Currently i only have some of my basic genecult rules prepared for NPCs i plan to expand both those and to create Genecult rules for OW as well
Neophyte
WS BS S T AG Int Per WP Fel
35 35 35 35 35 28 31 25 25
movement 3/6/9/18 wounds 12
armor modified mining gear/hive armor/flak (4 all)
Skills: awareness, Athletics, Common lore (imperium, war), forbidden lore (genecult) speak language (low gothic, tyranid), Stealth +10
T alents: Nerves of Steel, Rapid Reload, Takedown
Weapons: Autogun or lasgun, cult knife
Alts: grenade launcher (Basic 60m S/–/–, frag 2d10 blast (3), krak 2d10+4 pen6 concussive), webber, mining laser, seismic cannon, power maul, power pick, heavy bolter, heavy stubber, missile launcher, mortar
Cult joining: Neophytes are the outer most members of the Genecult as such they are the most easily passable as humans requiring only a Elementary concealment test to hide their nature from the population at large.
Brood Link: the genecult shares a very basic hivemind simple information can be shared near instantaniously through the cult. As such if a single cultist is slain in secret the others receive a +20 to detect the enemy, and if one cultist discovers their enemies or a vital secret they can take a +30 WP test to share that information with local cultists.
Mutated neophytes: as an additional special rule Neophyte squads may include special mutated neophytes which gain the Bulging biceps talent, and the multiple arms (3) mutation along with the ability to solo carry any heavy weapon of 50 kg or less.
Acolyte
WS BS S T AG Int Per WP Fel
45 35 45(5) 35 45 28 31 35 35
movement 4/8/12/24 wounds 13
armor mod ified mining gear/hive armor (4 all)
Skills: awareness, Athletics, Common lore (imperium, war),forbidden lore (genecult), speak language (low gothic, tyranid), Stealth +10
Talents: Nerves of Steel, Swift attack, Two Weapon Wielder (Melee)
Traits: DARK-SIGHT, Multiple arms (3) Unnatural Strength (1)
weapons: auto-pistol, cult knife, rending claws
alt: flame pistol, lash whip, bone sword
Cult insiders: Inhuman hybrids the Acolytes of the Genecult suffer in their attempts to hide their deformities. But are more revered by their kin the Acolytes gain +10 leadership over their kin, but suffer -10 concealment to hide their deformities.
Brood Link : the genecult shares a very basic hivemind simple information can be shared near instantaneously through the cult. As such if a single cultist is slain in secret the others receive a +20 to detect the enemy, and if one cultist discovers their enemies or a vital secret they can take a +30 WP test to share that information with local cultists.
Metamorph
WS BS S T AG Int Per WP Fel
45 35 45(5) 35 45 28 31 35(5) 35
movement 4/8/12/24 wounds 12
armor mod ified mining gear/hive armor (4 all)
Skills: awareness, Athletics, Common lore (imperium, war),forbidden lore (genecult), resistance (fear), speak language (low gothic, tyranid), Stealth +10
Talents: Nerves of Steel, Swift attack, Two Weapon Wielder (Melee)
Traits: DARK-SIGHT, Multiple arms (4), Unnatural will (2) Unnatural Strength (1)
weapons: auto-pistol, cult knife, scything talon, rending claw
alt: crushing claw, lash whip, bone sword,
Cult insiders : Inhuman hybrids the Acolytes of the Genecult suffer in their attempts to hide their deformities. But are more revered by their kin the Acolytes gain +10 leadership over their kin, but suffer -10 concealment to hide their deformities.
Brood Link : the genecult shares a very basic hivemind simple information can be shared near instantaneously through the cult. As such if a single cultist is slain in secret the others receive a +20 to detect the enemy, and if one cultist discovers their enemies or a vital secret they can take a +30 WP test to share that information with local cultists.
Blessed children : the metamorphs grant unnatural will (2) and resistance (fear) to all genecult within their WP meters away who can see them.
Abberant
WS BS S T AG Int Per WP Fel
45 35 45(9) 45(8) 35 22 31 25 25
movement 4/8/12/24 wounds 32
Natural armor: (4) unnatural toughness (6)
Skills: awareness, Athletics, forbidden lore (genecult), speak language (low gothic, tyranid), Stealth +10
Talents: Swift attack
Traits: DARK-SIGHT, Multiple arms (3), size (5, hulking), Unnatural toughness (4), Unnatural Strength (5), Fear (1)
Weapons: improvised weapon, Rending claw, power pick, power hammer
Cult abominations: The Abberants suffer a -30 to concealment tests to hide their nature but are still loved by their brethren and are typically used as living battering rams.
