Genestealer Cult
Fighters
Cult Adept (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 4+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ |
Skills: 1 Primary, 1 Wyrd Power (either form the list below or the universal lists).
Restrictions: None.
Unsanctioned Psyker
Gain additional Wyrd Powers as Primary skills.
Cult Alpha (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 3+ | 3+ | 4 | 3 | 2 | 3+ | 2 | 3+ | 5+ | 5+ | 4+ |
Skills: 1 Primary.
Wargear: Hazard Suit.
Restrictions: None.
Third Arm
Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double action. Otherwise, the fighter gains +1 Attack on their profile and may carry a fourth weapon. Regardless of the weapon used, this additional attack gains the Rending trait.
Hybrid Acolyte (Champion)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 3+ | 3+ | 3 | 3 | 1 | 3+ | 1 | 4+ | 5+ | 7+ | 6+ |
Skills: 1 Primary.
Wargear: Hazard Suit.
Restrictions: None.
Options
Early Generation (+45): Comes with an Extra Arm.
Aberrant (Ganger)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 3+ | 6+ | 5 | 4 | 2 | 5+ | 2 | 9+ | 4+ | 6+ | 10+ |
Skills: Unstoppable.
Restrictions: Can only be equipped with Close Combat weapons and Armour (no other Wargear).
Neophyte Hybrids (Ganger)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 5+ | 6+ | 8+ |
Wargear: Hazard Suit.
Restrictions: Pistol, Basic, Special*, Close Combat.
* One at creation, additional during a campaign.
Options
Early Generation (+45): Comes with an Extra Arm.
0-3 Psychic Familiar (Exotic Beast)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 7+ | 6+ | 7+ |
Skills: Catfall, Clamber.
Wargear: None (always makes unarmed attacks).
Omen of Fortune
While within 3" of its owner, the owner may pass a Willpower test to avoid being hit (once per activation). Make the test immediately after a successful roll to hit has been made against the fighter. The attack counts as missed. Place Templates and Blasts as normal for the purposes of determining hits against other models, but the owner is assumed to have dodged clear.
Omen of Fortune save can only be made once per round.
Precognition
- 3+ save (unmodifiable by AP).
- 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit.
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Shooting | Savant | Cult Wyrd Powers | |
---|---|---|---|---|---|---|---|---|---|
Adept | Secondary | - | - | Primary | - | Primary | - | Secondary | Primary |
Alpha | - | - | Primary | Secondary | Secondary | Primary | Primary | - | - |
Hybrid Acolyte | Secondary | - | Secondary | Primary | Primary | Secondary | - | - | - |
Neophyte Hybrid | Secondary | - | Secondary | Primary | Primary | - | - | - | - |
Aberrant | - | Primary | Secondary | Secondary | Primary | - | - | - | - |
Psychic Familiar | Secondary | - | - | Primary | - | - | - | - | - |
Gang Composition
A Genestealer Cults gang must follow these rules when it is founded and when new fighters are added to the gang:
- There must be one Leader, this may be either a Cult Adept or a Cult Alpha, chosen when the gang is first founded.
- The total number of Neophyte Hybrids in the gang must always be equal to, or higher than, the total number of other fighters (Leader, Hybrid Acolytes and Aberrants) in the gang, not counting Hangers-on.
- A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (*) take up the space of two weapons.
- Any fighter may take Wargear.
- Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added.
During a campaign, all gangs continue to follow the above rules as new fighters are added to the gang. Additionally, the following rules apply:
- A gang founded for a campaign can contain no more than two Hybrid Acolytes. Additional Hybrid Acolytes may be added to the gang during the course of the campaign.
- During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang’s Stash, rather than purchasing new equipment.
- During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang’s Stash and may be distributed among fighters during any post-battle sequence:
- A fighter cannot be given a new weapon of a type not allowed by their entry within this gang list. Aberrants and Neophyte Hybrids cannot be given a new weapon if it would take them above the limit of three weapons carried.
