Genestealer Brood

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Special Rules

HAUNTER IN THE DARK - Before each game the Brood


may attempt to enlist the help of their Genestealer master.
Refer to the table below to find the D6 roll required to
gain free assistance from the Genestealer. Note that you
must be the underdog to even attempt to get a Genestealer
to help you out. If you fail to roll the required number or
greater then the Genestealer does not help your gang out.
If you roll equal to or greater than the required number
then the Genestealer will help you in this scenario for free.
Difference In Gang Rating D6 Roll
0-400 Will Not Help
400-499 4+
500-599 3+
600+ Automatically Helps
BARELY LEGAL - The Genestealer Cult does not start out
as an Outlander gang because, on the surface, it appears to
be a normal gang. When rolling on the Outlaw Table the
following additional modifiers apply:
-4 if the Genestealer took part in the game and any of the
opposing gang survived.
+1 per thousand points in the Cults rating, to represent its
cultists establishing themselves in positions of authority.
IMPLANTS - Any fighters that arent rescued or ransomed
are gene-implanted. Enemy fighters implanted in this
way directly join the brood and become a Brood Brother
(losing any inherent abilities e.g. a ratskin would lose
Resilient). Spyrers and Enforcers cannot be captured as the
brood doesnt want to risk an inquisition nor can Scalys
due to their degenerate DNA.
TERRITORY - Only Acolytes can work territory.
CLAW - Acolytes and Neophytes may take a Claw muta-
tion that gives them +1 Attack and +1 Strength.
Recruiting Your
Genestealer Brood
You have 1,000 credits to spend on recruiting and
arming your brood within the following guidelines.
Magus: Your brood must include one.
Neophytes: Your brood can include up to two.
Acolytes: At least half the gang must be Acolytes
Brood Brothers: Any number.
HIRED GUNS Genestealer Broods may make use of any
Hired Guns except for Bounty Hunters
LEADERSHIP - Genestealer Broods never have leadership
challenges because the Magus is the telepathic puppet of
the purestrain Genestealer. If the Magus dies then a new
Magus must be bought at the standard cred cost. The new
Magus becomes the gang leader. Until the new Magus is
bought, whoever has the most experience becomes the gang
leader.
Magus
Cost to Recruit: 160 creds
M WS BS S T W I A Ld
4 3 3 3 4 1 4 1 8
WEAPONS: The magus can be armed with weapons cho-
sen from the Hand-to-Hand, Pistols, Basic and Extras lists.
LEADER: The Magus commands respect from his cult who
are emboldened by his presence. Any members of the Gen-
estealer Brood within 6 of the Magus may use his Leader-
ship value when taking any Leadership tests. A Magus can
always attempt to recover from being pinned even if there
are no friendly fighters within 2.
WYRD: A Magus starts with a random primary power and
a random minor power (re-roll 61-66 results).
EXPERIENCE: A Magus follow all of the usual experience
rules except that they use a modified maximum charac-
teristic profile. In addition, when rolling on the Advance
Table a score of 11 will result in the Magus receiving an
extra random minor power (re-roll any 11-16 and 61-66
results) while a score of 12 will result in the Magus gain-
ing an extra random primary power. A Magus cannot gain
powers from multiple power types and cannot gain more
than 2 primary powers and 4 minor powers.
Neophyte
Cost to Recruit: 60 creds
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
WEAPONS: Neophytes can be armed with weapons chosen
from the basic, Hand-to-Hand, Pistols, Basic, Special,
Heavy Weapons and Extras lists.
Genestealer Brood
v.10 by Jake Ozga, based on original material by Anthony Case and Micbael Turvey
Acolyte
Cost to Recruit: 50 creds
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
WEAPONS: Acolytes can be armed with weapons cho-
sen from the Hand-to-Hand, Pistols, Basic Weapons and
Extras lists.
Brood Brother
Cost to Recruit: 25 creds
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 and Extras lists.
EXPERIENCE: Upon reaching 21 Experience the Brood
Brother becomes an Acolyte gaining all of the usual ben-
efits an Acolyte has.
Genestealer Purestrain
M WS BS S T W I A Ld
6 6 0 6 4 1 6 4 10
XENOS: Genestealers are totally immune to psychology.
NB: Genestealers arent immune to Ld tests.
CHITINOUS ARMOUR: Genestealers have thick Chitin-
ous hides which give them an armour save of 5+ on a D6.
HAUNTER IN THE DARK: If the Genestealer is involved
in the battle it adds 400 to the gangs rating. The Gen-
estealer never rolls on the Serious Injury table, instead it
retreats to its lair if it gets injured.
BROOD TELEPATHY: If the Genestealer is in the game,
the Magus counts as having a leadership of 10
Maximum Characteristics
Magus:
M WS BS S T W I A Ld
4 5 5 4 4 3 4 3 8
Other brood members:
M WS BS S T W I A Ld
4 6 6 4 4 3 6 3 8
Experience
Genestealer Brood members follow all of the usual advanc-
es and experience rules.
Fighter Type Starting Experience
Magus 60+1D6
Neophyte 60+1D6
Acolyte 20+1D6
Brood Brother 0
Brood Weapons
Weapon Type Cost
Magus Only
Staff (Massive Weapon)
15
Boltgun
35
Hand Flamer
20
Sword
15
Hand-to-Hand Weapons
Knife (first Knife free)
5
Club, Maul or Bludgeon
10
Claw (mutation, Acolyte/Neophyte only)
15
Pistols
Stub Gun
10
Autopistol
15
Laspistol
15
Basic Weapons
Autogun
20
Shotgun
15
Lasgun
25
Special Weapons
Flamer
50
Auto Slugger
50
Heavy Weapons
Heavy Stubber
120
Heavy Bolter
180
Genestealer Brood Skills
Fighter Type Agility Combat Ferocity Muscle Shooting Stealth Techno
Magus x x x x x - -
Neophyte - - x x x - x
Acolyte x x x - - - -
Brood Brother - x x - - - -

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