Genestealer Cults Gangs In Campaigns
RAW ✔️ The Book of Ruin, p41
In a Dominion Campaign, Genestealer Cults gangs are treated just like any other. They begin the campaign with a Settlement Territory which they cannot lose, representing their base of operations. They can take control of unoccupied Territories during the Occupation phase and they can seize control of Territories from other gangs during the Takeover phase. Settlement Territories do not generate Juves; instead, if one of the D6 rolls is a 6, they generate a single free later generation Neophyte Hybrid. If both of the D6 roll a 6, this becomes an early generation Neophyte Hybrid (see page 45).
Despite their secret agenda, a Genestealer Cults gang is seen as just another gang by most of the locals. They claim territory Boons just like any other gang. A Genestealer Cults gang is treated as an Orlock gang for the purposes of Enhanced Boons.
Gaining Experience
Genestealer Cults fighters gain Experience in the same way as fighters in a normal House gang. The Adept or Alpha and any Acolyte Hybrids can have their Experience points spent on Advancements in the same way as a Leader or Champion. Neophyte Hybrids and Aberrants advance in the same way as Gangers, and can become Specialists if a 2 or 12 is rolled for their Advancement.
Captured Fighters
If any member of a Genestealer Cults gang is captured, the normal rules are followed. However, due to their alien nature they are worth more when sold to the Guilders; the gang that is selling them receives their full value in credits, instead of half their value.
Post-Battle Actions
The Leader and any Hybrid Acolytes in the gang can make one post-battle action, in the same way as a Leader or Champion respectively. Genestealer Cults gangs cannot make the Sell to the Guilders action, lest they risk revealing themselves.
If any member of a Genestealer Cults gang is escorted to the Doc with a Medical Escort action, the cost is increased to 3D6x10 credits – the extra coin going towards ensuring the Doc's silence.
Genestealer Cults Gangs In Turf War Campaigns
The rules presented over these pages focus on the Dominion Campaign rules. If using a Genestealer Cults gang in a Turf War Campaign, the following rules apply:
Income and Special Territories
Genestealer Cults gangs gain income from their Turf as normal – after all, despite their secret agenda, they are seen as just another gang by most of the locals.
Any Special Territory that requires one or more Gangers (for example, a Chem-pit or Mine Workings) can instead be worked by one or more Neophytes. Settlement Territories do not generate Juves; instead, they generate a free Neophyte. Genestealer Cults cannot have a Guilder Contact territory; if they roll 1 on the Special Territories table, the controlling player should roll again. If a Genestealer Cults gang steals a Guilder Contact from a rival gang, it is not added to their roster – it is simply removed from the other gang's roster.
Loss of a Leader
If a gang's Leader is killed or is retired, a new Leader must be nominated from among the gang's Hybrid Acolytes. If the gang has no Hybrid Acolytes, the new Leader must be a Neophyte Hybrid, Specialist or otherwise.
In either case, the eligible fighter with the best Leadership must be selected as the new Leader. If more than one eligible fighter is drawn for best Leadership, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide.
When a fighter is promoted in this way, their Type is changed to Cult Alpha if they are an early generation hybrid, or Cult Adept if they are a later generation hybrid, and from now on they count as a Leader for determining which equipment and skill sets they can access. Their characteristics do not change.
Hangers-on, Hired Guns and Dramatis Personae
Genestealer Cults gangs may hire Dramatis Personae and Hive Scum in the same way as other gangs. Dramatis Personae Bounty Hunters joining a Genestealer Cults gang are subject to the Dead, Not Alive, Claiming Bounties and "We'll Get Our Bit…" special rules.
Additionally, Genestealer Cults gangs may hire Hangers-on, but they use the following table:
| Reputation | Maximum Hangers-on |
|---|---|
| Less than 10 | 1 |
| 10 to 14 | 2 |
| 15 to 19 | 3 |
| 20 to 24 | 4 |
| Each additional 5 | +1 |