NEW RULES
Few threats to the Imperium are as insidious as that of the Genestealer. A perfectly crafted
organism, its sole purpose is to infiltrate and subvert the populations of entire worlds. On
Necromunda the threat of the Genestealer is synonymous with one word: Secundus.
he dark legend of Hive Secundus is one
Jae whispered from the crystal-salons of the
‘sates spire to the grimy gambling halls of hive
sermons Bottom. Iisa cautionary tale of how an
Pitewelieye |) entire hive fell prey to an alien cult, and how,
Eeeeeee cven now, the xenos over-being brooding deep
Ei Alsitesenm) within Secundus reaches out across the wastes to
Be) spread its vile spoor. Barely a century ago, Hive
BieOees 9) Secundus was a mighty centre of industry and
[aetieee) culture, yet it was laid low by the actions of
Gegeieeet) Tech-Priest Biologis Hermiatus, who in his hubris
Bf believed he could concoct an anti-gene to
Gite 9) Genestealer infestation. When his heretical
GEE experiments went disastrously awry, Hermiatus
Beever) camned himself to the Genestealer taint and
Py Hive Secundus to the nuclear fires of purgation
F Hermiats fled Necromund though he was
eventually brought to justice by the Inquisition at
Gorinum Station in the Beta Magellan sector.
Hive Secundus was toppled and a ring of steel
erected about its ruin. Yet, to this day, twisted
xenos things seek to penetrate the confines
and to spread the stain of infestation to the
other hives of Necromunda. The Necromundan
110 MARCH
planetary defence regiments have thus far
succeeded in defending the ‘Dust Wall’ as the
containment perimeter is known, and few things
get in or out. Of course, ‘few’ Is not the same as
One of the tendrils of the Hive Secundus
strain to have worked its way past Governor
Helmawr's defences is the so-called Cult of the
Second Son. The first members of the cult were.
an ash crust mining clan infected by contact with
the wreck of a strato-ship that was shot down as it
fled the purging of Secundus, crashing several
hundred kilometres out in the wastes,
Now the Cult of the Second Son grows in the dank
darkness of several hive cities, guided by the
faint psychic signal emanating from Secundus,
and spreads its influence as its distant Patriarch
directs. Staking its claim with scavenged tools
and weapons, the cult consists mostly of
Neophytes and Acolytes, some hiding in plain
sight among the mutated denizens of the
underhives. A few members of the fourth
generation have begun to emerge, and once
these mature the Cult of Second Son will stand
on the cusp of its next stage of evolution. OB/JH3
DWARF
EXCLUSIVE
GANG COMPOSITION
A Genestealet Cult gang must follow these rules when itis founded, and when new fighters
{are added to the gang zi
+ There must be one Adept. If they are killed, follow the rules for a Leader's death (see page 24.06 Ga
‘There can be no more than two Acolytes, plus’one for every full 10 Reputation the gang has. ane Lee:
‘number of Neophytes in the gang must be equal to or higher than the total number of other fighters)
{Adepss, Acolytes and Aberrant) in the gang, not counting Hangers-on (2s described on page 16°F GBR
War 2).
‘A fighter can be equipped with a maximum of three weapons (four weapons in the case of Acolytes). 5
\Weapons with the Unwieldy trait take up the space of two weapons ~ these are marked with an ast
in the equipment list
Piaget
The Genestealer Cult represented here is small, almo: Cohn eg re
cen Nau eet)
nema We emer
teem nee ee,
be represented by either a Magus or Primus miniature 0
Tete Meek te eu R ree ae ie
tee Meee eel ental
GENESTEALER CULT GANGS IN CAMPAIGNS ij
‘A Genestéaler Cult gang wiorks similarly in.a,campaign to a House gang, with some exceptions.
