The Genestealer Cults are a canker growing within the heart of Imperial society. Upon countless worlds there exist cells of xenophile cultists, their biology tainted by Tyranid genetic materials, their lives utterly dedicated to throwing off their Imperial shackles in the name of their cult’s monstrous Patriarch.
Book | Kind | Edition | Version | Last update |
Warhammer 40,000 Kill Team | ||||
Warhammer 40,000 Kill Team | Rulebook | 8 | 1.0 | August 2019 |
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![]() | Expansion | 8 | 1.0 | December 2019 |
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![]() | Expansion | 8 | 1.0 | August 2019 |
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![]() | Expansion | 8 | 1.0 | August 2019 |
Q: | Do Genestealers taken as part of a Genestealer Cult kill team gain the Cult Ambush ability? |
A: | No. |
Q: | Can a Neophyte Leader take a shotgun? |
A: | Yes. |
Q: | When attacking with a Heavy Rock Cutter, when do I make the roll to determine whether or not a model is instantly taken out of action? |
A: | After the damage has been dealt, before the Injury roll. |
Q: | When making an Injury roll against an ABERRANT model, do I roll the number of dice shown by the Damage characteristic of the weapon used for that attack, or the damage suffered by the model after it has been reduced by the Bestial Vigour ability? |
A: | Use the modified Damage characteristic of the attack after it has been reduced by Bestial Vigour. |
If every model in your kill team has the GENESTEALER CULTS Faction keyword, you can use Genestealer Cults Tactics.
To generate psychic powers from the Broodmind discipline, you can either roll a D3 to generate them randomly (reroll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.
D3 | PSYCHIC POWER |
1 | PARALYSING HYPNOSIS The psyker’s eyes glow strangely as he casts his gaze across his chosen victim, his mental dominion putting them into a trance-like state so the cult can take them apart at leisure. Paralysing Hypnosis has a warp charge value of 6. If manifested, select a visible enemy model within 18" of the psyker. Until the start of the next Psychic phase, the target cannot fire Overwatch, cannot be chosen to fight until all other models able to do so have fought in the Fight phase (even if it charged), and must subtract 1 from its hit rolls. |
2 | MIND CONTROL Palsied fingers twitch and facial muscles spasm as the psyker’s mark is taken over completely, then forced to witness their own traitorous actions as they open fire upon their trusted comrades. Mind Control has a warp charge value of 6. If manifested, pick an enemy model within 12" of the psyker and roll 3D6. If the score is less than that model’s Leadership characteristic, nothing happens. If it is equal to or greater, that model immediately shoots another enemy model of your choice as if it were the Shooting phase, or makes a single close combat attack against another enemy model within 1" as if it were the Fight phase, as if it were part of your kill team. |
3 | MIGHT FROM BEYOND An alien strength lurks in every being that carries the Genestealer Curse. With a low whisper that rises to a scream, the psyker amplifies this hidden might, and a loyal follower is swollen with empowering energy born of the void itself. Might From Beyond has a warp charge value of 6. If manifested, select a friendly model within 18" of the psyker. Add 1 to the Strength and Attacks characteristics of that model until the start of the next Psychic phase. |
The Cult of the Four-armed Emperor hails from a mining dynasty. It specialises in launching surprise assaults from the subterranean realms of the Imperium.
Add 1 to Cult Ambush rolls made for models in your kill team.
The bio-alchemists of the Twisted Helix seek to perfect their hybridised creations by blending the strength of the Genestealer with human stock in inventive new ways.
Add 1 to the Strength characteristic of models in your kill team. In addition, when a model in your kill team Advances add an additional 2" to the distance it can move.
The Rusted Claw believe they need only to endure to secure total victory. The scruffy and weather-beaten appearance of these nihilists belies a hidden stamina.
When making saving throws for models in your kill team, treat enemy attacks with an Armour Penetration characteristic of -1 as having an Armour Penetration of 0 instead.
The Hivecult recruits its converts from military organisations and criminal underworlds. It values firepower highly, and knows how best to use it.
When you take a Nerve test for a model in your kill team, roll a D3 (instead of a D6). In addition, models in your kill team can shoot in a battle round in which they Retreated or Fell Back, but if they do so a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Often hailing from forge worlds, cultists of the Bladed Cog blend man, machine and alien into disgusting hybrid anatomies that they see as perfect organisms.
Models in your kill team have a 6+ invulnerable save. Models in your kill team that already have an invulnerable save instead improve their invulnerable save by 1 (to a maximum of 3+). In addition, models in your kill team do not suffer the penalty to their hit rolls for moving and shooting Heavy weapons.
The frothing fanatics of the Pauper Princes believe that martyrdom is the finest of acts. They fight with a religious frenzy when their fellows are threatened.
You can re-roll failed hit rolls in the Fight phase for attacks made by a model in your kill team if it charged, was charged or made a pile-in move granted by the Heroic Intervention Commander Tactic in that battle round.
