Hunger's NCE Genestealer Cult Rules

Hunger

Juve
Feb 16, 2016
20
38
13
Weston-Super-Mare, UK
I present my rules for NCE Genestealer Cults.

These rules were designed to reflect the new Genestealer Cult miniatures, in aspects such as the Hybrid models, extra arms and starting equipment. I expect many long-term fans are planning to revamp their old cult (as I am) or start their cults of their ownusing the miniatures.

The list is intended to represent what I believe a cult in Necromunda could reasonably amount to; there is no Magus, since by the time he arives on the scene the cult is already a powerful entity and would likely mean that the planet was already doomed. The cult 'gang' is intended to represent a small cell of fighters, with a lair out in the badzones, and a link to a settlement where the brood brothers go about their seemingly innocent business under the radar of detection by the authorities.

The one and only Purestrain is the cult's Patriarch, who is still active in enough to show up to some battles, but oly those where the cult is the attacker, and then only where the battle does not take place in a settled area. The Genestealer is defintely scary, and makes use of blips in much the same way as Space Hulk used to, but his limited scenario availability means that he comes with an affordable pricetag. He also makes one significant attack and then disappears from the battlefield, so his impact is lethal and scary, but he does not dominate the entire battle and force the opponent to invest his entire gang;s effort in stopping him.

The problem I have with some Cult rulesets is that the player is forced to either choose a starting gang with one Purestrain and a leader (who soak up half the starting creds between them) and then only have a couple of other gangers, or have no Purestrain, which sort of defeats the object of playing a GC. I believe my rules strike a good middleground between these two extremes - you definitely get a cult, Purestrain and all, but most scenarios will focus on the basic gang.

Please add your criticisms and suggestions for development below. Also, worth noting that the areas reserved for images are intentionally blank, as I would rather include pictures of the commuity's GCs, rather than potentially infringing images from other material.

Have at it :)

-Hunger
 

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Seem very strong. For the disadvantages - a single BS point on leader, limit to two special/heavy wepons (not limited to two - three people, though), Defend The Hierarch, penalties to Outlaw Table and washing income even when Outlawed, they get incredible Leadership, limited Nerves of Steel, strong special territory, extra territories when Outlawed, a powerful assassin unit, a special captive mechanic and very strong profiles.

Profiles might be the first to take a look at, Hybrids with Ganger experience get +1WS and +3Ld, Hierarch with Leader's experience are -1BS but +2Ld, Brood Brothers are Juve +D6 and +2Ld. When giving Juves +D6 experience you might want to account for the '6' case where they get an advance immediately (or do they?). Too little experience for strong profiles leads to very strong advances - as evidenced by Spyrer nerfs.

When Outlawed, do they halve the income from Lawful territories before washing, if they get their claws on those?

Is the scenario limit intentional? When choosing a scenario, Outlaws can generally still choose a Lawful scenario. Having this lax also makes choosing custom scenarios simpler, if somebody wishes.

Flamer is priced 80, is it a typo?

They get Missiles in Extras, but no Missile Launcher. Are they just filling the Extras part?
 
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Always love seeing people's Genestealer Cult rules as I have been (slowly) mucking about with making my own version for them. :) (I have saved copies of other rules: For The Father, Genestealer Brood, Genestealer Cult and Terror In The Hive. All of which can be found in the Vault... but for mine I am trying to have Brood Brothers be "Initiates" and function in a similar manner to Mordheim Henchmen.... and I'm currently stuck trying to figure out how best to work it) :)

.oO(As always, ignore me - i donut know what i'm doing, and you did ask for comments)
:-D

Edit: Oh, and I always err on the side of caution, with most of my rules starting out weaker than average*, as it is easier to get your opponents that you are campaigning/testing with to let you increase a stat/rule than to have a 2nd battle after they have not enjoying being thoroughly crushed by something over-powered.
*though sometimes I make something too powerful by accident, which can be entertaining when it happens to be a Guilder than I attacked that had a 4+ unmodified save :-D

Income
Might need to reduce the effectiveness of the lair territory, possibly looking at the Redemptionist one for balance. As it is, they have 3 Outlaw Territories + a chance at:
1) Cumulative Negative (that isn't really a negative because being Outlawed doesn't seem to weigh much for them),
2) Lots of Free Weapons,
3) D6*10,
4) 2D6*10,
5) Free Brood Brother/Auto-choose next scenario(rendering other people's scenario bonuses redundant),
6) 3D6*10 (mitigated by free Bounty Hunter for next scenario on double)
...which mostly seems like quite a lot.

