Wahapedia8 site header

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.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 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.

Genestealer Cult Kill Teams

If every model in your kill team has the GENESTEALER CULTS Faction keyword, you can use Genestealer Cults Tactics.

Purestrain Genestealers

When you add a Genestealer to your command roster (and create its datacard) you can choose for it to have the GENESTEALER CULTS Faction keyword instead of the TYRANIDS Faction keyword.

Tactics

INDUSTRIAL BRUTALITY
Genestealer Cults Tactic
Use this Tactic after making attacks with a model armed with a heavy rock drill, heavy rock saw or heavy rock cutter in the Fight phase. Roll a D6. On a 4+ that model may immediately fight again.
1 COMMAND POINT
UNNATURAL SENSES
Genestealer Cults Tactic
Use this Tactic when a model from your kill team is declared as a target of a charge. That model may fire Overwatch at the charging model, even if the charging model is not visible to it. The target is treated as obscured.
1 COMMAND POINT
DENSITY ANALYSIS LENSES
Genestealer Cults Tactic
Use this Tactic when you choose a model in your kill team to shoot in the Shooting phase. Add 1 to hit rolls for that model against targets which are obscured.
2 COMMAND POINTS
INHUMAN REFLEXES
Genestealer Cults Tactic
Use this Tactic when a model from your kill team fails a Falling test. It doesn’t suffer falling damage, and won’t fall on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
1 COMMAND POINT
FRENZIED HAMMERING
Genestealer Cults Tactic
Use this Tactic when an ABERRANT from your kill team armed with a power hammer attacks in the Fight phase. Increase that model’s Attacks characteristic by D3 until the end of the phase, but subtract 1 from hit rolls for that model’s attacks until the end of the phase.
2 COMMAND POINTS
STRENGTH OF FAITH
Genestealer Cults Tactic
Use this Tactic when a model from your kill team suffers a mortal wound in the Psychic phase. Roll a D6 for that mortal wound, and each other mortal wound suffered by that model until the end of the phase. On a roll of 5+ that wound is ignored and has no effect.
1 COMMAND POINT
SEISMIC BLAST
Genestealer Cults Tactic
Use this Tactic when you choose a model in your kill team to shoot with the short-wave profile of a seismic cannon. If an attack for the weapon hits, roll a dice for each other model within 2" of the target model. On a 5+ that model is shaken.
2 COMMAND POINTS
MESMERISING GAZE
Genestealer Cults Tactic
Use this Tactic at the beginning of the Fight phase. Pick an enemy model within 1" of a model (other than a shaken model) from your kill team and roll a dice. On a 4+ subtract 1 from that model’s Attacks characteristic (to a minimum of 1) until the end of the phase.
1 COMMAND POINT
ACIDIC SPIT
Genestealer Cults Tactic
Use this Tactic at the beginning of the Shooting phase. Pick an enemy model within 1" of a model (other than a shaken model) from your kill team and roll a dice. On a 5+ that enemy model suffers 1 mortal wound.
1 COMMAND POINT
RAISE THE ICON
Genestealer Cults Tactic
Use this Tactic at the start of the Fight phase. Pick a model from your kill team equipped with a cult icon. Increase the range of that model’s Cult Icon ability to 12" until the end of the phase.
1 COMMAND POINT
I LIKE TO KEEP THIS HANDY…
Genestealer Cults Tactic
Use this Tactic at the start of the Shooting phase. Pick a model from your kill team armed with a shotgun. Change the shotgun’s Type to Pistol 2 until the end of the phase.
1 COMMAND POINT
TOXIN GLAND
Genestealer Cults Tactic
Use this Tactic when you pick a HYBRID METAMORPH from your kill team to fight in the Fight phase. Add 1 to wound rolls for that model’s rending claw or metamorph talon until the end of the phase.
1 COMMAND POINT
CULT ASSASSIN
Genestealer Cults Tactic
Use this Tactic at the beginning of the first battle round if a SANCTUS from your kill team is on the battlefield and not shaken. That model can immediately make a ranged attack as if it were the Shooting phase.
2 COMMAND POINTS
BLAZE OF GLORY
Genestealer Cults Tactic
Kelermorph Tactic
Use this Tactic when you pick a KELERMORPH from your kill team to shoot in the Shooting phase. Instead of shooting normally, you can make a single attack with one of this model’s ranged weapons against each enemy model within 8" that is an eligible target.
1 COMMAND POINT
CULT NEXOS
Genestealer Cults Tactic
Use this Tactic at the end of the Movement phase if a NEXOS from your kill team is on the battlefield and not shaken and you have any models in Reserve. Choose up to three models from your kill team that were set up in Reserve and set them up within 1" of the edge of the battlefield and more than 5" away from any enemy models.
1 COMMAND POINT
GENOMIC ENHANCEMENT
Genestealer Cults Tactic
Use this Tactic at the end of the Movement phase if a BIOPHAGUS from your kill team is on the battlefield and not shaken. Choose a friendly ABERRANT model within 2" of the BIOPHAGUS, and increase its Strength, Toughness or Attacks characteristic by 1 until the end of the mission. You cannot choose the same ABERRANT twice with this Tactic.
1 COMMAND POINT
SUDDEN STRIKE
Genestealer Cults Tactic
Use this Tactic at the end of the Movement phase if a LOCUS from your kill team is on the battlefield, is within 6" of an enemy model, did not Advance, Fall Back, Retreat, make a charge attempt or arrive from Reserve in this turn, and is not shaken or within 1" of an enemy model. The LOCUS can immediately make a pile-in move as described in the Fight phase, except that it can move up to 6" (rather than 3").
1 COMMAND POINT

