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Necromunda Gang: Genestealer Cult

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:

+/- 2d6 Roll Condition


-1 For every Hyrbid or Purestrain that took part in the battle and any of the opposing gang survives
-2 If a Hybrid or the Magus is captured by the enemy gang
-4 If the Patriarch (Mentor) takes part in the battle, and any of the opposing gang survives
+1 For every full 1,000 points of Gang Rating the gang possesses, representing political influence and corruption.
If your opponent is using the Outlaw rules, you may apply a -1 penalty to their 2d6 roll for every +1 you add
to yours.

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.

Shadow of the Warp:


Wyrds (excepting the Cult Magus him or herself as well as other models with the Shadow of the Warp rule) attempting to
manifest powers within 12” of the Cult Magus test their Leadership at -1.

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.

Cult Magi Minor Powers


D6 Roll:
1 “You can fly...”
2 Fearful Aura
3 Jog Trigger Finger
4 Sense Presence
5 Throw Voice
6 Cannot Be Possessed

0-1 Purestrain Genestealer - 210 credits / 100+d6 xp


M WS BS S T W I A Ld
6 6 0 4 4 1 6 2 10
Gear: Rending claws, scything talons, and fanged maw (counts as a mutant with two knives and the claw mutation; +1 A
and +1 S in close combat). The Purestrain may not choose or use any gear other than that listed above.
Special: Killing Machine, Will of the Patriarch

0-2 Brood Brother Heavy – 60 credits / 60+d6 xp


M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Gear: Brood Brother Heavies may take weapons from the Genestealer Cult hand-to-hand, pistols, basic weapons, special
weapons, heavy weapons, and grenades/modifications list.

Brood Brother – 50 credits / 20+d6 xp


M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Gear: Brood Brothers may take weapons from the Genestealer Cult hand-to-hand, pistols, basic weapons, and
grenades/modifications list (excepting missiles).
Options: Any number of Brood Brothers may purchase the Claw mutation (5 credits), Extra Arm mutation (10 credits) or
both, and counts as a Hybrid from the time of purchase. When a mutation is repeated within the gang, it costs twice as much
the second time, three times as much the third time, etc.
Genestealer Cult Gear List
Hand-to-Hand Weapons
Bludgeon/Club/Maul – 10 credits
Chain/Flail – 10 credits
Two-Handed Weapon – 15 credits
Knife – 1st free/5 credits 2nd +
Pistols
Autopistol – 15 credits
Laspistol – 15 credits
Stub Gun – 10 credits
Basic Weapons
Autogun – 20 credits
Lasgun – 25 credits
Shotgun – 20 credits
Special Weapons
Flamer – 40 credits
Grenade Launcher – 130 credits
Heavy Weapons
Heavy Stubber – 120 credits
Autocannon – 300 credits
Missile Launcher – 185 credits
Leader Only
Boltgun – 35 credits
Bolt Pistol – 20 credits
Plasma Pistol – 25 credits
Chainsword – 25 credits
Grenades, Missiles, and Modifications
Frag Grenades – 30 credits
Krak Grenades – 50 credits
Frag Missiles – 35 credits
Krak Missiles – 115 credits
Dum-Dum Stub Gun Rounds - 5credits
Manstopper Shotgun Shells – 5 credits
Hotshot Shotgun Shells – 5 credits
Bolt Shotgun Shells – 15 credits
Experience
On the table below, 'Yes' means that type of ganger may have that type of skill when rolling on a 'gang skill' (result of 3-4 or
10-11 on the advance roll). A blank space '-' indicates that type of skill may only be selected outside of the 'gang skills'
(result of 2 or 12). An NA means that type of skill cannot be gained by that type of ganger under any circumstances.

Agility Combat Ferocity Muscle Shooting Stealth Techno


Magus Yes Yes Yes Yes Yes - Yes
Purestrain Yes Yes Yes Yes NA Yes NA
Heavies - - Yes Yes Yes - -
Brood Brothers Yes Yes Yes - - - -

Experience Table

0-5 New Spawn


6-10 Spawn
10-15 Spawn
16-20 Spawn
21-30 Brood Brother 1
31-40 Brood Brother
41-50 Brood Brother
51-60 Brood Brother
61-80 Brood Brother 2
81-100 Brood Brother
101-120 Brood Champion 3
121-140 Brood Champion
141-160 Brood Champion
161-180 Brood Champion
181-200 Brood Champion
201-240 Fanatic
241-280 Fanatic
281-320 Fanatic
321-360 Fanatic
361-400 Fanatic
401+ Scion
1 = Starting experience for Brood Brothers and Hybrids
2 = Starting experience for Cult Magi and Brood Brother Heavies
3 = Starting experience for Purestrains

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