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Aberrant | |||||||||||
Aberrant | 6" | 3+ | 6+ | 5 | 4 | 2 | 2 | 7 | 5+ | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
4 Power hammer | ||||||
4 Power hammer | Melee | Melee | x2 | -3 | 3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
3 Power pick | ||||||
3 Power pick | Melee | Melee | User | -2 | D3 | - |
0 Rending claw | ||||||
0 Rending claw | Melee | Melee | User | -1 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its power pick with a power hammer.
|
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Bestial Vigour: When inflicting damage on this model, reduce the damage of the attack by 1 to a minimum of 1. |
SPECIALISTS | |
SPECIALISTS |
Leader, Combat, Demolitions, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
TYRANIDS, INFANTRY, ABERRANT |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Acolyte Hybrid | |||||||||||
Acolyte Hybrid | 6" | 3+ | 4+ | 4 | 3 | 1 | 2 | 7 | 5+ | - | |
Acolyte Fighter | |||||||||||
Acolyte Fighter | 6" | 3+ | 4+ | 4 | 3 | 1 | 2 | 7 | 5+ | 4 | |
Acolyte Leader | |||||||||||
Acolyte Leader | 6" | 3+ | 4+ | 4 | 3 | 1 | 3 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
2 Hand flamer | ||||||
2 Hand flamer | 6" | Pistol D3 | 3 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Blasting charge | ||||||
0 Blasting charge | 6" | Grenade D6 | 3 | 0 | 1 | - |
3 Demolition charge | ||||||
3 Demolition charge | 6" | Grenade D6 | 8 | -3 | D6 | Each demolition charge can only be used once per battle. |
Each demolition charge can only be used once per battle. | ||||||
1 Bonesword | ||||||
1 Bonesword | Melee | Melee | User | -2 | 1 | - |
0 Cultist knife | ||||||
0 Cultist knife | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
4 Heavy rock cutter | ||||||
4 Heavy rock cutter | Melee | Melee | x2 | -4 | 2 | Roll a D6 each time a model suffers damage from this weapon; if you roll higher than the model’s remaining number of Wounds, it is instantly taken out of action. When attacking with this weapon, you must subtract 1 from the hit roll. |
Roll a D6 each time a model suffers damage from this weapon; if you roll higher than the model’s remaining number of Wounds, it is instantly taken out of action. When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
5 Heavy rock drill | ||||||
5 Heavy rock drill | Melee | Melee | x2 | -3 | 1 | Roll a D6 each time a model suffers damage from this weapon; on a 2+ the model suffers a mortal wound and you can roll another D6. This time, the model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the score required to cause a mortal wound by 1 each time, until the model’s wounds are reduced to 0 or the roll is failed. |
Roll a D6 each time a model suffers damage from this weapon; on a 2+ the model suffers a mortal wound and you can roll another D6. This time, the model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the score required to cause a mortal wound by 1 each time, until the model’s wounds are reduced to 0 or the roll is failed. | ||||||
4 Heavy rock saw | ||||||
4 Heavy rock saw | Melee | Melee | x2 | -4 | 2 | - |
2 Lash whip and bonesword | ||||||
2 Lash whip and bonesword | Melee | Melee | User | -2 | 1 | If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield. |
If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield. | ||||||
0 Rending claw | ||||||
0 Rending claw | Melee | Melee | User | -1 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its autopistol with a hand flamer. • An Acolyte Leader may replace its cultist knife with a bonesword, or its autopistol and cultist knife with a lash whip and bonesword. • An Acolyte Fighter may replace their cultist knife and rending claw with a heavy rock drill, heavy rock saw, heavy rock cutter or a demolition charge. • One Acolyte Hybrid in your kill team may take a cult icon.
|
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Cult Icon: 5 You can re-roll hit rolls of 1 for models within 6" of a friendly model with a cult icon in the Fight phase. |
SPECIALISTS | |
SPECIALISTS |
Leader (Leader only), Demolitions (Fighter only), Combat, Comms, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
TYRANIDS, INFANTRY, ACOLYTE HYBRID |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Genestealer | |||||||||||
Genestealer | 8" | 3+ | 4+ | 4 | 4 | 1 | 3 | 9 | 5+ | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Flesh hooks | ||||||
0 Flesh hooks | 6" | Assault 2 | User | 0 | 1 | This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models. |
This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models. | ||||||
0 Acid maw | ||||||
0 Acid maw | Melee | Melee | User | -3 | 1 | - |
0 Rending claw | ||||||
0 Rending claw | Melee | Melee | User | -1 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. | ||||||
0 Scything talons | ||||||
0 Scything talons | Melee | Melee | User | 0 | 1 | You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights. |
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may take a pair of scything talons. • This model may take toxin sacs and/or an extended carapace. • One Genestealer in your kill team may take an acid maw. • One other Genestealer in your kill team may take flesh hooks.