Aura Tactics

CULT DEMAGOGUE
Genestealer Cults Tactic
Primus Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a PRIMUS. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can add 1 to hit rolls in the Fight phase for friendly models that are within 6" of this model.
1 COMMAND POINT
METICULOUS PLANNING
Genestealer Cults Tactic
Primus Tactic
Use this Tactic at the start of the first battle round if your kill team includes a PRIMUS. Roll a D6 for each model from your kill team that did not move as a result of the Cult Ambush ability. On a roll of 5+, you can move that model as described in its Cult Ambush ability.
2 COMMAND POINTS
NEXUS OF DEVOTION
Genestealer Cults Tactic
Acolyte Iconward Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes an ACOLYTE ICONWARD. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can roll a D6 each time a friendly model within 6" of this model loses a wound; on a 6 the wound is not lost. If a model already has an ability with a similar effect, you can choose which effect applies, and re-roll 1s when making these rolls.
1 COMMAND POINT
PROCLAMATOR HAILER
Genestealer Cults Tactic
Clamavus Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a Clamavus. That model gains the following aura ability until the end of the phase:

As long as this model is not shaken, add 1 to all run and charge rolls made for models from your kill team that are within 6" of any friendly models with this ability, and subtract 1 from all Nerve tests made for models from your kill team that are within 6" of any friendly models with this ability.
1 COMMAND POINT

Broodmind Discipline

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.

D3PSYCHIC 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.


Cult Creeds

The Sub-factions for models with the GENESTEALER CULTS Faction keyword are called cults, and their Sub-faction abilities are called Cult Creeds. If your kill team is Battle-forged and all models in your kill team are drawn from the same cult, models in the kill team gain the Cult Creed described below, and you can use that cult’s Tactics (e.g. if all models in your kill team are drawn from the Cult of the Four-armed Emperor, those models gain the Subterranean Ambushers Cult Creed, and you can use Cult of the Four-armed Emperor Tactics).

XENOS PHYSIOLOGY
GENESTEALER models cannot be drawn from a cult. However, their presence in your kill team does not prevent you using a Cult Creed, as long as the models in the kill team that can be drawn from a cult are all drawn from the same cult. Note, however, that models with the GENESTEALER keyword can never themselves benefit from a Cult Creed.

CULT OF THE FOUR-ARMED EMPEROR: SUBTERRANEAN AMBUSHERS

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 TWISTED HELIX: EXPERIMENTAL SUBJECTS

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: NOMADIC SURVIVALISTS

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: DISCIPLINED MILITANTS

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.

