Necromunda
By Warlordqueek
Contents
Background
Genestealer cults are composed of individuals
who have been subjected to genestealer genetic control. Even
victims who do not host new genestealers and hybrids themselves
become pawns of the purestrain Genestealer that founded the cult.
Genestealer cults masquerade as ordinary citizens
and gangs, slowly spreading their influence through society until
they can overthrow the native authorities. Whenever possible,
they will infiltrate the political and military institutions of
the planet to increase their power.
As the genestealer influence grows, the collective
consciousness of the genestealers psychically attracts the attention
of the Tyranid Hive Mind. If the cult influence becomes sufficiently
powerful, a Tyranid hive fleet will come to the planet to devour
all its life and resources. If the genestealer infiltration has
completely succeeded, the Tyranids will be able to take over the
planet without opposition.
Territory
Genestealer cults start with five territories.
Income
Genestealer cults gain income by working their
territories, just like ordinary gangs.
Trading
Genestealer cults may send their leaders and
gangers to the trading post just like ordinary gangs.
Hired Guns
Genestealers cannot trust outsiders, so they
may not employ hired guns of any kind.
Capture
Genestealers cults will always infect captives
with genestealer genetic data, then allow them to "escape" to
their own gangs (indicate this on the gang roster). The captive
must miss one game while he endures the genestealers' gentle attention,
then he returns to his gang. The cult must contain at least one
Genestear Purestrain or Hybrid to infect other gangers.
Note: If the captive's gang plays
a successful Rescue mission to retrieve the lost gang member,
they will always arrive in time to prevent the captive from being
infected.
Roll a D6 for the infected gang member after
each of his gang's subsequent battles, whether the infected model
participates or not. If the die roll is a 5 or 6, the infected
gang member leaves his gang (with all his equipment) and joins
the Genestealer Cult. Remove the gang member from his old gang
roster and add him to the Genestealer Cult roster.
Special: Infected Spyrers will always
return to their hunt and try to complete their oaths so they can
carry the genestealer infection to the spire. Having an infected
member does not affect the performance of the Spyrer gang in any
way.
Outlaws
If a genestealer cult becomes outlawed, the
purestrain genestealers will abandon the cult in order to found
a new cult with better influence. Remove all purestrain genestealers
from the gang roster until they pay their guild price. The gang
cannot "recruit" purestrain genestealers until it pays its guild
price.
Detection
If genestealers or hybrids participate in
a battle and the cult is reported to the Watch, apply
a -2 to the roll on the Outlaw table. If the modified result
is less than the number of genestealers and hybrids that participate
in the battle, the cult is detected (note that a gang
can be Outlawed without being detected).
A cult will be automatically detected
if the Serious Injury result for a genestealer or hybrid is "Captured".
The captive dies a quick and brutal death (usually followed by
dismemberment and/or cremation), and the gang that caught it can
collect a bounty equal to its total cost.
A detected cult becomes an Outlander gang
without a guild price. All the other penalties for becoming an
outlaw cult also apply (see above).
Leadership
Genestealer cults always loyally follow the
leader appointed by their genestealer patriarch, so they never
suffer leadership disputes.
Starting a Cult
Genestealer cults recruit leaders, heavies,
gangers, and juves using the normal rules in the Necromunda
Sourcebook. The cult may be from any of the major houses.
Genestealers will not attempt to infect Outlander gangs; they
don't have enough political, economic, or social influence to
be important to a genestealer infiltration.
In addition to normal gang members, the cult
may include Purestrain Genestealers, Genestealer Hybrids, and
a Genestealer Magus. A starting cult must include at least one
purestrain genestealer or hybrid.
If included in a cult, a Magus is always its
leader, so a starting cult may not include both a Leader and a
Genestealer Magus.
Recruiting
If the cult includes a purestrain genestealer
or genestealer hybrid, it may recruit members between games in
the same manner as ordinary gangs. A gang which does not include
purestrains or hybrids may not recruit anything else until it
has acquired one or the other, as only genestealers and hybrids
can spread the genestealer virus.
When recruiting humans (gangers, juves, and
heavies), the cult continues to recruit members from its original
house.
Cults can also acquire new members by Capture
(see above). These recruits continue to use the advance tables
for their original gang (note this on the cult roster).
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Purestrain Genestealers - Cost 300 creds
A genestealer cult may include a maximum of
2 purestrain genestealers.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
6 |
7 |
0 |
6 |
4 |
1 |
7 |
4 |
10 |
Special Genestealer Rules
- Genestealers have a tough, chitinous exoskeleton
giving them an armor save of 5+.
- Genestealers cause fear.
- Genestealers are never pinned.
- Genestealers are immune to psychology (including
Serious Injury results).
- Genestealers never lose their nerve (break).
- Genestealers have the Sneak
Up and Dive skills.
- Genestealers suffer no movement penalties
for climbing without a ladder.
- Genestealers do not earn experience or
advancements.
- Genestealers cannot use equipment of any
kind.
- Genestealers do not count as gang members
when calculating net income.
- Cult members within 6" of a genestealer
may roll to escape pinning, just as if the genestealer was the
cult leader.
- If a genestealer participates in a battle,
the cult may take bottle tests using its Leadership.
- To reduce the risk of detection, the cult
player may voluntarily leave genestealers behind if desired.
- Optional Rule: Genestealers are
often away trying to spread the genestealer virus: before each
game roll a D6 for each genestealer in the cult, the genestealer
is unavailable to participate on a roll of 1.
Genestealer Hybrids - Cost 60 creds
The number of hybrids included in a cult cannot
exceed the number of gangers it includes.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
4 |
4 |
2 |
4 |
3 |
1 |
3 |
1 |
7 |
Special Hybrid Rules
- Hybrids may always roll to escape pinning.
- Hybrids may use basic weapons, pistols,
close combat weapons, and grenades.
- Hybrids are immune to fear.
- Hybrids may buy the following mutations
from the Scavvy Mutant list: Extra Arm, Razor Sharp Claws.
- Because Hybrids can cause the cult to be
detected, the cult player may voluntarily leave them out of
battles.
- Hybrids start with 20+1D6 experience.
Genestealer Magus - Cost 150 creds
A genestealer cult can only include one magus.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
4 |
3 |
3 |
3 |
4 |
1 |
4 |
1 |
8 |
Special Magus Rules
- The magus automatically becomes the leader
of the gang.
- The magus is a Wyrd Telepath with one major
power and one minor power.
- The magus starts with 60+1D6 experience
points.
- The magus uses the Advance
Tables for Wyrds.
- The magus may use basic weapons, pistols,
close combat weapons, and grenades.
- The magus is immune to psychology unless
it is the result of a Serious Injury.
- Fielding the magus causes the normal penalty
for fielding wyrds when rolling on the Outlaw table if the gang
is reported to the Watch (but will not cause the cult to be
detected).
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Genestealer cults use the normal equipment
lists for House gangs.
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Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Major
Powers |
Minor
Powers |
Magus |
4 |
5 |
5 |
4 |
4 |
3 |
6 |
3 |
9 |
2 |
4 |
Hybrid |
4 |
6 |
4 |
5 |
4 |
3 |
4 |
4 |
9 |
0 |
0 |
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Human cult members use the advance tables
for their house or (if captured Outlanders) from their original
gang advance tables.
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Model |
Skill Tables |
Humans |
Use appropriate gang tables |
Hybrids |
Combat, Ferocity, Muscle,
Stealth |
Magus |
Shooting, Combat, Ferocity,
Stealth, Techno |
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