|
ABILITIES | |
ABILITIES |
Extended Carapace: 0 A model with an extended carapace has a Save characteristic of 4+ but loses the Swift and Deadly ability.Lightning Reflexes: This model has a 5+ invulnerable save. Swift and Deadly: You can re-roll failed charge rolls for this model. Toxin Sacs: 1 Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. |
SPECIALISTS | |
SPECIALISTS |
Leader, Combat, Scout, Veteran |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
INFANTRY, GENESTEALER |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Hybrid Metamorph | |||||||||||
Hybrid Metamorph | 6" | 3+ | 4+ | 4 | 3 | 1 | 3 | 7 | 5+ | - | |
Metamorph Leader | |||||||||||
Metamorph Leader | 6" | 3+ | 4+ | 4 | 3 | 1 | 4 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
2 Hand flamer | ||||||
2 Hand flamer | 6" | Pistol D3 | 3 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Blasting charge | ||||||
0 Blasting charge | 6" | Grenade D6 | 3 | 0 | 1 | - |
1 Bonesword | ||||||
1 Bonesword | Melee | Melee | User | -2 | 1 | - |
1 Metamorph claw | ||||||
1 Metamorph claw | Melee | Melee | +2 | 0 | 1 | - |
0 Metamorph talon | ||||||
0 Metamorph talon | Melee | Melee | User | 0 | 1 | Add 1 to all hit rolls for this weapon. |
Add 1 to all hit rolls for this weapon. | ||||||
1 Metamorph whip | ||||||
1 Metamorph whip | Melee | Melee | User | 0 | 1 | If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield. |
If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield. | ||||||
0 Rending claw | ||||||
0 Rending claw | Melee | Melee | User | -1 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may do one of the following: - replace its rending claw with a Metamorph talon - replace its Metamorph talon with a Metamorph whip - replace its Metamorph talon and rending claw with a Metamorph claw • This model may replace its autopistol with a hand flamer. • A Metamorph Leader may take a bonesword. • One Hybrid Metamorph in your kill team may take a cult icon.
|
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Cult Icon: 5 You can re-roll hit rolls of 1 for models within 6" of a friendly model with a cult icon in the Fight phase. |
SPECIALISTS | |
SPECIALISTS |
Leader (Leader only), Combat, Comms, Demolitions, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
TYRANIDS, INFANTRY, HYBRID METAMORPH |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Neophyte Hybrid | |||||||||||
Neophyte Hybrid | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 7 | 5+ | - | |
Neophyte Gunner | |||||||||||
Neophyte Gunner | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 7 | 5+ | 4 | |
Neophyte Leader | |||||||||||
Neophyte Leader | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Web pistol | ||||||
0 Web pistol | 12" | Pistol D3 | 3 | 0 | 1 | When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest. |
When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest. | ||||||
0 Autogun | ||||||
0 Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
3 Flamer | ||||||
3 Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
2 Grenade launcher | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
2 Grenade launcher | When attacking with this weapon, choose one of the profiles below. | |||||
- Frag grenade | ||||||
- Frag grenade | 24" | Assault D6 | 3 | 0 | 1 | - |
- Krak grenade | ||||||
- Krak grenade | 24" | Assault 1 | 6 | -1 | D3 | - |
0 Shotgun | ||||||
0 Shotgun | 12" | Assault 2 | 3 | 0 | 1 | If the target is within half range, add 1 to this weapon’s Strength. |
If the target is within half range, add 1 to this weapon’s Strength. | ||||||
1 Webber | ||||||
1 Webber | 16" | Assault D3 | 4 | 0 | 1 | When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest. |
When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest. | ||||||
3 Mining laser | ||||||
3 Mining laser | 24" | Heavy 1 | 9 | -3 | D6 | - |
0 Heavy stubber | ||||||
0 Heavy stubber | 36" | Heavy 3 | 4 | 0 | 1 | - |
2 Seismic cannon | ||||||
When attacking with this weapon, choose one of the profiles below. All wound rolls of 6+ have an AP of -4. | ||||||
2 Seismic cannon | When attacking with this weapon, choose one of the profiles below. All wound rolls of 6+ have an AP of -4. | |||||
- Long-wave | ||||||
- Long-wave | 24" | Heavy 4 | 3 | 0 | 1 | - |
- Short-wave | ||||||
- Short-wave | 12" | Heavy 2 | 6 | -1 | 2 | - |
0 Blasting charge | ||||||
0 Blasting charge | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Chainsword | ||||||
0 Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
1 Power maul | ||||||
1 Power maul | Melee | Melee | +2 | -1 | 1 | - |
3 Power pick | ||||||
3 Power pick | Melee | Melee | User | -2 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its autogun with a shotgun. • A Neophyte Leader may instead replace its autogun and autopistol with one of the following pistols and one of the following melee weapons: autopistol, bolt pistol or web pistol; chainsword, power maul or power pick. • Up to two Neophyte Gunners may replace their autogun with a flamer, grenade launcher or webber. • Up to two Neophyte Gunners may replace their autogun with a heavy stubber, mining laser or seismic cannon. • One Neophyte Hybrid in your kill team may take a cult icon.
|
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Cult Icon: 5 You can re-roll hit rolls of 1 for models within 6" of a friendly model with a cult icon in the Fight phase. |
SPECIALISTS | |
SPECIALISTS |
Leader (Leader only), Heavy (Gunner only), Demolitions, Medic, Scout, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
TYRANIDS, INFANTRY, NEOPHYTE HYBRID |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Acolyte Iconward | |||||||||||
Acolyte Iconward | 6" | 3+ | 3+ | 4 | 3 | 4 | 4 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
0 Rending claw | ||||||
0 Rending claw | Melee | Melee | User | -1 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. | ||||||
0 Blasting charge | ||||||
0 Blasting charge | 6" | Grenade D6 | 3 | 0 | 1 | - |
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Sacred Cult Banner: You can re-roll failed Nerve tests for friendly models that are within 6" of this model. Unquestioning Loyalty: Roll a D6 each time you use the Look Out, Sir! Commander Tactic on this model. On a 2+, you gain a Command Point. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Melee, Stealth |
TACTICS | |
TACTICS |
Nexus of Devotion, Rabble Rouser |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
TYRANIDS, INFANTRY, COMMANDER, ACOLYTE ICONWARD |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Magus | |||||||||||
Magus | 6" | 3+ | 3+ | 3 | 3 | 4 | 3 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
0 Force stave | ||||||
0 Force stave | Melee | Melee | +2 | -1 | D3 | - |
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Unquestioning Loyalty: Roll a D6 each time you use the Look Out, Sir! Commander Tactic on this model. On a 2+, you gain a Command Point. |
PSYKER | |
PSYKER |
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as one psychic power generated from the Broodmind discipline. |
SPECIALISTS | |
SPECIALISTS |
Leadership, Logistics, Psyker, Stealth |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
TYRANIDS, INFANTRY, COMMANDER, PSYKER, MAGUS |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Patriarch | |||||||||||
Patriarch | 8" | 2+ | 5+ | 6 | 5 | 6 | 6 | 10 | 4+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Monstrous rending claws | ||||||
0 Monstrous rending claws | Melee | Melee | User | -3 | D3 | You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. |
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. |
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Lightning Reflexes: This model has a 5+ invulnerable save. Swift and Deadly: You can re-roll failed charge rolls for this model. Unquestioning Loyalty: Roll a D6 each time you use the Look Out, Sir! Commander Tactic on this model. On a 2+, you gain a Command Point. |
PSYKER | |
PSYKER |
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power and The Horror psychic power. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Melee, Psyker, Stealth, Strength |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
TYRANIDS, INFANTRY, GENESTEALER, COMMANDER, PSYKER, PATRIARCH |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Primus | |||||||||||
Primus | 6" | 2+ | 3+ | 4 | 3 | 5 | 4 | 9 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Needle pistol | ||||||
0 Needle pistol | 12" | Pistol 1 | 1 | 0 | 1 | This weapon always wounds on a roll of 2+. |
This weapon always wounds on a roll of 2+. | ||||||
0 Bonesword | ||||||
0 Bonesword | Melee | Melee | User | -2 | 1 | - |
0 Toxin injector claw | ||||||
0 Toxin injector claw | Melee | Melee | User | -1 | 1 | This weapon always wounds on a roll of 2+. Furthermore, each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -4 . |
This weapon always wounds on a roll of 2+. Furthermore, each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -4 . | ||||||
0 Blasting charge | ||||||
0 Blasting charge | 6" | Grenade D6 | 3 | 0 | 1 | - |
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Unquestioning Loyalty: Roll a D6 each time you use the Look Out, Sir! Commander Tactic on this model. On a 2+, you gain a Command Point. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength |
TACTICS | |
TACTICS |
Cult Demagogue, Meticulous Planning |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
TYRANIDS, INFANTRY, COMMANDER, PRIMUS |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Biophagus | |||||||||||
Biophagus | 6" | 3+ | 3+ | 3 | 3 | 4 | 3 | 8 | 5+ | 1 | |
Alchemicus Familiar | |||||||||||
Alchemicus Familiar | 6" | 3+ | 6+ | 4 | 3 | 1 | 2 | 8 | 6+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
0 Injector goad | ||||||
0 Injector goad | Melee | Melee | +1 | 0 | D3 | This weapon always wounds on a 2+. If a COMMANDER loses any wounds from this weapon, roll a D6 for it after all of this model’s attacks have been resolved. If the result is higher than the Wounds characteristic of the COMMANDER, it suffers D3 mortal wounds. |
This weapon always wounds on a 2+. If a COMMANDER loses any wounds from this weapon, roll a D6 for it after all of this model’s attacks have been resolved. If the result is higher than the Wounds characteristic of the COMMANDER, it suffers D3 mortal wounds. |
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Familiar: Models do not suffer any penalty to their Nerve tests for a friendly FAMILIAR being out of action. Unquestioning Loyalty: Roll a D6 each time you use the Look Out, Sir! Commander Tactic on this model. On a 2+, you gain a Command Point. |
SPECIALISTS | |
SPECIALISTS |
Logistics, Strategist |
TACTICS | |
TACTICS |