THE BLADED COG: CYBORGISED HYBRIDS

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 PAUPER PRINCES: DEVOTED ZEALOTS

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.


Datasheets


Aberrant

NAME M WS BS S T W A Ld Sv Max
Aberrant 6" 3+ 6+ 5 4 2 2 7 5+ -
This model is armed with a power pick and rending claw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Power hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
3
Power pick
Melee
Melee
User
-2
D3
-
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.
WARGEAR OPTIONS
 • This model may replace its power pick with a power hammer.
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
Leader, Combat, Demolitions, Zealot
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
TYRANIDS, INFANTRY, ABERRANT


Acolyte Hybrid

NAME M WS BS S T W A Ld Sv Max
Acolyte Hybrid 6" 3+ 4+ 4 3 1 2 7 5+ -
Acolyte Fighter 6" 3+ 4+ 4 3 1 2 7 5+ 4
Acolyte Leader 6" 3+ 4+ 4 3 1 3 8 5+ 1
This model is armed with an autopistol, cultist knife, rending claw and blasting charges.
Up to four Acolyte Hybrids in your kill team can be Acolyte Fighters, and one Acolyte Hybrid in your kill team can be an Acolyte Leader.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
2
Hand flamer
6"
Pistol D3
3
0
1
This weapon automatically hits its target.
0
Blasting charge
6"
Grenade D6
3
0
1
-
3
Demolition charge
6"
Grenade D6
8
-3
D6
Each demolition charge can only be used once per battle.
1
Bonesword
Melee
Melee
User
-2
1
-
0
Cultist knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
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.
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.
4
Heavy rock saw
Melee
Melee
x2
-4
2
-
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.
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.
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
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
Leader (Leader only), Demolitions (Fighter only), Combat, Comms, Zealot
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
TYRANIDS, INFANTRY, ACOLYTE HYBRID


Genestealer

NAME M WS BS S T W A Ld Sv Max
Genestealer 8" 3+ 4+ 4 4 1 3 9 5+ -
This model is armed with rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
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.
0
Acid maw
Melee
Melee
User
-3
1
-
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.
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.
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
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
Leader, Combat, Scout, Veteran
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
INFANTRY, GENESTEALER


Hybrid Metamorph

NAME M WS BS S T W A Ld Sv Max
Hybrid Metamorph 6" 3+ 4+ 4 3 1 3 7 5+ -
Metamorph Leader 6" 3+ 4+ 4 3 1 4 8 5+ 1
This model is armed with an autopistol, rending claw, Metamorph talon and blasting charges.
One Hybrid Metamorph in your kill team can be a Metamorph Leader.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
2
Hand flamer
6"
Pistol D3
3
0
1
This weapon automatically hits its target.
0
Blasting charge
6"
Grenade D6
3
0
1
-
1
Bonesword
Melee
Melee
User
-2
1
-
1
Metamorph claw
Melee
Melee
+2
0
1
-
0
Metamorph talon
Melee
Melee
User
0
1
Add 1 to all hit rolls for this weapon.
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.
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.
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
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
Leader (Leader only), Combat, Comms, Demolitions, Zealot
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
TYRANIDS, INFANTRY, HYBRID METAMORPH


Neophyte Hybrid

NAME M WS BS S T W A Ld Sv Max
Neophyte Hybrid 6" 4+ 4+ 3 3 1 1 7 5+ -
Neophyte Gunner 6" 4+ 4+ 3 3 1 1 7 5+ 4
Neophyte Leader 6" 4+ 4+ 3 3 1 2 8 5+ 1
This model is armed with an autogun, autopistol and blasting charges.
Up to four Neophyte Hybrids in your kill team can be Neophyte Gunners, and one Neophyte Hybrid in your kill team can be a Neophyte Leader.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
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.
0
Autogun
24"
Rapid Fire 1
3
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
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.
3
Mining laser
24"
Heavy 1
9
-3
D6
-
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.
 - Long-wave
24"
Heavy 4
3
0
1
-
 - Short-wave
12"
Heavy 2
6
-1
2
-
0
Blasting charge
6"
Grenade D6
3
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
1
Power maul
Melee
Melee
+2
-1
1
-
3
Power pick
Melee
Melee
User
-2
D3
-
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
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
Leader (Leader only), Heavy (Gunner only), Demolitions, Medic, Scout, Zealot
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
TYRANIDS, INFANTRY, NEOPHYTE HYBRID


