Genestealers and Their Cults (WH40k>D&D)

Fragsie

Explorer
This is a repost of stuff i worked up on someoneelses thread in the homebrew WoTC forum, I thought it deserved it's own thread. Let me know what you think :D

Genestealer Cult

Genestealer Special Rules
[sblock=Gene-Fever]Gene-Fever
This disease, delivered by the attack of a genestealer, slowly and subtly changes its victims, bringing them under the psychic domination of the brood and making them lusty. The offspring of a fully infected victim will be a genestealer hybrid.

Attack: See genestealer prestrain and genestealer patriarch.
Endurance: Improve DC 20 + one-half genestealer’s level, maintain DC 16 + one-half genestealer’s level, worsen DC 15 + one-half genestealer’s level or lower.
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The target is cured.
<
Initial Effect The target takes a – 4 penalty to attack and damage rolls against genestealers.
<>
The target gains vulnerable 5 psychic until cured.
>
Final State The target is driven to reproduce, any offspring will have the genestealer-hybrid template. If the target is within 20 squares of a genestealer Synapse Creature they become dominated.[/deck][/sblock]

[sblock=Biomorphs]Biomorphs
Note that giving a genestealer a biomorph turns it into an elite monster, in addition to the ability you add, some other changes need to be made.

  1. Double the HP + 2x Constitution score
  2. +2 AC, Fortitude and Reflex
  3. +2 bonus to saving throws.
  4. +1 action point.

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Acid Maw (standard; at-will) ✦ Acid
Ranged 5/10; +(claw attack bonus - 2) vs. Reflex; 1d8 + 5 acid damage, and the target takes 5 ongoing acid damage (save ends).
__
Feeder Tendrils (minor; at-will) ✦ Psionic (purestrains only)
Melee touch; +(claw attack bonus - 2) vs. Reflex; 1d6 + 5 damage and the purestrain gains combat advantage against the target until the start of its next turn. If there is a Synapse Creature within 5 squares of the purestrain when it hits with this attack, all purestrains within 5 squares gain combat advantage against the target until the start of their next turn.
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Flesh Hooks (Minor; at-will)
+(claw attack bonus - 2) vs. Reflex; 1d8 + 5 damage and the target is grabbed (until escape).
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Gene Implantation (standard; at-will) ✦ Disease
Weakened or Dominated target only; +(claw attack bonus -3) vs Fortitude; the target contracts Gene-fever (see above).
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Rending Claws (standard; at-will)
The genestealer makes two claw attacks against the target. if both attacks hit the genestealer deals an extra 5 damage.
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Scuttlers
If the genestealer moves more that 4 squares it gains concealment. The genestealer ignores difficult terrain.
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Toxin sacsPoison
A sticky poison is excreted onto the genestealers claws. A creature hit by the genestealer's claw takes a -2 penalty to attack rolls (save ends). First Failed Save: The target is also weakened. Second Failed Save: The target falls unconcious until the end of the encounter.
[/sblock]


Purestrain Genestealer
Genestealer.jpg

Genestealers are considered to be among the most deadly creatures to fall from the Far Realm, combining high cunning, lightning-fast reactions and movement, with large, extremely sharp claws that can rip through the toughest armour in seconds.

Most insidious is their ability to implant their alien genetic material into other creatures, turning them into virtual slaves which will then breed hybrid-Genestealers, giving rise to the Genestealer Cults that grow in secret within human and other societies.

[sblock=Stat-Block]
Purestrain Genestealer Level 10 Lurker
Medium aberrant humanoid XP 500
Initiative +16 Senses Perception +8; darkvision
__________________________
HP 70; Bloodied 35
AC 26; Fortitude 22, Reflex 22, Will 20
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Immune Gene-Fever (see above), Fear
Speed 7
__________________________
Claw (standard; at-will) (Basic)
+17 vs. AC; 1d10 + 9 damage.
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Goring Assault (standard; recharge 6)
The purestrain makes four claw attacks. If at least two claw attacks hit a single target, the purestrain makes a secondary attack against the same target.
Secondary Attack: +14 vs Fortitude; the target is weakened until the end of the purestrains next turn.
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Gene Implantation (standard; at-will) ✦ Disease
Weakened or Dominated target only; +14 vs Fortitude; the target contracts Gene-fever (see above).
__
Combat advantage
If the purestrain hits a target that it has combat advantage against, it's goring assault recharges.
__
Mutable Over time a purestrain brood can adapt their physiology to make them more deadly opponents. A purestrain may add one of the biomorphs detailed above, a purestrain with a biomorph becomes XP elite.
__________________________
Alignment Chaotic Evil Languages Common
Skills Stealth +15