GAINING EXPERIENCE ’ t ee
Genestealer Cult fighters'gain ,edberieaRe in the same way as a normal House gang. Adepts ari Ncplyts Gan}
have their XP spent on Advancements. the same way as @ Leader or Champion. Neophytes. aren ingaes
same way as Gangers and can become’ ‘Specialists if a 2 or 12 is rolled for their Advancement. ‘Aberrants'
advance like Gangers but Gannotetome Specialists ~ instead, i 2 or 12 is rolled, the controling laser
choose any other result from the table(respecting the normal limits on maximum characteristics):
CAPTURED FIGHTERS
If an Adept or Neophyte is captured, the notmal rules ar followed. However, Acolytes. and, Aberrahis
‘worth more when sold to the guilders; the gang that is sling them receives their full value. Gres
of halfthelr value 2 ae ee
INGOME AND SPECIAL TERRITORIES
eel Cul gangs sin incon gd 85 ‘cna afterall, despite their sectataGenda, th
see. aus gn gan by oso a
Any’ Secale sires ech for. exailes a'Chemepit or Min Workines
be work ee ay one GPO Nop at teritie do notgeheraté lubes ited 8
a free Neophyte sGenestealer Chis eabriot uiider Conigctterntory, jf
‘Territories table, the controlige blayershduld roffagain.f« Genestenler Cults
“fort alfa gang.7tis fotadded itis simply,
mempbermiare masters of infil eritigethey st
alings with the Merchants cull"Eas debt ond Aepye in the gag can mak in the same wi ader or
| fespectvely.Inthe.case of Acolytes; its assumed that they v often sending a
les Gorepevous Neophyte it the bulk of t
the Glildets action, lest they sk revealing themselves.
if an Acolyte or Aberrant is escorted to the ith a Medic. ort action, the cost is ine
E credits, the extra coin going towards ensuring the Doc sence, Shoulda gang fai ton
J Cult gang then th e them disappear (be
them!) simply rem: tive from the campaign.
sero SPiitayy = Paimany
y Primary Primary
Acie
ee ee
ADEPT ABILITIES Dak
Ree dete eee am Suk ree sr cay
Of special abilities that represent their connection _ can dominate the minds of the weaker-willed
Seer meOe en me ar eM une en caCr iy
Seana eee a 9° of the Adept makes a ranged or close combat
ee renec REN ine aan , the Adept can use this ability ~its use
FOE ome ice co eo ee
Coes eae Nee aa
aS Peete re anes were ete
Deen ee ee ee ir ea eee nf
Goa Comsat me Rene tc Ue Ce ee cron tome TiC}
Ror seer ate
ee eee aaegtesy
Dee aon Tei Phi ee ae
een rome an
5 PCR Mme renter cr Ua
ry ee eae ace
mea eure nee ems)
Familiars have the Catfall and Clamber skil ie Adept, use the Adept's characteristic value
Pee eee
eee Rie ienree Pets Ve
CeCe eee 6
Pee ieee een |
ep eens
Recent tec am te ila
Ret near ae eee
injuries and cannot gain ExperienceeT
DWARF
UIT
GENESTEALER CULT Ader. 20 CR "i
M_ws- Bs. Ss 1 A
fae ee
EQUIPMENT LIST! 7
‘A-Genestealer Cult Adept starts with no equipment, They éan be equipped with
Pistols, Close Combat Weapons, Adept Weapons, Grenades and Wargear.
SKILLS:
AAdepts do not start with any skis; instead, they start with one Adept Ability (see
left), Additional Adept Abilities may be purchased in the same way as.though they
‘were a Secondary ski set.
0-2 HYBRID AGOLYTES.
M__ws pss
a 3+ +4
55 CREDITS EACH
EQUIPMENT:
A Hiybrid Acolyte is equipped with a Hazard Sut. They can be equipped with
Pistols, Close Combat Weapons, Acolyte Weapons and Grenades.
SKILLS:
Hybrid Acolytes start with one’skil chosen from their Primary skill sets
0-2 ABERRANTS.. 90 CREDITS EACH
BS.
4°34) 6h
EQUIPMENT:
fn Aberrant star wth no ‘equpmén. Therion be equipped
With;Aberrant Weapons, "7
gain additional sil
1 OR MORE NEOPHYTE HYBRIDS,
Mo iws Bs s- oT
age ae SOS
EQUIPMENT:
“A Neophyte Hiri equipped with Hazard Suir TEA be Jejuinped with
Basie Weapons, Close Contbat Wea Wage
ganas Created, one Neophyte Hybrid E3n.Beleguipped wits Specal Weapon or.
i so 8, og the campaign 2 Neophytes cart also.take Spécial
oon ‘bu te patients ipnoneSBPECIAL.WEAPDNS
“aeouyre WEAPONS..."
Ta Heavy rock dl.
15 credits
cone 1S credits
30 credits
1Sceahts
“25 credits
30 credits
10 credits
10-