Commanders


Acolyte Iconward

NAME M WS BS S T W A Ld Sv Max
Acolyte Iconward 6" 3+ 3+ 4 3 4 4 8 5+ 1
This model is armed with an autopistol, rending claw and blasting charges.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
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.
0
Blasting charge
6"
Grenade D6
3
0
1
-
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
Ferocity, Fortitude, Leadership, Melee, Stealth
TACTICS
Nexus of Devotion
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
TYRANIDS, INFANTRY, COMMANDER, ACOLYTE ICONWARD


Magus

NAME M WS BS S T W A Ld Sv Max
Magus 6" 3+ 3+ 3 3 4 3 8 5+ 1
This model is armed with an autopistol and force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Force stave
Melee
Melee
+2
-1
D3
-
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
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
Leadership, Logistics, Psyker, Stealth
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
TYRANIDS, INFANTRY, COMMANDER, PSYKER, MAGUS


Patriarch

NAME M WS BS S T W A Ld Sv Max
Patriarch 8" 2+ 5+ 6 5 6 6 10 4+ 1
This model is armed with monstrous rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
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.
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
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
Ferocity, Fortitude, Melee, Psyker, Stealth, Strength
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
TYRANIDS, INFANTRY, GENESTEALER, COMMANDER, PSYKER, PATRIARCH


Primus

NAME M WS BS S T W A Ld Sv Max
Primus 6" 2+ 3+ 4 3 5 4 9 5+ 1
This model is armed with a needle pistol, bonesword, toxin injector claw and blasting charges.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Needle pistol
12"
Pistol 1
1
0
1
This weapon always wounds on a roll of 2+.
0
Bonesword
Melee
Melee
User
-2
1
-
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 .
0
Blasting charge
6"
Grenade D6
3
0
1
-
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
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
Cult Demagogue, Meticulous Planning
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
TYRANIDS, INFANTRY, COMMANDER, PRIMUS


Biophagus

NAME M WS BS S T W A Ld Sv Max
Biophagus 6" 3+ 3+ 3 3 4 3 8 5+ 1
Alchemicus Familiar 6" 3+ 6+ 4 3 1 2 8 6+ 1
A Biophagus is armed with an autopistol and injector goad.
If your kill team includes a Biophagus, it may also include an Alchemicus Familiar.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
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.
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
Logistics, Strategist
TACTICS
Genomic Enhancement
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS (Biophagus)
COMMANDER, INFANTRY, BIOPHAGUS
KEYWORDS (Familiar)
INFANTRY, FAMILIAR


Clamavus

NAME M WS BS S T W A Ld Sv Max
Clamavus 6" 3+ 3+ 3 3 4 3 8 5+ 1
This model is armed with an autopistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
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
Leadership, Strategist
TACTICS
Proclamator Hailer
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
COMMANDER, INFANTRY, CLAMAVUS


Kelermorph

NAME M WS BS S T W A Ld Sv Max
Kelermorph 6" 3+ 2+ 3 3 4 3 8 5+ 1
This model is armed with three liberator autostubs and a cultist knife.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Liberator autostub
12"
Pistol 1
4
-1
2
-
0
Cultist knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
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
Fortitude, Leadership, Stealth, Shooting
TACTICS
Blaze of Glory
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
TYRANIDS, INFANTRY, COMMANDER, KELERMORPH


Locus

NAME M WS BS S T W A Ld Sv Max
Locus 6" 2+ 3+ 4 3 4 4 8 5+ 1
This model is armed with Locus blades and a hypermorph tail.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Hypermorph tail
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
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.
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
Ferocity, Melee, Stealth
TACTICS
Sudden Strike
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
COMMANDER, INFANTRY, LOCUS


Nexos

NAME M WS BS S T W A Ld Sv Max
Nexos 6" 3+ 3+ 3 3 4 3 8 5+ 1
This model is armed with an autopistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
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
Logistics, Strategist
TACTICS
Cult Nexos
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
COMMANDER, INFANTRY, NEXOS


