 7 3 9

Fighter Agility Combat Ferocity Muscle Shooting Stealth Techno

Genestealer X - X X - X -

Magus X X X - - X -

Acolyte X X X - X X -

Neophyte X - X X - X -

Brood Brother

- - X - X - -