Genomic Enhancement |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS (Biophagus) | |
KEYWORDS (Biophagus) |
COMMANDER, INFANTRY, BIOPHAGUS |
KEYWORDS (Familiar) | |
KEYWORDS (Familiar) |
INFANTRY, FAMILIAR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Clamavus | |||||||||||
Clamavus | 6" | 3+ | 3+ | 3 | 3 | 4 | 3 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Scrambler Array: Enemy models that are set up on the battlefield from Reserve cannot be set up within 7" of this model. Unquestioning Loyalty: Roll a D6 each time you use the Look Out, Sir! Commander Tactic on this model. On a 2+, you gain a Command Point. |
SPECIALISTS | |
SPECIALISTS |
Leadership, Strategist |
TACTICS | |
TACTICS |
Proclamator Hailer |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
COMMANDER, INFANTRY, CLAMAVUS |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Kelermorph | |||||||||||
Kelermorph | 6" | 3+ | 2+ | 3 | 3 | 4 | 3 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Liberator autostub | ||||||
0 Liberator autostub | 12" | Pistol 1 | 4 | -1 | 2 | - |
0 Cultist knife | ||||||
0 Cultist knife | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. |
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Lightning Reflexes: This model has a 5+ invulnerable save. Inspirational Deeds: If an enemy model is taken out of action by an attack made with this model’s liberator autostubs, then until the end of the phase, re-roll hit rolls of 1 for models from your kill team whilst they are within 6" of this model. |
SPECIALISTS | |
SPECIALISTS |
Fortitude, Leadership, Stealth, Shooting |
TACTICS | |
TACTICS |
Blaze of Glory |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
TYRANIDS, INFANTRY, COMMANDER, KELERMORPH |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Locus | |||||||||||
Locus | 6" | 2+ | 3+ | 4 | 3 | 4 | 4 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Hypermorph tail | ||||||
0 Hypermorph tail | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
0 Locus blades | ||||||
0 Locus blades | Melee | Melee | User | -3 | 1 | This weapon’s Damage characteristic is 2 in a battle round in which this model charged, was charged or performed a Sudden Strike. |
This weapon’s Damage characteristic is 2 in a battle round in which this model charged, was charged or performed a Sudden Strike. |
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Neurotraumal Rod: Your opponent must add 1 to Nerve tests taken for enemy models that are within 3" of any models with this ability. Quicksilver Dodge: This model has a 5+ invulnerable save. Quicksilver Strike: If this fighter is within 1" of an enemy model at the beginning of the Fight phase, it is considered to have charged. Unquestioning Bodyguard: Roll a dice each time a Leader from your kill team loses a wound whilst they are within 3" of any friendly models with this ability; on a 2+ choose one of these models to intercept that hit – the Leader does not lose a wound but the model you chose suffers a mortal wound. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Melee, Stealth |
TACTICS | |
TACTICS |
Sudden Strike |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
COMMANDER, INFANTRY, LOCUS |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Nexos | |||||||||||
Nexos | 6" | 3+ | 3+ | 3 | 3 | 4 | 3 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Strategic Coordinator: Whilst this model is on the battlefield and not shaken, you can re-roll any rolls of 1 when rolling for a model’s Cult Ambush ability. In addition, if your kill team is Battle-forged, then as long as this model is on the battlefield and not shaken, roll a dice each time a player spends one or more Command Points. On a roll of 6, you gain 1 Command Point. Unquestioning Loyalty: Roll a D6 each time you use the Look Out, Sir! Commander Tactic on this model. On a 2+, you gain a Command Point. |
SPECIALISTS | |
SPECIALISTS |
Logistics, Strategist |
TACTICS | |
TACTICS |
Cult Nexos |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
COMMANDER, INFANTRY, NEXOS |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Sanctus | |||||||||||
Sanctus | 6" | 2+ | 2+ | 3 | 3 | 4 | 4 | 8 | 5+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Silencer sniper rifle | ||||||
0 Silencer sniper rifle | 36" | Heavy 1 | 4 | -1 | D3 | A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. If a PSYKER loses any wounds as a result of this weapon’s attacks, after all of this weapon’s attacks have been resolved that model suffers Perils of the Warp. |
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. If a PSYKER loses any wounds as a result of this weapon’s attacks, after all of this weapon’s attacks have been resolved that model suffers Perils of the Warp. | ||||||
0 Familiar claws | ||||||
0 Familiar claws | Melee | Melee | 4 | 0 | 1 | When this model fights, you cannot choose to use this weapon. After this model fights, you can make 2 additional attacks, using this weapon. |
When this model fights, you cannot choose to use this weapon. After this model fights, you can make 2 additional attacks, using this weapon. | ||||||
20 Sanctus bio-dagger | ||||||
20 Sanctus bio-dagger | Melee | Melee | 1 | -2 | 2 | Each time the bearer fights, it can make 1 additional attack with this weapon. In addition, this weapon wounds on a 2+. |
Each time the bearer fights, it can make 1 additional attack with this weapon. In addition, this weapon wounds on a 2+. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its silencer sniper rifle with a Sanctus bio-dagger.