Sanctus

NAME M WS BS S T W A Ld Sv Max
Sanctus 6" 2+ 2+ 3 3 4 4 8 5+ 1
This model is armed with a silencer sniper rifle and accompanied by a Soulsight Familiar which attacks using its Familiar claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
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.
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.
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+.
WARGEAR OPTIONS
 • This model may replace its silencer sniper rifle with a Sanctus bio-dagger.
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
Melee, Shooting, Stealth
TACTICS
Cult Assassin
FACTION KEYWORDS
GENESTEALER CULTS
KEYWORDS
COMMANDER, INFANTRY, SANCTUS

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Blasting charge
6"
Grenade D6
3
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
3
Demolition charge
6"
Grenade D6
8
-3
D6
Each demolition charge can only be used once per battle.
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
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.
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
2
Hand flamer
6"
Pistol D3
3
0
1
This weapon automatically hits its target.
0
Heavy stubber
36"
Heavy 3
4
0
1
-
0
Liberator autostub
12"
Pistol 1
4
-1
2
-
3
Mining laser
24"
Heavy 1
9
-3
D6
-
0
Needle pistol
12"
Pistol 1
1
0
1
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.
 - Long-wave
24"
Heavy 4
3
0
1
-
 - Short-wave
12"
Heavy 2
6
-1
2
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
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.
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.
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.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Acid maw
Melee
Melee
User
-3
1
-
0..1
Bonesword
Melee
Melee
User
-2
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Cultist knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
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.
0
Force stave
Melee
Melee
+2
-1
D3
-
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.
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.
4
Heavy rock saw
Melee
Melee
x2
-4
2
-
0
Hypermorph tail
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
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.
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.
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.
1
Metamorph claw
Melee
Melee
+2
0
1
-
0
Metamorph talon
Melee
Melee
User
0
1
Add 1 to all hit rolls for this weapon.
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.
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.
4
Power hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Power maul
Melee
Melee
+2
-1
1
-
3
Power pick
Melee
Melee
User
-2
D3
-
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.
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+.
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.
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 .

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
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.
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.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

The ABERRANT keyword is used in following Genestealer Cults datasheets:

Datasheet

The GENESTEALER CULTS keyword is used in following Genestealer Cults datasheets:

Datasheet
Commander
• Magus
• Primus
• Locus
• Nexos
• Sanctus
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
PISTOL
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.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

The HYBRID METAMORPH keyword is used in following Genestealer Cults datasheets:

Datasheet
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.

The SANCTUS keyword is used in following Genestealer Cults datasheets:

Commander
• Sanctus

The KELERMORPH keyword is used in following Genestealer Cults datasheets:

Commander

The NEXOS keyword is used in following Genestealer Cults datasheets:

Commander
• Nexos
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The BIOPHAGUS keyword is used in following Genestealer Cults datasheets:

Commander

The LOCUS keyword is used in following Genestealer Cults datasheets:

Commander
• Locus
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Setting Up From Reserve
A model that is set up in Reserve can be set up on the battlefield at the end of any Movement phase. At the end of the phase, if a player has any models in Reserve, they can decide to set up one or more of them on the battlefield. If more than one player has any models in Reserve, the players take it in turn to set up all of the models they wish to (including using any Reserve Tactics they wish to use, as described below), in the order determined in the Initiative phase.

Players do not have to set up any models from Reserve if they do not wish to, but if any models are still in Reserve at the end of the third battle round, they are considered to be out of action. When a model is set up from Reserve, it must be set up on the battlefield more than 5" from any enemy models and within 1" of the edge of the battlefield. It must also be wholly within your deployment zone, where the mission provides a deployment zone. Note that the restrictions described in Reinforcements in the Kill Team Core Manual apply to models set up in this way.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.

The PRIMUS keyword is used in following Genestealer Cults datasheets:

Commander
• Primus

The ACOLYTE ICONWARD keyword is used in following Genestealer Cults datasheets:

Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.

