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TyranidsGenestealers
4

Genestealers

NAME M WS BS S T W A Ld Sv
Genestealer 8" 3+ 4+ 4 4 1 3 9 5+
This unit contains 5 Genestealers. It can include up to 5 additional Genestealers (Power Rating +4), up to 10 additional Genestealers (Power Rating +8), or up to 15 additional Genestealers (Power Rating +12). Each model is armed with rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
0
Acid maw
Melee
Melee
User
-3
1
-
2
Rending claws
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 (single pair)
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon.
WARGEAR OPTIONS
 • Any model may also have a pair of scything talons.
 • For every four models in the unit, one model may have flesh hooks and/or one model may have an acid maw.
 • All models in the unit may have toxin sacs and/or extended carapaces.
ABILITIES
Flurry of Claws: Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models.

Lightning Reflexes: Genestealers have a 5+ invulnerable save.

Swift and Deadly: Genestealers can charge even if they Advanced during their turn.

Extended Carapaces:
2
Genestealers with extended carapaces have a Save characteristic of 4+ but lose the Swift and Deadly ability.

Infestation: If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any units of Genestealers lurking, instead of setting them up on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, this unit is destroyed.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
INFANTRY, GENESTEALERS

Optional Wargear

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Adrenal glands
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.

This datasheet has Troops Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

Does not include wargear

Flesh hooks used in following datasheets:

HQ
Troops
Elites
• Lictor
Fast Attack
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Acid maw used in following datasheets:

Troops
Elites
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.

Rending claws used in following datasheets:

HQ
Troops
Elites
• Lictor
Fast Attack
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

Scything talons (single pair) used in following datasheets:

Troops
Elites
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.

The TYRANIDS keyword is used in following Tyranids datasheets:

The <HIVE FLEET> keyword is used in following Tyranids datasheets:

The INFANTRY keyword is used in following Tyranids datasheets:

The GENESTEALERS keyword is used in following Tyranids datasheets:

HQ
Troops

Adrenal glands used in following datasheets:

Toxin sacs used in following datasheets:

© Vyacheslav Maltsev 2013-2019