Brood Link : the genecult shares a very basic hivemind simple information can be shared near instantaneously through the cult. As such if a single cultist is slain in secret the others receive a +20 to detect the enemy, and if one cultist discovers their enemies or a vital secret they can take a +30 WP test to share that information with local cultists.
Magus
WS BS S T AG Int Per WP Fel
35 3 5 35 35 35 48 31 55 35
Movement 3/6/9/18 Wounds 20
armor: custom armor (5 all)
Skills: Forbidden Lore (Genestealers, Heresy) (Int), Intimidate (S), Parry (WS), Psyniscience (WP) +10.
Talents: Psy Rating 4, polygot, Strong Minded, Warp lock, Warp Sense.
Weapons: auto-pistol, force staff
Gear : familiar
Cult Demagogue: The Magus is the face of the genecult and their representative for the Patriarch as Such they are hard to detect with a +20 to all concealment tests and granting all genecult within his Brood Link Strong minded.
Brood Link: the genecult shares a very basic hivemind simple information can be shared near instantaneously through the cult. As such if a single cultist is slain in secret the others receive a +20 to detect the enemy, and if one cultist discovers their enemies or a vital secret they can take a +30 WP test to share that information with local cultists.
psychic powers
Dominion
Action half
opposed no
range special
sustained yes
Description: The Tyranid creature reaches into the depths of the Hive Mind and strengthens its links to the indomitable alien will, projecting a blanket of control and purpose through its Brood Telepathy to all Tyranid bio-forms nearby. While this power is in effect, the Tyranid creature’s Brood Telepathy range is doubled. In addition, the hardened resolve of the Hive Mind gives both the creature and all other creatures with the Tyranid Trait affected by the power +10 to all Willpower test for its duration.
Hypnotic gaze
action half
opposed yes
range 10m
sustained yes
Description: The Broodlord can use its powerful gaze to snare the mind of a nearby warrior, holding it
immobile and helpless as long as its stare remains unbroken. The Broodlord can affect a single enemy
with this power, provided it can make eye contact with its intended target. If the target succumbs to the
power, it is then held immobile (counts as being Helpless) until it can break free by winning an
Opposed Willpower Test at the start of any of its turns, or the Broodlord’s gaze is somehow broken.
Onslaught
action half
opposed no
range 25M x PR
Sustained Yes
Description : The Tyranid creature infuses a nearby brood with burning energy and the pitiless drive of the Hive Mind to devour all in its path. The creature chooses a single Tyranid within it's Brood Telepathy Range, allowing it to either make a Full Move, Standard Attack (Ranged or Melee), or Charge Action as a Free Action once per Round. The Tyranid continues to benefit from the effects of this power as long as the creature sustains it and they remain in range
Primus
WS BS S T AG Int Per WP Fel
55 45 45 45 45 48 31 45 35
movement 4/8/12/24 Wounds: 32
customized minor armor 5 (all)
Skills: Acrobatics (Ag), Awareness (Per), Command (Fel), Common lore (War), Forbidden lore (genecult)
Deceive (Fel), Dodge (Ag)+20, Intimidate (S), Parry (WS)+10,
Scrutiny (Per), Slight of Hand (Ag), Stealth (Ag)+30.
Talents: Combat Master, Hard Target, Leap Up, Lightning Reflexes, Pity the Weak, Swift Attack.
Traits: DARK-SIGHT, Multiple arms (3), fear
Weapons: needle pistol, rending claw with venom drip (toxic 1), bonesword
War Cult Demagogue: The Primus is the military arm of Cult leadership the hybrid's entire existence dedicated to the military success of the Cult. As such the Primus has been instilled with the raw instincts and knowledge of aggression and war. Cultists in the Primus' Brood Link receive hatred and a +10 to all combat related skills. However outside of combat the increased aggression of a Cultist incurs an -10 to all their concealment tests.
Brood Link: the genecult shares a very basic hivemind simple information can be shared near instantaneously through the cult. As such if a single cultist is slain in secret the others receive a +20 to detect the enemy, and if one cultist discovers their enemies or a vital secret they can take a +30 WP test to share that information with local cultists.