The GENESTEALER keyword is used in following Genestealer Cults datasheets:

Datasheet
Commander
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
HEAVY

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.
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
Does not include wargear
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Power pick used in following datasheets:

Datasheet
• Aberrant
3

Rending claw used in following datasheets:

Datasheet
• Aberrant
0
Commander

The GENESTEALER CULTS keyword is used in following Genestealer Cults datasheets:

Datasheet
Commander
• Magus
• Primus
• Locus
• Nexos
• Sanctus

The TYRANIDS keyword is used in following Genestealer Cults datasheets:

Datasheet
Commander
• Magus
• Primus

The INFANTRY keyword is used in following Genestealer Cults datasheets:

Datasheet
Commander
• Magus
• Primus
• Locus
• Nexos
• Sanctus

Autopistol used in following datasheets:

Datasheet
Commander
• Magus
0
• Biophagus
0
• Clamavus
0
• Nexos
0

Hand flamer used in following datasheets:

Datasheet

Blasting charge used in following datasheets:

Datasheet
Commander
• Primus
0
GRENADE

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:

Datasheet
Commander
• Primus
0

Cultist knife used in following datasheets:

Datasheet
Commander
ASSAULT

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.

The GENESTEALER keyword is used in following Genestealer Cults datasheets:

Datasheet
Commander
RAPID FIRE

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.
LevelPoints per model*
118
223
338
458
* Does not include wargear
LOOK OUT, SIR!
Commander Tactic
Use this Tactic when you fail a saving throw for your Commander if there is another model from your kill team within 2" of them (excluding shaken models). Roll a D6; on a 2+ the damage is inflicted on that model instead of your Commander.
1 COMMAND POINT
NEXUS OF DEVOTION
Genestealer Cults Tactic
Acolyte Iconward Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes an ACOLYTE ICONWARD. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can roll a D6 each time a friendly model within 6" of this model loses a wound; on a 6 the wound is not lost. If a model already has an ability with a similar effect, you can choose which effect applies, and re-roll 1s when making these rolls.
1 COMMAND POINT

The COMMANDER keyword is used in following Genestealer Cults datasheets:

Commander
• Magus
• Primus
• Locus
• Nexos
• Sanctus
LevelPoints per model*
130
235
350
470
* Does not include wargear
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.

The PSYKER keyword is used in following Genestealer Cults datasheets:

Commander
• Magus
LevelPoints per model*
1131
2151
3171
4196
* Does not include wargear

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.

LevelPoints per model*
128
233
348
468
* Does not include wargear
CULT DEMAGOGUE
Genestealer Cults Tactic
Primus Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a PRIMUS. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can add 1 to hit rolls in the Fight phase for friendly models that are within 6" of this model.
1 COMMAND POINT
METICULOUS PLANNING
Genestealer Cults Tactic
Primus Tactic
Use this Tactic at the start of the first battle round if your kill team includes a PRIMUS. Roll a D6 for each model from your kill team that did not move as a result of the Cult Ambush ability. On a roll of 5+, you can move that model as described in its Cult Ambush ability.
2 COMMAND POINTS
LevelPoints per model*
129
234
349
469
* Does not include wargear

The FAMILIAR keyword is used in following Genestealer Cults datasheets:

Commander
GENOMIC ENHANCEMENT
Genestealer Cults Tactic
Use this Tactic at the end of the Movement phase if a BIOPHAGUS from your kill team is on the battlefield and not shaken. Choose a friendly ABERRANT model within 2" of the BIOPHAGUS, and increase its Strength, Toughness or Attacks characteristic by 1 until the end of the mission. You cannot choose the same ABERRANT twice with this Tactic.
1 COMMAND POINT
LevelPoints per model*
126
231
346
466
* Does not include wargear
PROCLAMATOR HAILER
Genestealer Cults Tactic
Clamavus Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a Clamavus. That model gains the following aura ability until the end of the phase:

