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Deep in the depths of the hive, there are vicious and vile monsters.
Nothing however disgusting can beat the Genestealer for power
and stealth. It is unsurprising then that Genestealer infestation
of the hive has occurred.
Small gatherings of infested people are forming, into small
cults. These cults will grow with time, possibly even going so far
as to form a single rebellious Genestealer Cult on a planetary scale,
thank the Emperor, for that has not happened yet.........

The gang must be led by either a Magus or Cult Leader, but you may not have both.

Genestealer Cult Gangs use the Outlaw trading post.

Bounty is awarded to enemy gangs as per usual outlander rules.

The cult gang starts with a genestealer brood chamber AND and outlaw territory. The cult may have up to three territories,
then normal outlaw rules apply (looting,etc). gang members may still go foraging.

Any models captured by the cult, may be taken to the brood chamber and implanted by a 'stealer. The model must pass
a Ld test with a -2 modifier for every genestealer in the gang. If it is fails it becomes a brood brother, copy its stats across. Its weapons are immediately sold, and they are re-equiped.If they pass the test they are killed ad their weapons are kept by the cult. Models may be rescued before the test is taken (1 attempt allowed)

If any Genestealers are in the gang, at the start of a game, the opposition rolls a D6 and adds the no. of stealers present. If the total is 7+ the other gang gets a free bounty hunter for the game, who may be kept on afterwards by paying the fee.

If a genestealer is captured (likely?), then it is killed INSTANTLY and the bounty is claimed.

The cult will only bother to rescue a Magus/Leader, Hybrid or heavy. Any brood brothers or young brothers are left to their fate.


You have 1,000 guilder credits to spend on a cult, following the  normal restrictions, in addition, it may have no more hybrids than it does brothers (young or brood).


Magus : Cost 200 creds

M Ws Bs S T W I A Ld
4 3 3 4 3 1 5 1 8

Weapons : Basic, Special, Pistols, Assault & Grenades
Special : Starts with 2 RANDOM wyrd major powers (random class and random power), and d3 minor powers
Leadership : Has the leadership skill!


Cult Leader : Cost 100 creds

M Ws Bs S T W I A Ld
4 4 4 3 3 1 4 1 8

Weapons : Basic, Special, Pistols, Assault & Grenades
Special : Hates EVERYONE
May start with mesh armor for 30 creds
Has the leadership skill!


Hybrids :
Cost Acolyte :80 creds
            Neophyte :70 creds

  M Ws Bs S T W I A Ld
Acolyte 4 3 3 4 3 1 5 1 8
Neophyte 4 4 2 4 3 1 5 1 8

Weapons : Basic, Assault, Pistols
Special : Some acolytes have wyrd powers (see outlanders rules)


Cult Heavy : Cost 55 creds

M Ws Bs S T W I A Ld
4 3 3 3 3 1 3 1 7

Weapons : Heavy, Special, Basic, Assault, Pistols, Grenades
Special : Hates EVERYONE


Brood Brothers : Cost 45 creds

M Ws Bs S T W I A Ld
4 3 3 3 3 1 3 1 7

Weapons : Basic, Pistols, Assault, Grenades
Special : Hates EVERYONE


Young Brothers : Cost 20 creds

M Ws Bs S T W I A Ld
4 2 2 3 3 1 2 1 6

Weapons : Pistols, Assault


Genestealers : Cost N/A

M Ws Bs S T W I A Ld
6 7 0 6 4 1 7 4 10

Weapons : Claws (loadsa them, too many some would say)
Special : Immune to psychology
Causes Fear
Not Pinned
5+ chitin save
Increase gang rating by 280


Starting Experience :

    Magus : 60+d6
    Leader : 60+d6
    Hybrid : 60+d6
    Heavy : 60+d6
    Brother : 20+d6
    Young Bro : 0
    Genestealer :N/A

Weapons Tables :

Assault :
    Chainsword - 25 creds
    Sword - 10 creds
    Knife - 5 creds (1st one free)
    Club - 10 creds
    Chain/Flail - 10 creds

Pistols :
    Autopistol - 15 creds
    Laspistol - 15 creds
    Stubgun - 10 creds
    Boltpistol - 25 creds

Basic :
    Autogun - 20 creds
    Lasgun - 25 creds
    Boltgun - 35 creds
    Shotgun -20 creds
    Bow - 10 creds
    Crossbow - 15 creds

Special :
    Flamer - 40 creds
    Meltagun - 95 creds
    Plasmagun - 70 creds

Heavy :
    H. Stubber - 120 creds
    H. Bolter - 180 creds
    H. Plasma gun - 285 creds
    Lascannon - 400
    M. Launcher - 185 creds

Grenades :
    Frag - 30 creds
    Krak - 50 creds
    Meltabombs - 50 creds
    Dum-dum bullets - 5 creds
    Hotshot shells - 5 creds
    Manstopper shells - 5 creds
    Bolt shells - 15 creds

Skills Table :

Magus : Agility, Combat, Ferocity
Leader : Agility, Combat, Ferocity, Shooting, Techno
Acolyte : Agility, Ferocity, Shooting, Stealth
Neophyte : Agility, Combat, Ferocity, Muscle
Heavy : Ferocity, Muscle, Shooting, Techno
Brood Bro. : Combat, Ferocity, Shooting
Young Bro. : Combat, Ferocity

New Territory :

Genestealer Brood Chamber :

When people are captured by the cult and its genestealers they are brought here to be implanted by the genestealer patriach. A brood brother may come here to lot the wallets of the victims, for their cause of course!
    This will gain the cult gang d6x10 creds to their stash after each game if someone goes searching.
In addition, roll 2d6 after each game, on a 6 on either die, a  genestealer joins the gang, for each dice (could bump the old
rating up a bit!) This territory cannot be lost in a gang fight or shootout, etc.
    If destroyed in a raid, d6 genestealers will emerge and join the gang!

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