I'd be tempted, if the gang is starting with up to 50% Hybrids, to just have them Outlaws to begin with, and use a modified Redemptionist Territory chart for their income, with all captured territories being looted.

Capture & Implant
Although it is mentioned under "Lawful" that the usual non-outlaw rules apply, it isn't specifically stated under Captured Enemies if the cult can sell captives off as slaves/collect bounty/etc, except that Spyrers cannot be implanted/ransomed/sold. Perhaps for captive mutants/spyrers/etc they could be eaten as per Scavvy Cannibalism rules [creds=(S*T+W)*2], otherwise they provide nothing for the cult.

Wondering about the returned implanted folk leaving the gang with all their gear on a D6 roll of 1 before each battle. Seems that the model may as well be killed for if one of my lads was implanted this way I would prolly just strip him of all his gear and throw him forwards as a meat shield until he retires due to injury or implant...

Maybe a captive that is not rescued/ransomed that passes its Ld test is slain by the Purestrain and the remains fed to the cult? Or perhaps some kind of roll-off similar to the Redemptionist's Redeem rules? Or they are strapped to a chair down in the lair and after each battle must take another Ld test at -1 for each battle they have been captive/and starve after each game so might end up dying? *shrugs*

Brood Telepathy & Leadership stat
While it is thematic for the brood to be psychically linked, letting all models test to unpin at the start of the turn and use Ld10 means that each member of the brood may as well just automatically pass the unpin test (the chance of 11+ on 2D6 is 8.33%). With Hybrids also having an Ld10 it means that this gang would rarely fail a bottle test.

I would be tempted to drop the Ld10 back to base line stats, and change the Brood Telepathy rule to just be similar/the same as the Spyrer rule of being in constant communication and always being able test to unpin even if no friendly model within 2". They may be Hybrids and Implanted Brood Brothers, and connected psychically, but they aren't entirely fearless super-beasts like the purestrains.

Hierarch
Hypnotic Gaze: I might change this to only when charging, for fluff reasons, as when models are engaged in close combat they are ducking/weaving/kicking/biting/etc and don't really have time for a stare-off... and, it is pretty powerful with the Ld10 and reducing model's WS to 1...

Psychic Powers: Perhaps just add that the Hierarch has one Wyrd Minor Power and add this cost automatically, possibly using the Scavvy Wyrdo rules of it being rolled up randomly at the start of each battle (with multiple minor powers or extra primary counting as None this battle)?

As the Hierarch stands with -1BS and +a billionty Ld, with the addition of Hypnotoad abilities he is quite powerful for the same price as ye-ole average gang leader.

Extra Arm
The Scavvy mutation of Extra Arm costs 10 creds, so this is the same (but there is a limit of 1 of each type of mutation for Scavvies, and no limit to number of mutated hybirds), and the Scavvy Claw mutation costs 5 creds (which replaces one arm). You've got the Extra Arm costing 10, and an additional 15 creds to make this a Claw Arm instead. If this was to stay the same it would be cheaper and more versatile to buy an Extra Arm and a Club for a total of 20 creds instead of an Extra Claw arm at 25. I initially thought it was 10 for Extra Arm, or a total of 15 for Extra Claw Arm. Is this because you have increased the save mod/damage(which also seems very powerful)?

Also wondering why a model with an Extra Claw Arm cannot be equipped with a Basic weapon? There are several old-school models that have a claw arms and hold a basic weapon (have not looked at the new models due to my "only allowed to buy new stuff once all the old stuff is painted" thing).

Genestealer Special Rules
Should probably be labelled "Purestrain Special Rules" to avoid confusion as to whether or not these rules apply to the Hierarch/etc.

Scenarios & use of Purestrain: Makes sense to limit the Purestrain's use, but unsure how would be best to go about it. While they are very powerful, they cost 1/5 of the cult's starting creds which would mean that in scenarios that they do not turn up it is a cred-sink and would leave the cult vulnerable. Praps the Purestrain could be free and only turn up when the gang would be underdogs by 200 or more points? I dunno...

Monster Rolls: There are other creatures lurking deep in the dark dank underhive than Genestealers, they may be horrifying alien invaders but there are equally terrifying creatures that come from the sump.

Injury: The Purestrain cannot be captured?

Enemy Injuries: Purestrains are already terrifying(not just that they cause terror, but to the players that have to face them), don't see why they should cause double rolls. If you really want to increase chance of death you could have the models they injure treat all serious injury rolls of doubles as death as per High Impact.

Blips: I like this, but would let the blibs declare a charge and reveal themselves. :)

Climb: All models can climb ladders at no movement penalty, just need to state that they can climb sheer surfaces. Maybe even go as far as letting the Purestrain leap up one level even if there is no wall to climb at a cost of 3" movement?

Weapons List
Would rename to "Cult Weapons List[/u].

Why no Club for close combat weapons? No Laspistol/Lasgun? As @Tomcaet said no missile launcher but missiles/flamer cost?

Again, thanks for posting this. I do love reading other people's takes on the different gangs/aliens/etc :)
 
Thank you both for your feedback. I've had some time to process it and amend the ruleset. My responses to the points raised are as follows:

(Trollmeat) Seem very strong.
Yes, on closer inspection some things were a bit rushed. In a general sense they do present some areas for abuse, and with everything effectively being Ld10 the overall gang would be very powerful. I wanted to get this posted for critique before I went away on holiday. It is not quite as refined as my Ash Waste Nomads ruleset. Ready for the changes:

Scenarios

(Tomcaet) Is the scenario limit intentional? When choosing a scenario, Outlaws can generally still choose a Lawful scenario. Having this lax also makes choosing custom scenarios simpler, if somebody wishes.

Not intentional. Cults may now roll on either the standard or outlaw table, like any other gang.


Leadership

(Trollmeat) While it is thematic for the brood to be psychically linked, letting all models test to unpin at the start of the turn and use Ld10 means that each member of the brood may as well just automatically pass the unpin test (the chance of 11+ on 2D6 is 8.33%). With Hybrids also having an Ld10 it means that this gang would rarely fail a bottle test.

Don't forget that the test to unpin is on Initiative, not Ld. That said, the Ld thing is too powerful. The Brood Telepathy rule has been changed so that instead of always using the Hierarch’s Ld, cult members may now re-roll a failed nerve, fear or terror test if within 8” of the Hierarch. Cult members just use their normal Ld. The Hierarch's Ld has also been changed to 9.


Income

(Trollmeat) Might need to reduce the effectiveness of the lair territory.

Dropped their income down a bit. Instead of having D6x10 + 2D6x10 + 3D6x10 on their Cult Lair territory, they now have D6x10 + D6x10 + 2D6x10. I also dropped their free weapons down from fives to threes on that entry. You may be interested to know, when I set up the table, I calculated the average income of a House gang based on 5 territories, then for the Cult I (roughly) calculated the average income for a Settlement and 3 Outlaw territories and made the Cult Lair table make up the remainder with its average income, including the profit that could be made from selling weapons from the ‘2’ result. The Cult Lair table was actually perfectly balanced money-wise with a House gang, however I think that in hindsight the ‘free juves’ they get from three potential sources must be balanced out with sub-average income.They should generate some warm bodies, but will also use their Lair territory to assist with equipping them.

(Trollmeat) I'd be tempted, if the gang is starting with up to 50% Hybrids, to just have them Outlaws to begin with, and use a modified Redemptionist Territory chart for their income, with all captured territories being looted.

I think they should be differentiated from other gangs, so not to reuse tables and mechanics from other areas, hence the Cult Lair territory. I also see them as having one foot in the Lawful camp and one foot in the Outlaw camp from the outset, given the nature of the cult. They are, after all, Badlands dwellers who infiltrate civilised settlements.


Outlaw Territories

(Tomcaet) When Outlawed, do they halve the income from Lawful territories before washing, if they get their claws on those?

Yes, that was the intention, but it slipped through the net. I have added it under Captured Territories. Also, when Outlawed, a cult now loses all its territories except its lair. This was the intention from the start, but perhaps was not clear. Again, being Outlaw should not be desirable for the cult – one of their driving themes should be to avoid becoming outlawed.


Recruitment

The Cult can gain new members by rolling a 6 on their Settlement, a 6 on their Cult Lair or by implanting captives. However the inclusion of the Fresh Blood rule means these are the only ways the cult can recruit new members. This will mean that being Outlawed will be a real disadvantage, as they will lose the Setltement, further limiting their recruitment until the can pay off their status. Helps balance against their income and overall power.


Captured Enemies

(Trollmeat) Wondering about the returned implanted folk leaving the gang with all their gear on a D6 roll of 1 before each battle. Seems that the model may as well be killed for if one of my lads was implanted this way I would prolly just strip him of all his gear and throw him forwards as a meat shield until he retires due to injury or implant...