As long as this model is not shaken, add 1 to all run and charge rolls made for models from your kill team that are within 6" of any friendly models with this ability, and subtract 1 from all Nerve tests made for models from your kill team that are within 6" of any friendly models with this ability.
1 COMMAND POINT
LevelPoints per model*
125
230
345
465
* Does not include wargear
BLAZE OF GLORY
Genestealer Cults Tactic
Kelermorph Tactic
Use this Tactic when you pick a KELERMORPH from your kill team to shoot in the Shooting phase. Instead of shooting normally, you can make a single attack with one of this model’s ranged weapons against each enemy model within 8" that is an eligible target.
1 COMMAND POINT
LevelPoints per model*
166
281
396
4121
* Does not include wargear
SUDDEN STRIKE
Genestealer Cults Tactic
Use this Tactic at the end of the Movement phase if a LOCUS from your kill team is on the battlefield, is within 6" of an enemy model, did not Advance, Fall Back, Retreat, make a charge attempt or arrive from Reserve in this turn, and is not shaken or within 1" of an enemy model. The LOCUS can immediately make a pile-in move as described in the Fight phase, except that it can move up to 6" (rather than 3").
1 COMMAND POINT
LevelPoints per model*
132
237
352
472
* Does not include wargear
CULT NEXOS
Genestealer Cults Tactic
Use this Tactic at the end of the Movement phase if a NEXOS from your kill team is on the battlefield and not shaken and you have any models in Reserve. Choose up to three models from your kill team that were set up in Reserve and set them up within 1" of the edge of the battlefield and more than 5" away from any enemy models.
1 COMMAND POINT
LevelPoints per model*
133
238
353
473
* Does not include wargear
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds. If the psyker is taken out of action by Perils of the Warp, the power they were attempting to manifest automatically fails and each model within 3" immediately suffers D3 mortal wounds.
CULT ASSASSIN
Genestealer Cults Tactic
Use this Tactic at the beginning of the first battle round if a SANCTUS from your kill team is on the battlefield and not shaken. That model can immediately make a ranged attack as if it were the Shooting phase.
2 COMMAND POINTS

Autogun used in following datasheets:

Datasheet

Bolt pistol used in following datasheets:

Datasheet

Demolition charge used in following datasheets:

Datasheet

Flamer used in following datasheets:

Datasheet

Flesh hooks used in following datasheets:

Datasheet

Grenade launcher used in following datasheets:

Datasheet

Heavy stubber used in following datasheets:

Datasheet

Liberator autostub used in following datasheets:

Commander

Mining laser used in following datasheets:

Datasheet

Needle pistol used in following datasheets:

Commander
• Primus
0

Seismic cannon used in following datasheets:

Datasheet

Shotgun used in following datasheets:

Datasheet

Silencer sniper rifle used in following datasheets:

Commander
• Sanctus
0

Web pistol used in following datasheets:

Datasheet

Webber used in following datasheets:

Datasheet

Acid maw used in following datasheets:

Datasheet

Chainsword used in following datasheets:

Datasheet

Familiar claws used in following datasheets:

Commander
• Sanctus
0

Force stave used in following datasheets:

Commander
• Magus
0

Heavy rock cutter used in following datasheets:

Datasheet

Heavy rock drill used in following datasheets:

Datasheet

Heavy rock saw used in following datasheets:

Datasheet

Hypermorph tail used in following datasheets:

Commander
• Locus
0

Injector goad used in following datasheets:

Commander
• Biophagus
0

Lash whip and bonesword used in following datasheets:

Datasheet

Locus blades used in following datasheets:

Commander
• Locus
0

Metamorph claw used in following datasheets:

Datasheet

Metamorph talon used in following datasheets:

Datasheet

Metamorph whip used in following datasheets:

Datasheet

Monstrous rending claws used in following datasheets:

Commander
• Patriarch
0

Power hammer used in following datasheets:

Datasheet
• Aberrant
4

Power maul used in following datasheets:

Datasheet

Sanctus bio-dagger used in following datasheets:

Commander
• Sanctus
20

Scything talons used in following datasheets:

Datasheet

Toxin injector claw used in following datasheets:

Commander
• Primus
0

Cult Icon used in following datasheets:

Datasheet

Extended Carapace used in following datasheets:

Datasheet

Toxin Sacs used in following datasheets:

Datasheet
© Vyacheslav Maltsev 2013-2020