- A Leader or Hybrid Acolyte can be given more than three weapons as they can have multiple Fighter cards, each representing a different ‘set’ of equipment, as described on page 95 of the Necromunda Rulebook.
- A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang’s Stash.
Special Rules
Extra Arm
- +1 weapon slot (4 instead of 3).
- Can attack with 3 weapons (Sidearm/Melee) in close combat (instead of 2).
If armed with a ranged Unwieldy weapon:
- Shooting ranged Unwieldy weapons becomes a Basic action (instead of Double).
Otherwise:
- +1 unarmed Attack with Rending (regardless of the weapons used).
Gaining Experience
Genestealer Cults gain experience like normal. Aberrants advance like Gangers.
Captured Fighters
Members of a Genestealer Cult are worth more when sold to the Guilders; the gang that is selling them receives their full value in credits instead of half their value.
Loss of a Leader
Nominate a new leader in the following order:
- Champion
- Ganger
- Specialist
- Otherwise:
Use Leadership as first tie-breaker and number of Advancements as second tie-breaker. If there is still a tie, choose one. The fighter becomes an Adept if they are a later generation (no Extra Arm) or Alpha if the fighter is early generation (Extra Arm). From now on they count as a Leader for determining which equipment and skill sets they can access. Their characteristics do not change.
Campaign
Claim Resource bonuses just like any other gang.
Dominion: Treated as an Orlock gang for the purposes of gang specific Resource bonuses.
Special Resources
- Settlements generate free Gangers (later generation, no Extra Arm) instead of Juves.
- Genestealer Cults can't have a Guilder Contact Resource (re-roll the result). If a Guilder Contact Resource is stolen from another gang, it is simply removed instead.
Post-battle Actions
- If any member of the gang is escorted to the Doc with a Medical Escort action, the cost is increased to 3D6x10 credits.
- Genestealer Cult gangs can't make the Sell to the Guilders action.
- Should the gang fail to rescue a captive held by a Genestealer Cult gang then the Cult can make them disappear - simply remove the captive from the campaign.
Hangers-On, Hired Guns And Dramatis Personae
Genestealer Cults gangs may hire Dramatis Personae and Hive Scum in the same way as other gangs. Dramatis Personae Bounty Hunters joining a Genestealer Cults gang are subject to the Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…" special rules.
Additionally, Genestealer Cults gangs may hire Hangers-on, but they use the following table:
Reputation | Maximum Hangers-on |
---|---|
Less than 10 | 1 |
10 to 14 | 2 |
15 to 19 | 3 |
20 to 24 | 4 |
Each additional 5 | +1 |
Genestealer Cults Wyrd Powers
Genestealer Cults Adepts are Psykers, drawing their powers from their connection to the distant Patriarch of the wider cult that this gang represents one creeping tendril of. A Cult Adept has access to the Cult Wyrd Power list below as one of their Primary skill sets.
1. Telepathy – Hypnosis (Basic)
Select an enemy fighter that is both within 9" and line of sight of the Adept, and that has not been activated this turn. If the Willpower check to perform this action is successful, that fighter may only perform a single Move (Simple) action when activated this round.
2. Telepathy – Unbreakable Will (Basic), Continuous Effect
Whenever a Nerve or Willpower test is made for another fighter from the gang who is within 9" of the Adept, use the Adept’s Cool or Willpower characteristic value (whichever is appropriate).
3. Telepathy – Zealot (Double), Continuous Effect
Once per turn, when another fighter from the same gang that is within 9" of the Adept makes a Fight (Basic) or Charge (Double) action, any dice that roll a 1 to hit may be re-rolled.
4. Telepathy – Mind Control (Basic)
Select an enemy fighter that is within 9" of the Adept. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by the Genestealer Cults player.
This version of Mind Control is different to the Mind Control in the expanded list from Book of the Outcast. This does not require line of sight. It is also not Continuous Effect.
5. Telekinesis – Assail (Basic)
Immediately make a ranged attack against an enemy fighter within 12" and line of sight. If hit, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit and becomes Prone and Pinned.
6. Telekinesis – Force Blast (Basic)
Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance.