The document provides special rules for playing a Genestealer Cult gang in Necromunda, including:
1) Genestealers can help the gang for free if they are the underdog and roll high enough on a D6, based on the difference in gang ratings.
2) Genestealer Cults start as a normal gang but face modifiers when becoming Outlaws based on surviving opponents and the Cult's rating.
3) Fighters captured by the Cult are gene-implanted and join the brood as Brood Brothers, losing any inherent abilities.
4) Players have 1000 credits to recruit a Magus, up to two Neophytes, and at least half the gang
The document provides special rules for playing a Genestealer Cult gang in Necromunda, including:
1) Genestealers can help the gang for free if they are the underdog and roll high enough on a D6, based on the difference in gang ratings.
2) Genestealer Cults start as a normal gang but face modifiers when becoming Outlaws based on surviving opponents and the Cult's rating.
3) Fighters captured by the Cult are gene-implanted and join the brood as Brood Brothers, losing any inherent abilities.
4) Players have 1000 credits to recruit a Magus, up to two Neophytes, and at least half the gang
The document provides special rules for playing a Genestealer Cult gang in Necromunda, including:
1) Genestealers can help the gang for free if they are the underdog and roll high enough on a D6, based on the difference in gang ratings.
2) Genestealer Cults start as a normal gang but face modifiers when becoming Outlaws based on surviving opponents and the Cult's rating.
3) Fighters captured by the Cult are gene-implanted and join the brood as Brood Brothers, losing any inherent abilities.
4) Players have 1000 credits to recruit a Magus, up to two Neophytes, and at least half the gang
The document provides special rules for playing a Genestealer Cult gang in Necromunda, including:
1) Genestealers can help the gang for free if they are the underdog and roll high enough on a D6, based on the difference in gang ratings.
2) Genestealer Cults start as a normal gang but face modifiers when becoming Outlaws based on surviving opponents and the Cult's rating.
3) Fighters captured by the Cult are gene-implanted and join the brood as Brood Brothers, losing any inherent abilities.
4) Players have 1000 credits to recruit a Magus, up to two Neophytes, and at least half the gang
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 - - - -