Yes, this was the intention. I wanted the fighter to be able to return to his gang so the gang can keep his gear. He will almost certainly be stripped of his gear the moment he returns. There’s something a bit different about Dave since he escaped from that place…

(Trollmeat) Although it is mentioned under "Lawful" that the usual non-outlaw rules apply, it isn't specifically stated under Captured Enemies if the cult can sell captives off as slaves/collect bounty/etc, except that Spyrers cannot be implanted/ransomed/sold. Perhaps for captive mutants/spyrers/etc they could be eaten as per Scavvy Cannibalism rules [creds=(S*T+W)*2], otherwise they provide nothing for the cult.

I do not see the cult as a cannibal outfit. Fluffwise, nothing supports this – their modus operandi is the capture and implantation of innocents. No precedent for eating captives as far as I know. Assimilate or slay are the only options I see as being open to them – they can’t exactly let a captive see the lair and then sell them into slavery to tell everyone about it. Added a line clarifying that they cannot be sold or ransomed.


Profles - Hybrids

(Tomcaet) Profiles might be the first to take a look at...very strong...

I wanted the Hybrid profiles to be a cut above a standard ganger.

*debates in head*

They cost 75 credits each – that’s 25 more than a standard ganger. WS4 is powerful as a starting WS, but remember that the cult can only recruit Hybrids at the start now. Cults can realistically have two or three of these creatures if you want extra arms and fancy weapons. The max is 7, in a gang with no weapons or Purestrains. They can never recruit more. They cost 75 creds each. Is WS4 alone worth 25 creds? No, I think they should be Ld8 too. Offsets the loss of the Hierarch’s Ld and unpinning rule. Also increase their starting XP so they don’t level as fast?

*sounds of quill scratching’

Ok, Hybrids now have LD8 and WS4 to start with, but begin with XP of 60 + D6. They are purchased as skilled fighters, but level slowly.


Hierarch Profile

Ld reduced to 9, but upping his cost to 130. He has lost a lot of effectiveness since he no longer boosts the whole cult’s Ld, but ganger-for-ganger he is still a match for another leader, and can be made into a combat monster if you spend some creds for an extra arm and a powerful weapon.


Hypnotic Gaze & Wyrd Powers

(Trollmeat) Hypnotic Gaze: I might change this to only when charging, for fluff reasons, as when models are engaged in close combat they are ducking/weaving/kicking/biting/etc and don't really have time for a stare-off... and, it is pretty powerful with the Ld10 and reducing model's WS to 1...

Agreed. Slight oversight as to how powerful this was. Now he can only use it when he charges. Still nasty though. Ld9 on the Hierarch makes it a bit less probable.

(Trollmeat) Psychic Powers: Perhaps just add that the Hierarch has one Wyrd Minor Power and add this cost automatically, possibly using the Scavvy Wyrdo rules of it being rolled up randomly at the start of each battle (with multiple minor powers or extra primary counting as None this battle.

Not really feeling this, due to the desire to differentiate from existing rules. Also, I like options – he doesn’t necessarily need another psychic power (fluffwise). The cult is in its infancy, and his psychic abilities are perhaps still developing.


Extra Arm

(Trollmeat) The Scavvy mutation of Extra Arm costs 10 creds, so this is the same (but there is a limit of 1 of each type of mutation for Scavvies, and no limit to number of mutated hybirds), and the Scavvy Claw mutation costs 5 creds (which replaces one arm). You've got the Extra Arm costing 10, and an additional 15 creds to make this a Claw Arm instead. If this was to stay the same it would be cheaper and more versatile to buy an Extra Arm and a Club for a total of 20 creds instead of an Extra Claw arm at 25. I initially thought it was 10 for Extra Arm, or a total of 15 for Extra Claw Arm. Is this because you have increased the save mod/damage(which also seems very powerful)?

Yes, this is all intentional. I feel the powerful Claw (save mod + D3 dam on 6) is justified; it is a Genestealer claw after all. Cost will make this prohibitive – 115 creds for a Hybrid with an Autopistol and a Genestealer Claw is a lot. Yes, you can make them very powerful, but it all comes at a cost. Two of these monsters, plus a basic leader and the 3 Brood Brothers you need to field them, all armed with an Autopistol, costs 525 creds.

(Trollmeat) Also wondering why a model with an Extra Claw Arm cannot be equipped with a Basic weapon? There are several old-school models that have a claw arms and hold a basic weapon.

Because I was basing the list on the new Deathwatch Overkill models. You’re right though, there are older models with an extra arm + claw and basic weapon. This restriction has been removed.