Bonesword : 1d10 type R Pen 6 drain life
Lash Whip 1d10+3 Type R Pen 3 flexible, snare
rending claws 1d10 type R pen 5 Razor sharp
scything Talon 1d10+2 type R pen 3 (user gets lightning attack with +10)
Crushing Claw metamorph 1d10+6 pen 5 tearing (loses 1 extra arm trait)
Hypermorph tail 1d10 type R pen 4 may make an extra attack with this weapon as a reaction action.
Rock Saw 2d10+SBx2 E; Pen 9, unwieldy weight 22KG
power maul (high) 1d10+5 pen 4 shocking, power field
power maul (low) 1d10+1 pen 2 shocking
power pick 1d10+4 E pen 10 power field, unbalanced ,unwieldy Very Rare
Power Hammer 1d10+6; pen 4; power field, unwieldy, rare
Heavy power hammer 2d10+5 pen 8 unbalanced, unwieldy, power field (requires SB 6 to use as a weapon, otherwise treat as improvised with a power field) Very Rare
liberator auto stubb range 35; S/4/-; 1d10+5; pen 5; clip 8; reload full; proven (3) Felling (3); weight 3.5 kg; rare
Jackal Anti-Material Sniper Rifle range 200; S/-/- 1d10+6; pen 6; clip 2; reload full; weight 8 kg; accurate, crippling (1), Proven (3); very rare
marksman Silencer Sniper Rifle 200M; S-/-/; 1d10 R, pen 4, clip 6, reload 2 full; Accurate, Toxic (4), Felling (1) silencer*; extremely rare
Mining laser S /-/- 4d10+10; pen 10; range 90M clip 5 reload 3 full, unreliable weight 45kg very Rare
seismic cannon range 100; -/-/6 1d10+3 E pen - ; clip 60; reload 3 full; ignores cover; weight 60 rare
*at close range adds 2d10 dmg and pen 8 but reduce shots by half
needle pistol
Range 30m; S/-/-; 1d10 R; Pen 0; Clip 6; Reload 1 Full; Accurate, Toxic (4), Felling (1)
Grenade Launcher
Basic 60m S/–/–, frag 2d10 blast (3), krak 2d10+4 pen 6 concussive
Webber
Basic 50m S/–/–, 1d10+4 pen 0 clip 3 reload 1 full, blast (5) Snare(0)
Drain Life: When a victim takes any damage from a Bonesword, the wielder and victim make an Opposed Willpower Test. For every degree of success, the Bonesword’s wielder deals an additional 1d10 points of Damage, ignoring the victim’s Armour and Toughness Bonus
V ENOM D RIP
A Venom Drip will continually secrete the stored liquids across the blade, ensuring that it will seep
into any cut and bring even more suffering to the wretched lackeys of the corpse-god. This upgrade gives the weapon the Toxic (0) Quality, though this may change depending on the specific venom used.
Silencer: any psychic individual who is suffers a wound takes a immediate perils test with +10
Atalan Dirtbike
Preferred by Genestealer cults and criminal elements within the Imperium Atalan Dirtbikes are such a common sight that they are often overlooked by sentinels and Imperial observers, even those using more advanced technologies.
Wheeled
cruising speed: 90km
tactical speed: 35m
Front 8 Side 8 rear 8
Size: hulking
availability: Scarce
Carrying Capacity: 0
Integrity: 16
Crew: driver
traits: bike, wheeled, rugged
Atalan design: this vehicle does not suffer the additional penalty wheeled vehicles suffer when moving through difficult terrain.
Atalan design: +10 to technomat rolls to repair
Atalan Wolfquad
An heavier single man vehicle platform used by imperial surveyors. For rebel groups the Wolfquad serves as a highly mobile heavy weapon platform. An lifter arm has enough strength and stability to hold either a specialized flamethrower weapon with it's fuel, a heavy stubber with a ammunition backpack or even a mining laser powered by the vehicle's engine.
Wheeled
cruising speed: 90km
tactical speed: 35m
Front 8 Side 8 rear 8
Size: hulking
availability: Scarce
Carrying Capacity: 0
Integrity: 14
Crew: driver
traits: bike, wheeled, rugged
Atalan design: this vehicle does not suffer the additional penalty wheeled vehicles suffer when moving through difficult terrain.
