Inquisimunda: Genestealer Cults

Compiled by Jeremy Olsen [email protected] Version 1.3 Initial Resources: You have 1100 Throne Geld to spend on recruiting and arming your warband. You must have a minimum of 3 models. Hired Guns: Genestealer Cult warbands may recruit up to 3 Hired Guns. Starting Experience & Skills: All fighters start with the following experience point totals. All non-Construct Cult members gain experience as normal. Genestealer Cults gain the ‘Underdog’ Bonus as normal Magus: 50 + D6 Neophyte: 40 + D6 Brood Brother: 20+ D6 Initiate: 0 Initiates Brothers Neophyt es Magus

Agility *

Combat * * *

Ferocity * * *

Muscle * *

Shooting -

Stealth * * *

Techno -

*

*

*

*

-

*

*

Maximum Characteristic Values: These are the maximum values models may reach without the benefit of Bionics, drugs, or mutations. M Base +2

WS Base +4

BS Base +2

S Base +3

T Base +3

W Base +3

I Base +3

A Base +3

Ld Base +4

Territory & Income: Genestealer Cult warbands select territories and collect income exactly as described in the Necromunda rulebook. They receive the ‘Giant Killer Bonus’ as listed. Subversion Rating: 6 Investigation Rating: 4 Special: Cultist weaponry is unreliable, old, and of generally low quality. As such, all members must take an Ammo Roll if they roll a natural 1 or 6 on their To Hit roll. This does not apply to Neophytes or the Magus. All Genestealer Cultists are linked on some level with the Hive Mind. As such, all members are automatically assumed to possess a Comm-Link. Even if they lose all weaponry/equipment, they are still considered to possess a Comm-Link. Occasionally, Cults may call on a few Purestrain Genestealers to aid in their battles. Before each battle, the Cultist player may roll a D6. On a roll of 4+, one Genestealer may accompany the Cult warband to battle. On a roll of 6, D3 Genestealers may

accompany the Cult warband to battle. If a 6 is rolled, the Cult may not roll for support during the next scenario. The Cult must subtract 1 from this roll if the opposing warband is another Genestealer Cult. Genestealer Cult members may NEVER be Abhuman – Untouchables. Additionally, Genestealer Cultists will never recruit Constructs. As long as a Cult has its required amount of Brood Brothers (i.e. 50%+ of total members), it may select up to three (3) Ripper Swarms and/or Mycetic Spores from the Species and Races list. Recruitment 1 Magus Cost: Base + 140 Throne Geld M -

WS +1

BS +1

S -

T -

W -

I +1

A -

Ld +2

Species: any non-Astartes Human, Mutant, or Xenos Wyrd Weapons: The Magus may select weapons from the HtH, Pistols, Basic, Special, and Grenades list. Equipment: The Magus may select any equipment from the Armor, Gunsights, and Equipment lists. Special: The Magus always counts as having a friend within 2”. Additionally, friendly models within 6” of the leader may use its Leadership when taking any Leadership test. The Magus is immune to Psychology. A Magus MUST be a Level II or III Wyrd. 0-4 Neophytes Cost: Base + 30 Throne Geld M -

WS +1

BS -

S -

T -

W -

I +1

A -

Ld +1

Species: any non-Astartes Human or Xenos Mutant Weapons: Neophytes may select weapons from the HtH, Pistols, Basic, Special, Heavy, and Grenades list. Equipment: Neophytes may select any equipment from the Armor and Equipment lists. Special: Each Neophyte MUST select at least 1 mutation upon creation or when they reach this level, at normal cost. This mutation costs -5 (to a minimum of 10 Geld, only applicable to the first mutation selected). 2+ Brood Brothers Cost: Base + 20 Throne Geld M -

WS +1

BS -

S -

T -

W -

I -

A -

Species: any non-Astartes Human, Mutant, or Xenos

Ld +1

Weapons: Brothers may select weapons from the HtH, Pistols, Basic, and Grenades list. Equipment: Brothers may select any equipment from the Equipment lists. Special: A Genestealer Cult warband must be made up of 50% Brood Brothers. If the warband roster ever falls below this amount, the warband may recruit no other nonBrother models until it reaches 50%. 0+ Initiates Cost: Base M -

WS -

BS -

S -

T -

W

I -

A -

Ld -

Species: any non-Astartes Human, Mutant, or Xenos Weapons: Initiates may select weapons from the HtH, Pistols, and Grenades list. Equipment: None

Weapons & Equipment Lists Hand – To – Hand Knife Stilleto, Dirk Throwing Knife Sword** Club, Maul, Bludgeon Chain, Flail Massive Weapon Chainsword*** Eviscerator** Chain-Axe*** Shock Maul***

Free/5 10 10 10 Free/10 10 15 20 30 25 25

Pistols Hand Bow Autopistol Stubber Hand Cannon** Laspistol Bolt Pistol† Hand Flamer**

5 15 10 15 15 20 20

Basic** Musket Scatter Gun Autogun Lasgun Las Carbine Bolt Carbine** Bolter*** Shotgun (Solid/Scatter) Hunting Rifle

10 10 15 20 15 25 30 20 20

Special*** Flamer Melta-Gun Grenade Launcher Plasma Gun Long Las Ripper Gun Scatter Cannon Spear Gun

40 80 100 70 40 50 75 50

Heavy Autocannon

280

Heavy Stubber Heavy Plasma Gun RPG Launcher Missile Launcher Multi-Laser

110 280 125 170 120

Grenades & Ammo Frag Grenades** Krak Grenades** Fire Bomb Tox Bomb Frag Missile Krak Missile Dum-Dums Man-Stoppers Bolt Shell Hotshot Shell Overcharge Cell** Exterminator Cartridge**

25 35 20 15 35 75 5 5 15 5 15 15

Armor Light Armor Flak Armor Medium Armor** Heavy Armor***

10 15 25 30

Gun-Sights Red-Dot Laser Telescopic Sight

20 30

Equipment Blade Venom (One Use) Clip Harness Concealed Cavity** Photo-Contacts/Visor Respirator Silencer

10 10 10 10 10 15

**: Not available to Initiates ***: Only available to Neophytes & Magus †: Magus Only



Version 1.2 Updates

Total amount of starting Geld increased by 100 • Added stipulation for D3 Genestealers that Cult may not roll in subsequent scenario • Neophyte first mutation cost lowered by -5 • General editing of fighter listings • Tox bomb cost lowered by 10 • Initiates may now select Krak Grenades and Medium Armour

Version 1.3 Updates •

Added Ripper Swarm & Spores to general rule errata

Inquisimunda Genestealer Cult.pdf

support during the next scenario. The Cult must subtract 1 from this roll if the opposing warband is another. Genestealer Cult. Genestealer Cult members may ...

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