Purestrain

(Trollmeat) Should probably be labelled "Purestrain Special Rules" to avoid confusion as to whether or not these rules apply to the Hierarch/etc.

Done – good spot.

(Trollmeat) Scenarios & use of Purestrain: Makes sense to limit the Purestrain's use, but unsure how would be best to go about it. While they are very powerful, they cost 1/5 of the cult's starting creds which would mean that in scenarios that they do not turn up it is a cred-sink and would leave the cult vulnerable. Praps the Purestrain could be free and only turn up when the gang would be underdogs by 200 or more points? I dunno..

I have seen rulesets that do this, so I went for a different approach. Yes, they are a point sink, but this helps limit the cult’s overall power. I want the Purestrain to be a feature of the gang, but not dominate it, however using him as an underdog bonus means he may show up in scenarios where he doesn’t have a place. Keeping him away from settlements makes sense to me as a way of limiting his use. I estimate that he will show up to about 1 in 4 or 1 in 5 scenarios. Reduces the overall power of the cult by a lot, but who the hel wants a cult without a Purestrain?

(Trollmeat) Monster Rolls: There are other creatures lurking deep in the dark dank underhive than Genestealers, they may be horrifying alien invaders but there are equally terrifying creatures that come from the sump.

Really? Genestealers are the most badass of badasses. Even their nightmares are afraid of them. Also, having your 200 cred superweapon punked by a gribbly on a bad roll in his first showing is going to leave a sour taste… I agree that they could encounter nasty creatures, but I reckon they are up there with the most lethal of things the Underhive has to offer.

(Trollmeat) Injury: The Purestrain cannot be captured?

Nope. Not sure how a gang of hive punks would go about capturing one of the galaxy’s most violent creatures. Need more than a net and a club to catch one. That’s a job for Ordo Xenos terminators.

(Trollmeat) Blips: I like this, but would let the blips declare a charge and reveal themselves. :)

This is just evil. I made it so you have to convert the blip and survive a turn before charging. Hiding in cover etc. will make it hard enough to take the monster down as it is, plus they can’t be pinned so you have to actually Down it to stop it. The enemy gang gets one turn of brown-pants shooting before the creature strikes. Gives them a fighting chance so the Stealer doesn’t simply auto-kill.

(Trollmeat) Climb: All models can climb ladders at no movement penalty, just need to state that they can climb sheer surfaces. Maybe even go as far as letting the Purestrain leap up one level even if there is no wall to climb at a cost of 3" movement?

I think this is what the rule states, isn’t it? "They suffer no movement penalties for climbing, and can traverse any vertical surface, even those without ladders." I also thought about the leap idea, but discarded it as I feel that this would make them far too mobile.


Weapons

(Tomcaet) Flamer is priced at 80, is it a typo?

Yes, corrected it to 40, well spotted.


(Tomcaet) They get Missiles in Extras, but no Missile Launcher. Are they just filling the Extras part?

All gangs get access to the Extras & Misc list. Just there for completeness really. They can always buy a missile launcher after startup by forgoing a rare trade.


Thank you again for the feedback, I have updated the PDF on the first post to be the new version, including the changes above. I am due to start my campaign in the next few weeks, and have an enthusiastic Cult player who will be playing these rules, so we'll give them a good playtest.

In the meantime, I challenge you all to make the most abusive gang you can from these rules. Exploit everything possible. Psychic power combos with Hypnotic Gaze, souped-up Hybrids, Brood Brother rush lists etc. Catch any really overpowered abuses.

Thanks,

-Hunger
 
Ok, here's a sample list:


Hierarch 130
Bolt Pistol 25
*Precognition (Wyrd Power) 20
(175)


Hybrid 75
Autoslugger 45
Extra Arm 10
Genestealer Claw 15
(145)


Hybrid 75
Autoslugger 45
Extra Arm 10
Genestealer Claw 15
(145)


Hybrid 75
Hand Flamer 25
Extra Arm 10
Genestealer Claw 15
(125)


Brood Brother 35
Autogun 20
(55)


Brood Brother 35
Autogun 20
(55)


Brood Brother 35
Autopistol 15
(50)


Brood Brother 35
Autopistol 15
(50)


Purestrain (200)

1000 creds total.


*Precognition allows the Hierarch to force a re-roll on the scenario chart if desired, tipping the odds of getting my Purestrain into play more frequently in my favour. Hybrids can lay down some sustained firepower with their autosluggers, and are nasty in one-on-one close combat when the range gap is closed. I prefer to keep an opponent at arms length where possible, but having a balance of ranged and CC is good on my key models.
 