Lifter Arm: counts as a turret for the weapon, also allows a heavy weapon to be mounted without using a character's carry weight, however if the WolfQuad has one of it's built in weapons it may not be used to mount a heavy weapon as the other weapon is integrated into the equipment allowing those weapons to fire without penalty for the vehicle's movement.
Heavy stubber with ammo pack: class; heavy 100M; ROF -/-/8; DMG 1d10+4 I; Pen 3; ammo 400; rld 2 full
Atalan Incinerator: class; Heavy; 50M; ROF S/-/-; DMG 1d10+5 E; Pen 4; Ammo 30; rld 2 full; spay, flame
Mining laser w/ammo pack: Class Heavy; 90M; ROF S/-/-; DMG 4d10+10; Pen 10; Ammo 80; rld 3 full; unreliable very rare
Achilles Ridgerunner
cruising speed: 90km
tactical speed: 35m
Wheeled
Front 16 Side 16 rear 16
Size: massive
availability: Scarce
Carrying Capacity: 0
Integrity: 38
Crew: driver
traits: bike, wheeled, rugged
Atalan design: this vehicle does not suffer the additional penalty wheeled vehicles suffer when moving through difficult terrain.
Heavy mining laser: Range 150 M; rof -/3/-; dmg 5d10+10; pen 10; ammo 15; rld 3 full; unreliable; weight 220 kg very rare
Heavy mortar: Range 25-250; RoF s/-/-; dmg * pen *; ammo 20; rld 4full, indirect; weight 150kg.
Goliath Truck
Cruising Speed: 60KM
tactical speed: 14M
armor front 22, side 22, rear 16
size massive
carry capacity: 12
Integrity: 40
Crew: commanDer (turret), Driver, gunner (Hull Weapon)
keywords: vehicle, wheeled, rugged
weapons: twinlinked autocannon 300m; rof s/3/-; 3d10+8; pen 6; clip 20; 2 full; reliable twinlinked
heavy stubber heavy 100M; ROF -/-/8; DMG 1d10+4 I; Pen 3; ammo 400; rld 2 full
Goliath Rockgrinder
Cruising Speed: 60KM
tactical speed: 14M
armor front 28, side 22, rear 16
size massive
carry capacity: 5
Integrity: 40
Crew: commanDer (turret), Driver, gunner (Hull Weapon)
keywords: vehicle, wheeled, rugged
drilldozer blade: adds an automatic 2d10 tearing damage to any ram action to the target
Heavy mining laser: Range 150 M; rof -/3/-; dmg 5d10+10; pen 10; ammo 15; rld 3 full; unreliable; weight 220 kg
Heavy Incinerine flamer: Range 50M; RoF S/-/-; 2d10+4; pen 4; amm0 30, reload 2 full; spay, flame
Heavy seismic cannon: range 100; -/-/6 1d10+8 E pen 4 ; clip 60; reload 3 full; ignores cover, tearing,proven (3); weight 260 very rare
*at close range adds 2d10 dmg and pen 12 but reduce shots by half
Heavy mining laser: Range 150 M; rof -/3/-; dmg 5d10+10; pen 10; ammo 15; rld 3 full; unreliable; weight 220 kg very rare
Mining/Industrial armor
Developed with the minimal requirements to extend the lives of Imperial mining, and high hazard workers for as long as possible without making major investments into the workers comfort or protection. Imperial Industrial armor is developed to be easily modified with local technology and resources as well as to be applicable to nearly any working situation, this does of course lead the armor to be highly valuable to various non-standard militas as they can acquire wargear that is just under the standard for most imperial military forces.
Rarity: scarce
weight: 13 kg
Torso, arms and legs 3 armor, also comes with built in stablight and backpack, ammo backpacks weigh half as much.
Easily modified, rolls to have the armor modified gain a +10, and it is possible to use a armorer roll to add an additional +1 to the armor value of mining armor however the moment the armor is struck by an attack of pen 4 or more this bonus value is lost.
Industrial/mining helm
designed to assist imperial workers these helms are focused on lifesupport systems and reducing industrial accidents.
Rarity: rare
Weight 3kg
head 3ap, reathbreather with 30 minutes of oxygen built in
Easily modified, rolls to have the armor modified gain a +10, and it is possible to use a armorer roll to add an additional +1 to the armor value of mining armor however the moment the armor is struck by an attack of pen 4 or more this bonus value is lost.
Edited by Plaguenumber3