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Gang Rules
Recruitment:
At gang creation, its composition must include one Magus, up to one Purestrain Genestealer, up to two Brood Brother
Heavies, and any number of Brood Brothers. Any Brood Brothers who take mutations (representing successive generations
of Genestealer DNA-infiltration) are considered Hybrid Brothers in further terminology.
Unclean Influences:
In the event the rules for Outlaw gangs are being used, then Genestealer Cults are subjected to a handful of penalties and
bonuses unique to the them when rolling on the Outlaw table after a game:
If the Magus and/or any Hybrids remain in enemy hands after an attempted rescue mission, then the opposing gang may
expose their inhuman nature to the authorities. The gang becomes outlawed immediately, applying any and all effects
associated with this. If the Cult becomes Outlawed in this manner, they may not pay off their bounty in the normal way;
they remain Outlawed for as long as they remain active.
Optional: If the Cult is discovered as described above, your opponents using non-outlawed gangs may bring a single
Enforcer Patrol Squad along (or if there are any Enforcer players, they may join the game in a 2-on-1 scenario). Note that
increasing the opponent's gang rating might allow the Cult player to bring along the Cult's Patriarch (rules forthcoming).
Income:
Only Brood Brothers and Brood Brother Heavies may work the territories or go to the Trading Post; Hybrids and Purestrain
are too inhuman to properly interact with those outside the Cult without revealing their nature. The Magus may go to the
Outlaw Trading Post, given the increased tolerance for the unclean and mutated in the Outlands.
Hired Guns:
The Cult may not obtain the services of Hired Guns, as their transient nature and mercenary attitudes risk the Cult's
exposure. The only exception to this rule is if the Patriarch (Mentor) accompanies the Cult into battle.
Starvation:
The Cult must be fed and housed like normal house gangs, with a single exception. In the event the Cult becomes outlawed,
and the Purestrain is not fed, then it will consume a Brood Brother (not a Brood Brother Heavy), chosen by the controlling
player. He is offered up as sacrifice and removed from the roster, though his gear is retained and placed in the Stash. If there
are no eligible sacrifices, then the Purestrain goes hungry, as usual.
Capture:
The Cult may not pay ransoms for its Magi or Hybrids; they must mount rescue attempts if able. Brood Brothers and Brood
Brother Heavies may be ransomed and paid for as normal.
Gang Leadership:
The Magus is always considered the gang leader unless he is unable to accompany the gang during the battle. Should he die,
the Hybrid with the highest leadership will take command. In the event the gang does not include a Hybrid, then the Brood
Brother or Brood Brother Heavy with the highest Leadership will take command. In either instance, if later purchased, a
Magus will take command of the gang.
Special Rules
Will of the Patriarch:
If during the course of a game, all of the gang's Magi and Purestrains are taken out of action, then the gang's Brood Brothers
and Brood Brother Heavies must pass a Leadership test or flee, having lost their precious connection to the Patriarch.
Hybrids have a stronger connection to their inhuman master and are immune to this Leadership test. Regardless of whether
or not the gang's Brood Brothers or Heavies pass or fail the Leadership test, they are subject to the hatred special rule for the
remainder of the game, targeting all members of the enemy gang.
Leadership:
The Cult Magus is a singularly willful individual, empowered by their connection to the patriarch. The Magus may always
test to overcome pinning as if having a friendly model within 2”. Additionally, other models in the gang may also test to
overcome pinning as if having a friendly model within 2”, as long as the Cult Magus is neither down or out of action.
Implantation:
If after a game, the Magus is still alive, and the Cult has any enemy prisoners, then the Magus may attempt to implant the
captives with an alien parasite, turning them into loyal followers. The Magus and any captives roll 2d6 and add their
respective Leadership scores. If the Magus rolls highest, the captive becomes part of the gang, retaining all stats, gear, and
skills, though uses the skill table for Brood Brothers from there on out. Note that this contest takes place after any rescue
missions are attempted for the captives (or if no rescue if attempted.)
Killing Machine:
The Genestealer gains the following: a 5+ armor save, is immune to psychology, causes fear, and cannot be captured by
enemy gangs; simply treat a roll of 61-63 as 66 instead.
Gang List
0-1 Cult Magus – 190 credits / 60+d6 xp
M WS BS S T W I A Ld
4 4 4 3 3 1 4 1 8
Gear: The Cult Magus may take equipment from the Genestealer Cult hand-to-hand, pistols, basic, special,
grenades/modifications (excepting missiles), and leader only lists.
Special: Will of the Patriarch, Shadow of the Warp, Leadership, Implantation
Wyrd: Cult Magi are Wyrds and may generate one Telepath Primary power, and one minor power from the Cult Magi Minor
Powers table below. The description of these powers can be found in the Wyrd supplement.
Advances: When rolling for advances, the Cult Magi's player may substitute a result of 1 or 12 for a new psychic power
instead. A further d6 roll will determine which level of power; 1-4 a minor power from the Cult Magi Minor Powers table,
and on a 5-6 a new Telepath Primary Power.
Experience Table