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I like it.. and the fluff is awesome at the start. I don't want to be negative but that genestealer seems very overpowered.
One possible way around that could be to limit it to games where you have the lower gr (just a thought at a glance) but still awesome work.. Lots of background and fluff I like it(y)
 
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I have great interest in creating a Genestealer cult myself and have been dissatisfied with most of the rules online as either too complex or too powerful. These seem quite a good compromise in the middle ground. Has anyone played them yet?
 
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what I'm currently working on -

Hierarch - 180
Extra Arm - 10
Bolt Pistol - 25
Sword - 15
Knife - 0
Hypnotic Gaze - 0

Hybrid - 160 pts
Grenade Launcher - 60
Frag Grenades - 25
Knife - 0

Hybrid - 195 pts
Heavy Stubber - 120
Knife - 0

Purestrain - 200

Brood Brother - 55
Autogun - 20
Knife - 0

Brood Brother - 55
Autogun - 20
Knife - 0

Brood Brother - 55
Autogun - 20
Knife - 0

Brood Brother - 55
Autogun - 20
Knife - 0

Brood Brother - 45
Stub Gun - 10
Knife - 0
 
Thank you all for the continuing feedback. I am reading it, and will consider changes if there is support for them. So far a couple of people have suggested that the Purestrain should be available as a free addition when there is a suitably large underdog gap. While I like this mechanic, I personally think the Purestrain should be a purchased part of the gang, and be reflected in its rating.

Many GC rulesets cost the genestealer very high and make him very powerful, but this really puts the clamp on how many fighters you can afford for the rest of the gang. The one in my ruleset is certainly very powerful, and the only other feasible way to have him reflected in the gang rating was to limit how many games he can be present in.

Playtesting will give a better guide as to his actual cost/effectiveness relationship, and whether he needs toning down a bit, but I do believe that such a creature should strike fear into an opponent. He basically makes one significant attack and then disappears, which I think helps justify his points cost while enabling him to be really nasty. He is not an auto-kill tool, but the enemy gang will have to turn their attention to him to fend off his attack for that turn.

That said, if there is enough support for turning him into a power-boost for low GR cults, it shall be done. The more players that give the ruleset a spin, the more informed the decision will be.

The cult player in my campaign (now underway) has played four games with the list, and is struggling for income at this stage. His cult currently occupies third place in the rankings, however facing it is a frightening prospect. The Purestrain has already killed one ganger, and savagely wounded two others (including one of my Ash Wasters who now has a missing eye), but our Goliath player successfully eliminated the monster in his game by tempting it out of its cover with a delicious-looking juve and and downing it with overwatch fire from his gang's heavy stubber. The juve needed a change of underwear, and the stubber failed its ammo check as the heavy emptied its entire magazine, but it proved to everyone that the Purestrain was not invincible, and could be dealt with by planning for its arrival.

@xriccix, please let us know how your list pans out when it gets put into action.

Also, I am pleased that the background material I wrote is being received well. While writing the ruleset I tried to locate a comprehensive run-through of the cult's entire operation, but failed to find much material with the detail I was after. Many fluff articles make a large, vague jump from the isolated warband stage to the planetary conquest stage, and I also feel that in many texts the genestealer's lifecycle is presented in a way that fails to convincingly integrate its mechanism with the cult's upscaling process. I take no credit for the ideas, as they are all established parts of the cult's unique and fascinating character, but I am pleased that I took the time to compile them together into the fluff in my ruleset.

Catch you all again soon.
 
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Some cool ideas in this but the purestrain, seems way too powerful. To the extent that one purest rain alone can raid an enemy territory and easily retire most starting gangs. I'd also like to see (although this is more for Inquisimunda) abhuman hybrids, I saw an Ogryn hybrid on another forum and I thought it was really cool. Way back there was the option of 1ST,2ND,3RD and 4th generation hybrids. I'd like to see that but it would probably make it unnecessarily complex. Great work on the whole though.
 
Loving your ruleset
I agree that as there are models for Aberrants, rules would be nice to have. Maybe even as a test post game to see if a brother mutates further from contact with purestrains?
Or could be 1 for every 3 fighters, 100 points (to reflect already having extra Genestealer claw arm) and access to combat Heavy weapons only.....
 
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Just a thought but with the DW overkill models in mind is there a thought to add in the non psychic (at least I believe he is) Alpha as a leader option?

Loving the rule set once I have the ability I plan o trying them out with my own cult :)