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ABILITIES | |
ABILITIES |
Cult Ambush: After deployment but before the first battle round, roll a D6 for this model. On a 5+ this model can immediately move up to 6". Camo Cloak: When an opponent makes a hit roll for a shooting attack that targets a model equipped with a camo cloak, and that model is obscured, that hit roll suffers an additional -1 modifier. Soulsight Familiar: Hit rolls for this model’s ranged attacks do not suffer any penalty for the target being obscured. |
SPECIALISTS | |
SPECIALISTS |
Melee, Shooting, Stealth |
TACTICS | |
TACTICS |
Cult Assassin |
FACTION KEYWORDS | |
FACTION KEYWORDS |
GENESTEALER CULTS |
KEYWORDS | |
KEYWORDS |
COMMANDER, INFANTRY, SANCTUS |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Autogun | ||||||
0 Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
0 Autopistol | ||||||
0 Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
0 Blasting charge | ||||||
0 Blasting charge | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Bolt pistol | ||||||
0 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
3 Demolition charge | ||||||
3 Demolition charge | 6" | Grenade D6 | 8 | -3 | D6 | Each demolition charge can only be used once per battle. |
Each demolition charge can only be used once per battle. | ||||||
3 Flamer | ||||||
3 Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Flesh hooks | ||||||
0 Flesh hooks | 6" | Assault 2 | User | 0 | 1 | This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models. |
This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models. | ||||||
2 Grenade launcher | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
2 Grenade launcher | When attacking with this weapon, choose one of the profiles below. | |||||
- Frag grenade | ||||||
- Frag grenade | 24" | Assault D6 | 3 | 0 | 1 | - |
- Krak grenade | ||||||
- Krak grenade | 24" | Assault 1 | 6 | -1 | D3 | - |
2 Hand flamer | ||||||
2 Hand flamer | 6" | Pistol D3 | 3 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Heavy stubber | ||||||
0 Heavy stubber | 36" | Heavy 3 | 4 | 0 | 1 | - |
0 Liberator autostub | ||||||
0 Liberator autostub | 12" | Pistol 1 | 4 | -1 | 2 | - |
3 Mining laser | ||||||
3 Mining laser | 24" | Heavy 1 | 9 | -3 | D6 | - |
0 Needle pistol | ||||||
0 Needle pistol | 12" | Pistol 1 | 1 | 0 | 1 | This weapon always wounds on a roll of 2+. |
This weapon always wounds on a roll of 2+. | ||||||
2 Seismic cannon | ||||||
When attacking with this weapon, choose one of the profiles below. All wound rolls of 6+ have an AP of -4. | ||||||
2 Seismic cannon | When attacking with this weapon, choose one of the profiles below. All wound rolls of 6+ have an AP of -4. | |||||
- Long-wave | ||||||
- Long-wave | 24" | Heavy 4 | 3 | 0 | 1 | - |
- Short-wave | ||||||
- Short-wave | 12" | Heavy 2 | 6 | -1 | 2 | - |
0 Shotgun | ||||||
0 Shotgun | 12" | Assault 2 | 3 | 0 | 1 | If the target is within half range, add 1 to this weapon’s Strength. |
If the target is within half range, add 1 to this weapon’s Strength. | ||||||
0 Silencer sniper rifle | ||||||
0 Silencer sniper rifle | 36" | Heavy 1 | 4 | -1 | D3 | A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. If a PSYKER loses any wounds as a result of this weapon’s attacks, after all of this weapon’s attacks have been resolved that model suffers Perils of the Warp. |
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. If a PSYKER loses any wounds as a result of this weapon’s attacks, after all of this weapon’s attacks have been resolved that model suffers Perils of the Warp. | ||||||
0 Web pistol | ||||||
0 Web pistol | 12" | Pistol D3 | 3 | 0 | 1 | When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest. |
When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest. | ||||||
1 Webber | ||||||
1 Webber | 16" | Assault D3 | 4 | 0 | 1 | When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest. |
When making a shooting attack with a web weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest. |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Acid maw | ||||||
0 Acid maw | Melee | Melee | User | -3 | 1 | - |
0..1 Bonesword | ||||||
0..1 Bonesword | Melee | Melee | User | -2 | 1 | - |
0 Chainsword | ||||||
0 Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
0 Cultist knife | ||||||
0 Cultist knife | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
0 Familiar claws | ||||||
0 Familiar claws | Melee | Melee | 4 | 0 | 1 | When this model fights, you cannot choose to use this weapon. After this model fights, you can make 2 additional attacks, using this weapon. |
When this model fights, you cannot choose to use this weapon. After this model fights, you can make 2 additional attacks, using this weapon. | ||||||
0 Force stave | ||||||
0 Force stave | Melee | Melee | +2 | -1 | D3 | - |
4 Heavy rock cutter | ||||||
4 Heavy rock cutter | Melee | Melee | x2 | -4 | 2 | Roll a D6 each time a model suffers damage from this weapon; if you roll higher than the model’s remaining number of Wounds, it is instantly taken out of action. When attacking with this weapon, you must subtract 1 from the hit roll. |
Roll a D6 each time a model suffers damage from this weapon; if you roll higher than the model’s remaining number of Wounds, it is instantly taken out of action. When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
5 Heavy rock drill | ||||||
5 Heavy rock drill | Melee | Melee | x2 | -3 | 1 | Roll a D6 each time a model suffers damage from this weapon; on a 2+ the model suffers a mortal wound and you can roll another D6. This time, the model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the score required to cause a mortal wound by 1 each time, until the model’s wounds are reduced to 0 or the roll is failed. |
Roll a D6 each time a model suffers damage from this weapon; on a 2+ the model suffers a mortal wound and you can roll another D6. This time, the model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the score required to cause a mortal wound by 1 each time, until the model’s wounds are reduced to 0 or the roll is failed. | ||||||
4 Heavy rock saw | ||||||
4 Heavy rock saw | Melee | Melee | x2 | -4 | 2 | - |
0 Hypermorph tail | ||||||
