Those playing for this side post here. You can only play for either Chaos or the Genestealers, so choose wisely. Out of respect for the other team, stay out of their thread. Post banter and such in the core thread.The Patriarch has long been seated in his organic throne and the psychic web of the Genestealer Cults is steadily thrumming, a rudimentary hivemind aiding the grand purpose for which they have been bred.
Purestrain Genestealers creep through caverns and mines, ambushing stray humans and injecting them with the genetic material which twists their minds and prepares their bodies, creating yet another drone for the hive. These infected humans then, driven to breed, spawn progeny already enslaved by the will of the hive, their parents blindly doting on their malformed and mutated children as their hormones are plucked and tuned by a force greater than their will.
All was going splendidly, and the cult had passed numerous generations of young to kneel before the throne, until the usurpers came.
Their burning heresy is a fast-spreading flame, scorching trails across the underhive, corrupting all it touches. Their numbers grow fast- too fast, and the patriarch which has prepared this infiltration for decades finds them to be too great a threat- after all, the fastest flame is the brightest, and those above must not know the city no longer belongs to them until it is too late.
For the infiltration to succeed, for the Family to prevail, these bumbling children of chaos must be pushed out!
Now: A name for your Cult?
Manpower: 100 (+100)
Civilian Equipment: 100/1000 (+100)
Military Equipment: 50/1000 (+50)
Ordo Xenos: 0/100
Ordo Malleus: 0/100
Ordo Hereticus: 0/100
TechnologyUnits:
Cultist squad (Troop): Manpower 5, Civilian Equipment 5.
The generic soldier, breeder and worker, ready to die for your cause.
Genestealer squad (Elite): Manpower 40, Civilian Equipment 35
These purestrain aliens are blisteringly quick, and can move freely through rough terrain.
They have no need (or thought) for weapons and equipment, preferring to shred armour with their razor-sharp talons.
However, they are little more than beasts, and can't be trusted to operate as master tacticians.
Patriarch (Ruler):
Try not to attack with this guy, because if he dies it will end the game.
In any battle he is in, however, he improves the stats of every genestealer near him.
Autogun: Military Equipment: 5 or Civilian Equipment 10
The basic weapon of the cults, able to be cobbled together from practically anything and only slightly less reliable than a sharp stick.
Improvised Knife: Civilian Equipment 5
It's a sharp stick. Good for attacking people who do not have sharp sticks. Bad for anything else.
Autopistol Military Equipment: 5 or Civilian Equipment 5
Shorter range and a slower rate of fire than the Autogun, but otherwise the exact same, but in handheld form. Helpful if your other hand is being used for, say for carrying a sharp stick.
Patilineal infiltration units
This cult has a slower conversion rate, hurting their manpower, whilst their cultist varieties have a higher morale to compensate.
However, Purestrain Genestealers may be assigned to either battle or 'recruitment', allowing them to bolster their influx.
Hybrid bioforms
The progression from "injected human" to "purestrain genestealer" requires multiple generations of progressively bestial offspring.
This allows projects for capitalising on or tinkering with the Human-Genestealer hybrid template.
Essentially, you start with your garden variety xenomorph clone, the Purestrain Genestealer
Notable features: hypnotic eyes, four arms, sharp claws and a bulbous head. Also, a little-mouth barbed tongue.
They jab and inject an unsuspecting victim, who then is rewired to revere the genestealers as angels and do anything to protect them. This also soon results in a horrorbaby.
The first gens are usually three or four-armed, black eyed and ugly, but reasonably good fighters. These then breed with the original infectees, which produces second-gens.
Second Gens are usually three-armed, but look slightly more human. As long as nobody looks closely, they can pass for standard mutants and lower-hive rabble, and their extra strength makes them good at wielding heavy mining equipment.
Third Gens are "mostly" human. They'll usually have a hunch, or sloped brow, and may need to wear goggles to cover unsettling eyes, but they are otherwise able to pass for a human.
Fourth Gens are the best infiltrators, and look completely human, except some can still hypnotise or are great demagogues, helping convert other humans to the cause through nothing but the power of false promises.
Fourth Gen babies are purestrain genestealers, and so the cycle starts again.
Other notes:
-They have a sort-of-hivemind called the Broodmind. It helps direct forces and co-ordinate people, and also results in incredibly efficient and valuable workers, which helps promote infiltrators up the chain.
Generally the huge alien menace will sense the Broodmind and be drawn to it, at which point it'll co-opt it and foment a rebellion just in time for the ships to arrive, process and eat the planet. Meanwhile, genestealers have been hiding on the ships of refugees and fleeing soldiers, and so the cycle starts again.
-The "Patriarch" is the first Purestrain to touch down. As the Broodmind becomes more powerful, so to does the patriarch, growing into a huge terror and gaining psychic powers.
Many things I've mentioned here might not be immediately available to you- it's up to you to design them. But it could provide some inspiration for the easy first steps.