Str 19 (+9) Dex 21 (+10) Wis 16 (+8)
Con 18 (+9) Int 4 (+2) Cha 10 (+5)
[/sblock]

Genestealer Cults
CultGenestealer.jpg

Brood Initiate

The bulk of any cult is made up of ordinary people caught up in the cult's recruitment. Some are common criminals, naive ruffians, or those with simply nothing else to loose. Like all those within the brood, they have been infected with gene-fever, and many have been proud parents to hybrid offspring.

Though they have no real training in military matters, their fanatical zeal and weight of numbers will usually see them through.
[sblock=Stat-Block]
Brood Initiate Level 6 Minion
Medium natural humanoid XP 63
Initiative +5 Senses Perception +4
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HP 1; a missed attack never damages a minion.
AC 18; Fortitude 18, Reflex 17, Will 16
_____________________
Speed 6
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Mace (standard; at-will) (Basic) ✦ Weapon
+11 vs. AC; 5 damage; see also brood frenzy.
__
Dagger (standard; at-will) (Basic) ✦ Weapon
Ranged 5/10; +11 vs. AC; 5 damage.
__
Brood Frenzy
The initiate gains a +1 bonus to attack rolls and a +2 bonus to damage rolls if it is within 5 squares of a Synapse creature.
_____________________
Alignment Evil Languages Common

Str 16 (6) Dex 14 (5) Wis 12 (4)
Con 14 (5) Int 10 (3) Cha 10 (3)
Equipment Mace[/sblock]
Brood Brother

Cults often infiltrate the trained members of any military forces in the area, as they know in the coming rise to power both their combat skills and access to weapons will be invaluable. These are often members of the local guard, but could also be a part of the kingdoms standing armies or mercenary bands.

Cults often find it difficult to convert large numbers of these forces to the cause, but their actual military training more than makes up for their lack of numbers. They serve a key role in arranging for proper military strategies for the magus, and also alerting the cult of any possible signs that the cult has been discovered.
[sblock=Stat-Block]
Brood Brother Level 8 Skirmisher
Medium natural humanoid XP 350
Initiative +9 Senses Perception +5
__________________________
HP 74; Bloodied 37
AC 22; Fortitude 20, Reflex 19, Will 19
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Speed 6
__________________________
Short sword (standard; at-will) (Basic) ✦ Weapon
+14 vs. AC; 1d6 + 7 damage; see also brood frenzy.
__
Dagger (standard; at-will) (Basic) ✦ Weapon
Ranged 5/10; +13 vs. AC; 1d4 + 7 damage.
__
Combat Advantage
The brood brother deals an extra 2d6 damage against any target it has combat advantage against.
__
Brood Frenzy
The cultist gains a +1 bonus to attack rolls and a +2 bonus to damage rolls if it is within 5 squares of a Synapse creature.
__________________________
Alignment Evil Languages Common
Skills Stealth +12
Str 16 (7) Dex 17 (7) Wis 12 (5)
Con 14 (6) Int 10 (4) Cha 10 (4)
Equipment short sword[/sblock]

Genestealer Hierarch

There is much work involved with leading the revolution, and even the most skilled Magus cannot do everything. Thus cults usually have several able lieutenants to lead cult forces on important actions such as weapon store raids and sabotage missions. Hierarchs are nearly-human looking Hybrids which usually only appear after several generations of the insidious Genestealer reproductive cycle. They do not share any of the Psionic skills of the Magus, but the other gifts from their alien heritage and stronger connection to the hive-mind result in them becoming skilled fighters, ready to lead cult troupes into battle.
[sblock=Stat-Block]
Genestealer Hierarch Level 9 Soldier
Medium aberrant humanoid XP 400
Initiative + 9 Senses Perception +6, Low-light vision
__________________________
HP 83; Bloodied 41
AC 25; Fortitude 19, Reflex 20, Will 23
__________________________
Immune Gene-Fever, Fear
Speed 6
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Long sword (standard; at-will) (Basic) ✦ Weapon
+16 vs. AC; 2d6 + 5 damage, and the target is marked until the end of the hierarch's next turn.
___
Hive Node (standard, sustain move; encounter)
The genestealer hierarch is considered a Synapse creature until the end of its next turn.
___
Brood Frenzy
The hierarch gains a +1 bonus to attack rolls and a +2 bonus to damage rolls if it is within 5 squares of a Synapse creature, or becomes a synapse creature.
___
Mutable
Over time a Hierarch can adapt their physiology to make them more deadly opponents. A hierarch may add the acid maw, scuttlers or poison sacs biomorph detailed above, a hierarch with a biomorph becomes XP elite.
__________________________
Alignment Chaotic Evil Languages Common

Str 20 (9) Dex 12 (5) Wis 14 (6)
Con 16 (7) Int 17 (7) Cha 17 (7)
Equipment Long sword, light shield
[/sblock]
Genestealer Magus
Magus.jpg

After several generations, the reproductive cycle of the genestealer flows from near bestial hybrid to near human appearing offspring before producing more purestrain genestealers, thus recreating the cycle anew. By their nature genestealers seek out psionically attuned individuals. Within a few generations this results in the emergence of a magus - human looking, but possessing some of the best qualities of the parent breed and his true genestealer heritage.
Totally immersed in the brood's collective mind and possessing some strong psionic abilities, the magus serves as the translator of the patriarch's will to the cult, driving them towards greater levels of power. The magus leads the cult into the spotlight, openly gathering followers and support from the surrounding communities until the cult makes it's final move to take control.
[sblock=Stat-Block]
Genestealer Magus Level 12 Controller (Leader)
Medium aberrant humanoid XP 700
Initiative + 7 Senses Perception + 8; Low-light vision
__________________________
HP 107; Bloodied 53
AC 26; Fortitude 23, Reflex 22, Will 26
__________________________
Immune Gene-Fever, Fear; Resist Psychic 5
Saves: +5 vs. Charm
Speed 6
__________________________
Warp Blast (standard; at-will) (Basic) ✦ Force, Psychic
Ranged 10; + 16 vs. Ref; 2d6 + 5 psychic damage and the target is slowed until the start of the magus' next turn.
___
Quarterstaff (standard; at-will) (Basic) ✦ Weapon
+ 17 vs. AC; 1d8 + 5 damage.
___
Synapse Creature (immediate interrupt; at-will)
The magus has vastly expanded synapse networks within their hybrid minds that act as a psionic conduit for the hive mind. This gives the magus greater control over the brood; overriding the cult's lesser members natural instincts for survival.
If a melee attack would hit the magus, he can make it instead hit a genestealer or brood member that is adjacent to the magus and within reach of the melee attack.
___
Hypnotic Gaze (standard, The magus and the target must be able to see each other.; recharge 5, 6) ✦ Psychic, Charm
Ranged 10; + 16 vs. Will; 1d6 + 8 psychic damage, and the target is stunned (save ends), if the target fails it's first save it becomes dominated until the end of it's next turn.
___
Psionic Scream (standard; encounter) ✦ Psychic
Close burst 5; targets enemies; + 14 vs. Will; 2d8 + 5 psychic damage, and the target takes 5 ongoing psychic damage (save ends). The ongoing damage from this power stacks with ongoing damage from psychic screams from other genestealer creatures.
__________________________
Alignment Chaotic Evil Languages Common
Skills Diplomacy + 15, Bluff + 15

Str 16 (9) Dex 14 (8) Wis 14 (8)
Con 17 (9) Int 29 (15) Cha 18 (10)
Equipment Quarterstaff[/sblock]
Genestealer Broodlord
broodlord.jpg

A product of the continual evolution of the genestealer race, the broodlord is the consummate melee warrior. Lightning fast and frighteningly strong, its diamond hard claws can rip through powerfully enchanted armour as though it were silk. The broodlord is a vanguard in the cult's forces; swarms led by a broodlord often precede the main cult uprising, infiltrating enemy positions before launching a devastating assault on the elements of the enemy the cult find's most threatening.
[sblock=Stat Block]
Genestealer Broodlord Level 14 Brute (Leader)
Large aberrant humanoid XP 1000
Initiative + 14 Senses Perception + 13; Darkvision
__________________________
Fade From Sight aura 4; The broodlord emits a psionic field that encourages disinterest in casual observers. If the broodlord or any ally within the aura have concealment, they gain a + 5 bonus to stealth.
__________________________
HP 155; Bloodied 77
AC 26; Fortitude 29, Reflex 27, Will 26
__________________________
Immune Gene-Fever, Fear Resist Psychic 5
Speed 8
__________________________
Claw (Basic) (standard; at-will)
+ 17 vs. AC; 3d6 + 6 damage.
___
Rending Claws (standard; at-will)
The broodlord makes two claw attacks against the target. if both attacks hit the broodlord deals an extra 5 damage.
___
Scything Talons (standard; recharge 4, 5, 6)
Clost burst 1; each enemy in burst; + 15 vs. AC; 4d10 + 6 damage.
___
Mutable
Over time a broodlord can adapt their physiology to make them more deadly opponents. A broodlord may add two of the biomorphs detailed above, a broodlord with biomorphs becomes XP elite.
___
Synapse Creature (immediate interrupt; at-will)
The broodlord has vastly expanded synapse networks within their alien minds that act as a psionic conduit for the hive mind. This gives the broodlord greater control over the brood; overriding the cult's lesser members natural instincts for survival. If a melee attack would hit the broodlord, he can make it instead hit a genestealer or brood member that is adjacent to the broodlord and within reach of the melee attack.
__________________________
Alignment Chaotic Evil Languages Common
Skills Intimidate + 17; stealth + 19

Str 29 (16) Dex 24 (14) Wis 22 (13)
Con 20 (12) Int 6 (5) Cha 20 (12)[/sblock]
Genestealer Patriarch
322x480.aspx

Oldest, wisest, most revered of all - the Father of the brood. This ancient genestealer is the progenitor of the cult, guiding them behind the scenes for years on years, his huge alien brain nurturing the hive-mind. Now that the magus has arisen, the Ancient One feels the call of the stars once again and spurs his children to battle. Only the massive clash of claws on flesh can ignite the brood over-mind into shining brilliance, a beacon for guiding the true Masters to the rich feeding ground their servants will prepare for them.
[sblock=Stat Block]
Genestealer Patriarch Level 16 Solo Controller
Large aberrant humanoid XP 7000
Initiative + 10 Senses Perception + 13; Darkvision
__________________________
HP 785; Bloodied 392
AC 32; Fortitude 28, Reflex 30, Will 30
__________________________
Immune Charm; Disease; Fear; Resist Psychic 15
Saving Throws +5 (Solo)
Speed 5
Action Points 2

__________________________
Claw (Basic) (standard; at-will)
Reach 2; + 21 vs. AC; 2d8 + 7 damage.
___
Warp Torrent (basic) (standard; at-will) ✦ Force, Psychic
Area 2 within 10; + 18 vs. Reflex; 2d8 + 7 psychic damage and the target is immobilised until the start of the patriarchs next turn.
___
Goring Assault (standard; at-will)
The patriarch makes four claw attacks. If at least two claw attacks hit a single target, the patriarch makes a secondary attack against the same target.
Secondary Attack: +20 vs. Fortitude; the target is weakened until the end of the patriarchs next turn.
__
Gene Implantation (minor, at-will) ✦ Disease
Weakened or Dominated target only; +20 vs. Fortitude; the target contracts Gene-fever (see above).
___
Hypnotic Gaze (standard, The patriarch and the target must be able to see each other.; recharge 5, 6) ✦ Psychic, Charm
Ranged 10; + 20 vs. Will; 1d8 + 10 psychic damage, and the target is stunned (save ends), if the target fails it's first save it becomes dominated (save ends).
___
Father of the Hive (synapse creature) (immediate interrupt; at-will)
The patriarch has vastly expanded synapse networks within its large distorted brain that act as a psionic hub for the hive mind. This gives the patriarch almost total control over the brood; overriding the cult's lesser members natural instincts for survival. If a melee attack would hit the patriarch, he can make it instead hit a genestealer or brood member that is adjacent to the patriarch and within reach of the melee attack.
All genestealers and brood members are immune to fear and will never flee while in the presence of the patriarch.
___
Overmind Psionic Scream (standard; recharge when first bloodied) ✦ Psychic
Close burst 5; targets enemies; + 18 vs. Will; 3d10 + 6 psychic damage, and the target takes 5 ongoing psychic damage (save ends), and the target is dazed until the start of the patriarchs next turn. The ongoing damage from this power stacks with ongoing damage from psionic screams from other genestealer creatures.
Miss: The target is dazed until the start of the patriarchs next turn.
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Mutable
Over time a patriarch has adapted their physiology to make them more deadly opponents. A patriarch may add two biomorphs from the list above. Note that the patriarch only gains the new abilities granted by the biomorphs, he does not become an elite.
__________________________
Alignment Chaotic Evil Languages Common
Skills Intimidate + 18

Str 24 (15) Dex 14 (10) Wis 21 (13)
Con 21 (13) Int 29 (17) Cha 21 (13)[/sblock]
 

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Hey Fragsie, I love these and I would like to use some 40K stuff in 4th D&D. Is there any where this is downloadable as a document please? Also anyone done Space Marines? (unlikely I know but...)
Thanks.
 

Fragsie

Explorer
Hey Fragsie, I love these and I would like to use some 40K stuff in 4th D&D. Is there any where this is downloadable as a document please? Also anyone done Space Marines? (unlikely I know but...)
Thanks.
I haven't as yet, but i'll write up a pdf by monday for you :) glad you like them, if you use them could you let me know how it goes?
 

JiffyPopTart

Bree-Yark
If you want to add it in, there was a little bit more to the lifecycle of the genestealer cults.

When a human is infected with geneseed and then reproduces, the number of generations that had gone by determined the result of the offspring.

1st generation: Mostly indistinguishable from normal humans.
2nd generation: Slight hybridization, similar to a magus.
3rd generation: Severe hybridization, similar to a Genestealer Hybrid
4th generation: Purestrain Genestealers.

Genestealer Cult was my favorite army back in my 2nd edition 40k days. All hail the priests of the temples of Syrinx.

DS
 

Fragsie

Explorer
I've attached a sparkley new PDF to the original post for those that like things to look neat for print-offs :cool:

If you want to add it in, there was a little bit more to the lifecycle of the genestealer cults.

When a human is infected with geneseed and then reproduces, the number of generations that had gone by determined the result of the offspring.

1st generation: Mostly indistinguishable from normal humans.
2nd generation: Slight hybridization, similar to a magus.
3rd generation: Severe hybridization, similar to a Genestealer Hybrid
4th generation: Purestrain Genestealers.

I was aware of this, but, to be honest, it seemed like a lot of extra work and i was put off the idea :blush: but i think in the end i will have achieved something that echos the genestealer life-cycle; once i've taken the time to write up the hybrid template that is!

1st gen: Brood initiates and brothers
2nd gen: Hierarchs and magi
3rd gen: Hybrid template (can't wait to see what sort of gribbleys come out of applying this to various monsters :devil:)
4th gen: Purestrains, broodlords and the patriarch.

Has anyone got comments / criticisms on the balance or effectiveness of the cult? They were my first homebrew monsters, and i haven't had a chance to see them in play yet (my current party is low level).
 
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This is superb, love the pdf thankyou Fragsie. There is an arcane artefact in my campaign that gives access to other worlds and time frames and I can't wait to see their faces when they land on Macragge, on an Imperial Cruiser, in the Old West or whereever. Mordan the rogue will love Tyranids, many, many thanks.
 

Fragsie

Explorer
This is superb, love the pdf thankyou Fragsie. There is an arcane artefact in my campaign that gives access to other worlds and time frames and I can't wait to see their faces when they land on Macragge, on an Imperial Cruiser, in the Old West or whereever. Mordan the rogue will love Tyranids, many, many thanks.

That sounds like a campaign i would want to be a part of! Are you planning on statting out some other, larger tyranid beasties then?

If you're interested, i've statted out some sci-fi weaponry too. I'm ot overly happy with them yet, but you're free to look New Sci-Fantasy Weapons [PEACH] - Wizards Community
 

The weapons look good. I was going to try and stat out bolters etc. I thought about typically higher damage than bows being reflected in, for example 1d8+6 damage for a bolter round. Haven't really got there yet though. With leaving so many avenues open for the characters I will pick up one at a time. Currently the tyranids are waiting in the wings.
 

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