Genestealer Cultists

Provided below are the house rules we use for Genestealer Cultists gangs.

A Genestealer Cult is a xenos-infected secret society that thrives in dark corners such as the seamy underbellies of Necromunda's towering city spires. Secretive, stealthy, and utterly malignant, Genestealer Cults are a cancer growing unseen in the hidden spaces of the underhive.

Their purpose is to eventually rise up and take control of Imperial worlds in the name of a xenos god that is actually a Tyranid Hive Fleet. Once the world is under their control, the cultists' psychic emanations are picked up by the closest Hive Fleet which is then drawn to consume the world, cultists and all.

Some Genestealer Cultists are truly monstrous hybrids with obvious marks of the xenos written upon their freakish anatomies. Others are able to pass as human from a distance or with poor lighting or the assistance of concealing garments. The most insidious of the lot are virtually indistinguishable from baseline humanity baring invasive medical procedures; hidden in plain sight they can work their way into the command structures and hierarchies of various groups and organizations, ready to strike at any moment.


Gang Composition

A Genestealer Cultists squad must follow these rules when it is founded, and when new fighters are added to the gang.

  • If the Leader is killed you must promote the Neophyte Alpha with the highest Leadership to become the Leader. If there is no Neophyte Alpha, promote the Neophyte Beta with the highest Leadership to become an Alpha and then promote them again to become the Leader. If there are no Neophyte Beta, promote the Neophyte Hybrid with the highest Leadership to become a Neophyte Beta, then promote them to become an Neophyte Alpha, and then promote them to become the Leader. If there are no viable candidates for leadership the gang disbands. Note that a Magus and Acolytes are not eligible to become the Leader.
  • The total combined number of Prospects, Specialists, Gangers, and Juves in the gang must be equal to or higher than the total number of other fighters in the gang, not counting Aberrants or Hangers On.
  • When a starting gang is founded up to one Ganger may be promoted to become a Specialist. During campaign play, additional Gangers and Juves may become Specialists as they gain advances.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • A fighter does not start with Armor and the cost of Armor is not included in their profile.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • A Genestealer Cult gang may not hire any kind of Hired Guns.

Fighters

A starting Genestealer Cultists squad is made up of the following fighters.

Leader

A new Genestealer Cultists gang is led by a Primus. If this fighter is killed or retired, a new Leader will emerge from among the other members of the gang.

Primus (1)
200 credits

A Primus is a Genestealer hybrid of the third or fourth generation who serves as the primary war leader and tactician of a Genestealer Cult. Where a Magus boasts a pin-sharp mental acuity and telepathic powers, a Primus has a superhuman dexterity and surety of focus that can see them bring down adversaries twice their size.

Champions

Some Genestealer Cultists gangs are supported by a sinister Magus possessed of powerful psychic abilities. Most Genestealer Cultists gangs have one or more Neophyte Alphas who augment the broodmind, as well as hideous Acolytes riddled with obvious hybrid mutations.

Magus (0-1)
135 credits

A Magus is a Genestealer hybrid who has developed the abilities of a psyker. Possessed of powerful psychic abilities, they serve as their cult's primary enforcer, propagandist, and diplomat to those outside of the cult.

Acolyte (0-1); + 1 per 10 Reputation (rounded down)
125 credits

Repulsive, cruel and possessed of an animal cunning, Acolytes are the foremost disciples of the Genestealer Cults, the offspring of the very first hosts to become infected. Too obviously xenos in form and behaviour to blend into human society in the manner of third and fourth generation hybrids, the Acolytes instead haunt the dark places beneath urban and industrial sprawls, preying upon those unfortunates who stray into their lairs.

Neophyte Alpha (0-1); + 1 per 5 Neophytes (rounded down)
100 credits

A Neophyte Alpha is a third or fourth generation Genestealer hybrid; like other Neophytes they appear more human than most hybrids, particularly those of the fourth generation who can pass for fully human. Unlike most Neophytes who are primarily thralls of the Broodmind, Alphas are decision makers able to guide lesser Neophytes. They act as important links in the cult's control hierarcy.

Gang Fighters

The backbone of a Genestealer Cultist gang is made up of Prospects, Specialists, Gangers, and Juves. Each type of fighter offers pros and cons, and cater to different play styles and strategies.

75 credits

Repulsive, cruel and possessed of an animal cunning, Acolyte Initiates are young Genestealer hybrids born of the first or second generation following xenos infestation of a host organism. Unable to pass for remotely human, they serve as stealthy and expendable shock troops for their cult. Those that survive usually rise to positions within the cult's inner circle.

Neophyte Beta (0-1); + unlimited via Promotion
55 credits

A Neophyte Beta is a third or fourth generation Genestealer hybrid; like other Neophytes they appear more human than most hybrids, particularly those of the fourth generation who can pass for fully human. Betas are more capable than most of the brethren of the cult.

Neophyte Hybrid (unlimited)
45 credits

A Neophyte Hybrid is a third or fourth generation Genestealer hybrid. They appear more human than most hybrids, particularly those of the fourth generation who can pass for fully human, and serve as their cult's primary troops.

10 credits

A Neophyte Initiate is a third or fourth generation Genestealer hybrid. They appear more human than most hybrids, particularly those of the fourth generation who can pass for fully human, and along with more experienced Neophytes serve as their cult's primary troops.

Special

A new Genestealer Cultist gang may hire an Aberrant during gang creation, and potentially more later if the gang grows is size.

Aberrant (0-1); + 1 per 5 Gang Fighters (rounded down)
250 credits

An Aberrant is a Genestealer hybrid who was born mutated from the normal phenotype for their generation of the brood cycle. Though misshapen and possessed of an inferior intellect Aberrants are physically powerful and have superhuman endurance. They are used as shock assault troops by their cult's leader.


Tactics Cards

An Genestealer Cultists gang may select Tactics Cards from the Genestealer Cultists Tactics Cards list by default, though campaign and / or scenario specific guidelines may modify this.


Campaign

A Genestealer Cultists gang is available on a case by case basis depending upon the type of campaign. Consult the Arbitrator or campaign write up to determine if a player may run a Genestealer Cultists gang and what restrictions, exceptions, or guidelines might apply.

If a Genestealer Cultists gang is allowed in a type of campaign, in addition to any other campaign specific rules that may apply to them the following requirements and restrictions apply and must be adhered to.

Injury

Genestealer Cultists gang fighters use the Survivor Critical Injury chart by default, except where an alternative Out of Action resolution is explicitly stated such as the Hard To Put Down ability of Aberrants.

Survivor Critical Injury Table

Roll a D6 and subtract the fighter's Wounds characteristic (not their current Wounds), then consult the table below with the total:

D6+W
Outcome
0 or less
Grievous Injury: The fighter goes into Recovery.
1-4
Permanent Injury: The fighter goes into Recovery and suffers a permanent injury. Roll again on the Permanent Injury table.
5+
Memorable Death: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional 1 XP.