0 Hypermorph tail | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
0 Injector goad | ||||||
0 Injector goad | Melee | Melee | +1 | 0 | D3 | This weapon always wounds on a 2+. If a COMMANDER loses any wounds from this weapon, roll a D6 for it after all of this model’s attacks have been resolved. If the result is higher than the Wounds characteristic of the COMMANDER, it suffers D3 mortal wounds. |
This weapon always wounds on a 2+. If a COMMANDER loses any wounds from this weapon, roll a D6 for it after all of this model’s attacks have been resolved. If the result is higher than the Wounds characteristic of the COMMANDER, it suffers D3 mortal wounds. | ||||||
2 Lash whip and bonesword | ||||||
2 Lash whip and bonesword | Melee | Melee | User | -2 | 1 | If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield. |
If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield. | ||||||
0 Locus blades | ||||||
0 Locus blades | Melee | Melee | User | -3 | 1 | This weapon’s Damage characteristic is 2 in a battle round in which this model charged, was charged or performed a Sudden Strike. |
This weapon’s Damage characteristic is 2 in a battle round in which this model charged, was charged or performed a Sudden Strike. | ||||||
1 Metamorph claw | ||||||
1 Metamorph claw | Melee | Melee | +2 | 0 | 1 | - |
0 Metamorph talon | ||||||
0 Metamorph talon | Melee | Melee | User | 0 | 1 | Add 1 to all hit rolls for this weapon. |
Add 1 to all hit rolls for this weapon. | ||||||
1 Metamorph whip | ||||||
1 Metamorph whip | Melee | Melee | User | 0 | 1 | If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield. |
If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield. | ||||||
0 Monstrous rending claws | ||||||
0 Monstrous rending claws | Melee | Melee | User | -3 | D3 | You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. |
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. | ||||||
4 Power hammer | ||||||
4 Power hammer | Melee | Melee | x2 | -3 | 3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
When attacking with this weapon, you must subtract 1 from the hit roll. | ||||||
1 Power maul | ||||||
1 Power maul | Melee | Melee | +2 | -1 | 1 | - |
3 Power pick | ||||||
3 Power pick | Melee | Melee | User | -2 | D3 | - |
0 Rending claw | ||||||
0 Rending claw | Melee | Melee | User | -1 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. | ||||||
20 Sanctus bio-dagger | ||||||
20 Sanctus bio-dagger | Melee | Melee | 1 | -2 | 2 | Each time the bearer fights, it can make 1 additional attack with this weapon. In addition, this weapon wounds on a 2+. |
Each time the bearer fights, it can make 1 additional attack with this weapon. In addition, this weapon wounds on a 2+. | ||||||
0 Scything talons | ||||||
0 Scything talons | Melee | Melee | User | 0 | 1 | You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights. |
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights. | ||||||
0 Toxin injector claw | ||||||
0 Toxin injector claw | Melee | Melee | User | -1 | 1 | This weapon always wounds on a roll of 2+. Furthermore, each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -4 . |
This weapon always wounds on a roll of 2+. Furthermore, each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -4 . |
OTHER WARGEAR | ABILITIES | ||||||
5 Cult Icon | |||||||
You can re-roll hit rolls of 1 for models within 6" of a friendly model with a cult icon in the Fight phase. | |||||||
5 Cult Icon | You can re-roll hit rolls of 1 for models within 6" of a friendly model with a cult icon in the Fight phase. | ||||||
0 Extended Carapace | |||||||
A model with an extended carapace has a Save characteristic of 4+ but loses the Swift and Deadly ability. | |||||||
0 Extended Carapace | A model with an extended carapace has a Save characteristic of 4+ but loses the Swift and Deadly ability. | ||||||
1 Toxin Sacs | |||||||
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. | |||||||
1 Toxin Sacs | Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. |
The ABERRANT keyword is used in following Genestealer Cults datasheets:
The GENESTEALER CULTS keyword is used in following Genestealer Cults datasheets:
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The ABERRANT keyword is used in following Genestealer Cults datasheets:
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Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.The HYBRID METAMORPH keyword is used in following Genestealer Cults datasheets:
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The SANCTUS keyword is used in following Genestealer Cults datasheets:
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The KELERMORPH keyword is used in following Genestealer Cults datasheets:
The NEXOS keyword is used in following Genestealer Cults datasheets:
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The BIOPHAGUS keyword is used in following Genestealer Cults datasheets:
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The ABERRANT keyword is used in following Genestealer Cults datasheets:
The LOCUS keyword is used in following Genestealer Cults datasheets:
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The PRIMUS keyword is used in following Genestealer Cults datasheets:
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The PRIMUS keyword is used in following Genestealer Cults datasheets:
The ACOLYTE ICONWARD keyword is used in following Genestealer Cults datasheets:
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The CLAMAVUS keyword is used in following Genestealer Cults datasheets:
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The COMMANDER keyword is used in following Genestealer Cults datasheets:
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The ACOLYTE ICONWARD keyword is used in following Genestealer Cults datasheets:
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The GENESTEALER keyword is used in following Genestealer Cults datasheets:
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Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
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Power pick used in following datasheets:
Rending claw used in following datasheets:
