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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/JH 3 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 Experience eT 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 ipnone SBPECIAL.WEAPDNS “aeouyre WEAPONS..." Ta Heavy rock dl. 15 credits cone 1S credits 30 credits 1Sceahts “25 credits 30 credits 10 credits 10-

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