The GENESTEALER CULTS keyword is used in following Genestealer Cults datasheets:
The TYRANIDS keyword is used in following Genestealer Cults datasheets:
The INFANTRY keyword is used in following Genestealer Cults datasheets:
Autopistol used in following datasheets:
Hand flamer used in following datasheets:
Blasting charge used in following datasheets:
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.Bonesword used in following datasheets:
Cultist knife used in following datasheets:
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Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
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The GENESTEALER keyword is used in following Genestealer Cults datasheets:
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
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Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.
A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
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Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
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The ACOLYTE ICONWARD keyword is used in following Genestealer Cults datasheets:
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The ACOLYTE ICONWARD keyword is used in following Genestealer Cults datasheets:
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The COMMANDER keyword is used in following Genestealer Cults datasheets:
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THE HORROR
The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic.
The Horror has a warp charge value of 5. If manifested, select an enemy model within 18" of, and visible to, the psyker. Until the start of the next Psychic phase, that model must subtract 1 from their hit rolls and Leadership characteristic.
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Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
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The PRIMUS keyword is used in following Genestealer Cults datasheets:
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The PRIMUS keyword is used in following Genestealer Cults datasheets:
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The FAMILIAR keyword is used in following Genestealer Cults datasheets:
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The BIOPHAGUS keyword is used in following Genestealer Cults datasheets:
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The ABERRANT keyword is used in following Genestealer Cults datasheets:
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The CLAMAVUS keyword is used in following Genestealer Cults datasheets:
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The KELERMORPH keyword is used in following Genestealer Cults datasheets:
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The LOCUS keyword is used in following Genestealer Cults datasheets:
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The LOCUS keyword is used in following Genestealer Cults datasheets:
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The NEXOS keyword is used in following Genestealer Cults datasheets:
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Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
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The SANCTUS keyword is used in following Genestealer Cults datasheets:
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Autogun used in following datasheets:
Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.
A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.Bolt pistol used in following datasheets:
Demolition charge used in following datasheets:
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.Flamer used in following datasheets:
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Flesh hooks used in following datasheets:
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Grenade launcher used in following datasheets:
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Heavy stubber used in following datasheets:
Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.Liberator autostub used in following datasheets:
Mining laser used in following datasheets:
Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.Needle pistol used in following datasheets:
Seismic cannon used in following datasheets:
Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.Shotgun used in following datasheets:
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Silencer sniper rifle used in following datasheets:
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Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.
If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.Web pistol used in following datasheets:
Webber used in following datasheets:
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.Acid maw used in following datasheets:
Chainsword used in following datasheets:
Familiar claws used in following datasheets:
Force stave used in following datasheets:
Heavy rock cutter used in following datasheets:
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Heavy rock drill used in following datasheets:
Heavy rock saw used in following datasheets:
Hypermorph tail used in following datasheets:
Injector goad used in following datasheets:
Lash whip and bonesword used in following datasheets:
Locus blades used in following datasheets:
The LOCUS keyword is used in following Genestealer Cults datasheets:
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Metamorph claw used in following datasheets:
Metamorph talon used in following datasheets:
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Metamorph whip used in following datasheets:
Monstrous rending claws used in following datasheets:
Power hammer used in following datasheets:
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Power maul used in following datasheets:
Sanctus bio-dagger used in following datasheets:
Scything talons used in following datasheets:
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Toxin injector claw used in following datasheets:
Cult Icon used in following datasheets:
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Extended Carapace used in following datasheets:
Toxin Sacs used in following datasheets: