From dark depths and shadowy streets emerge the Genestealer Cultists, malformed figures united by a sinister worship of inscrutable star-born entities. Secretive, stealthy and utterly malignant, they are the cankers growing unseen in the hidden spaces of the Imperium.

This section contains all of the datasheets that you will need in order to fight battles with your Genestealer Cults miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Genestealer Cults units – these are described below and are referenced on the datasheets.
Contents

Books

BookKindEditionVersionLast update
  Xenos 2
  Xenos 2Index81.4September 2018
  Tooth and Claw
  Tooth and ClawExpansion8August 2018
  Genestealer Cults
  Genestealer CultsCodex8Indomitus 1.1July 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Psychic Awakening: The Greater Good
  Psychic Awakening: The Greater GoodExpansion8Indomitus 1.1July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

Index: Xenos 2

 Q: If I include a Detachment of ASTRA MILITARUM in a Genestealer Cult army using the Brood Brothers rule, do the ASTRA MILITARUM units gain the GENESTEALER CULTS keyword and the Cult Ambush ability?
A:
No and no.
 Q: Can I have a Battle-forged army that consists of one Detachment of GENESTEALER CULTS, one Detachment of ASTRA MILITARUM (using the Brood Brothers rule) and one Detachment of TYRANIDS?
A:
Yes.
 Q: If, in a matched play game, I use the Return to the Shadows Stratagem to remove one of my Genestealer Cult units from the battlefield during the fourth battle round, are they considered to be destroyed because of the Tactical Reserves matched play rule?
A:
No.

Codex: Genestealer Cults

 Q: Are units in BROOD BROTHERS Detachments restricted from using Regimental Orders, or all orders?
A:
They cannot use Regimental Orders, but can use other orders. Note the errata above that further clarified which units these orders can and cannot be issued to.
 Q: If you use a Stratagem to stop an opponent’s Stratagem from being resolved (e.g. A Plan Generations in the Making) to stop a one use only Stratagem such as Tide of Traitors, does that Stratagem still count as being used and therefore cannot be used again for the remainder of the battle?
A:
No.
 Q: Can ambush markers be placed on top of each other or partially overlapping?
A:
No.
 Q: In regards to ambush markers and revealing them, what is the correct order if one player has other interactions that would take place at the same time (e.g. Dark Matter Crystal)?
A:
Revealing ambush markers is the final step, after all other ‘end of the Movement phase’ interactions have been completed.
 Q: If a model suffers a mortal wound as a result of the Mental Onslaught psychic power, but then does not lose a wound due to an ability such as Disgustingly Resilient, does the Mental Onslaught power continue?
A:
Yes.
 Q: Can you use A Perfect Ambush Stratagem on a unit set up in ambush when it is set up on the battlefield within 1" of an ambush marker?
A:
Yes.
 Q: Can you use Stratagems such as They Came From Below... to increase the number of units set up underground beyond the Strategic Reserves and Reinforcement unit limits?
A:
Yes. The limits concerning this apply specifically to deployment, whilst this Stratagem is used once the battle has started.
 Q: When setting up models in unit coherency as a result of the Cult Reinforcements Stratagem, does each model need to be set up in coherency with a model from that unit that was in play at the start of the phase?
A:
Yes.
 Q: How many autopistols can an Atalan Jackal be armed with?
A:
When the wargear option states that ‘the same model cannot take the same weapon twice’, this is referring to weapons taken from the Atalan Weapons list, and does not include the autopistol that the model is armed with to start with. As such, an Atalan Jackal can take one autopistol from this list, which is in addition to the one it is already armed with.
 Q: If a Psyker unit containing models with a Wounds characteristic of 1 suffers a wound from the Sanctus’ silencer sniper rifle, how is the resulting Perils of the Warp resolved?
A:
If the unit loses any wounds as the result of an attack made with this weapon (in the case of a PSYKER unit of single-wound models, this essentially means ‘if any models were destroyed as the result of an attack made with this weapon’), then the unit suffers Perils of the Warp. Note that the unit only suffers Perils of the Warp after the attack has been resolved; therefore, if the last model in that unit was destroyed by the attack, then there is no unit left on the battlefield to suffer Perils of the Warp (i.e. this ability can’t cause a PSYKER unit to ‘explode’ if the attack destroys the last model in a unit before it suffers Perils of the Warp).
 Q: If I target an enemy model within Engagement Range of another enemy unit with the Mind Control psychic power, can I choose to shoot with that model if the power is successfully manifested and I beat its Leadership characteristic on the 3D6 roll?
A:
As this model is now treated as part of your army, it would follow all the normal rules for units making shooting attacks whilst within 1" of an enemy unit, so the answer to this question is no, unless you are shooting with a Pistol weapon (or another ranged weapon that can be shot even if enemy units are within 1"). Note that the model could still make a single close combat attack instead, though.
 Q: The Gift From Beyond Relic adds +2 to the wound roll. Given that these rolls cannot be modified by more than -1 or +1, how does this work?
A:
While hit rolls and wounds rolls cannot be modified by more than -1 or +1, this limit takes effect after all applicable modifiers have been applied, some of which may cancel each other out.

For example, if a model making an attack with the Gift From Beyond, which is conferring a +2 modifier to the wound roll, targets a unit that has a rule that applies a -1 modifier to the wound roll, then, after applying both of these modifiers to the roll, there would be a final modifier of +1.

Expansion: Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: When using the Anointed Throng’s Devotion Till Death Stratagem, can a model slain in this manner pile in and fight even if this move would take the model out of coherency?
A:
No. It must end its pile-in move closer to the nearest enemy model, but if this would take it out of unit coherency, the move cannot be made.

Keywords

Throughout this section you will come across a keyword that is within angular brackets, specifically <CULT>. This is shorthand for a keyword of your own choosing, as described below.

<CULT>

All Genestealer Cultists belong to a cult, a faithful group of followers that can trace their bloodline back to a single Patriarch.

If a Genestealer Cult datasheet does not specify which cult it is drawn from, it will have the <CULT> keyword. When you include such a unit in your army, you must nominate which cult that unit is from. You then simply replace the <CULT> keyword in every instance on that unit’s datasheet with the name of your chosen cult.

For example, if you were to include an Acolyte Iconward in your army, and you decided he was from the Twisted Helix, his <CULT> Faction keyword is changed to TWISTED HELIX and his Sacred Cult Banner ability would then say ‘You can re-roll Morale tests for friendly TWISTED HELIX units whilst they are within 6" of this model.’

Abilities

The following abilities are common to several Genestealer Cults units:

Unquestioning Loyalty

So fanatically devoted are Genestealer Cultists that they would die for their masters.

Each time you fail a saving throw for a <CULT> CHARACTER model, and each time a <CULT> CHARACTER model suffers a mortal wound, before inflicting damage check to see if it is within 3" of any friendly <CULT> or BROOD BROTHERS units with this ability. If it is, you can select one of those units and roll a D6; on a 4+ you do not inflict any damage on the character, but one model in the selected unit (your choice) is slain. Otherwise, the character suffers damage as normal.

Cult Ambush

Genestealer Cults plan meticulously before rising up against their oppressors, remaining hidden until the moment of ascension arrives.

During deployment, you can set up this unit in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases – set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT model in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush – do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT model, even if they have the Cult Ambush ability.

Ambush markers are not units and cannot be targeted, attacked or destroyed. When measuring to or from ambush markers, always measure to the centre of the marker. If you are playing a mission that uses Concealed Deployment, the Concealed Deployment rules only apply to units that do not have the Cult Ambush ability. If you are playing a mission that uses Sentries, Sentry models cannot be set up in ambush, even if they have the Cult Ambush ability.

Matched Play: In matched play, units set up in ambush using this rule do not count as being Strategic Reserves or Reinforcement units.

Revealing Ambush Markers
If you have the first turn, you must reveal all of your ambush markers at the start of your Movement phase, one at a time, before moving any units. Each time you reveal an ambush marker, select one unit from your army that you set up in ambush, then set up one model from that unit within 1" of that ambush marker. Then remove that marker before setting up the rest of that model’s unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" from any enemy models (any models that cannot be placed are destroyed). If it is your turn, that unit can still move and shoot normally during the turn it is set up, but if it is a TRANSPORT, units that disembark from it this turn cannot be set up within 9" of any enemy models. Note that unless these units actually move during this Movement phase, they do not count as having moved in their Movement phase for any rules purposes, such as shooting Heavy weapons.

If your opponent has the first turn, then none of their units can be set up or end a move within 9" of any of your ambush markers. At the end of your opponent’s first Movement phase, after they have set up all of their units from reinforcements (if any), reveal all of your ambush markers as described above before continuing with the turn.

This codex comes with 28 Ambush markers that you can use when setting up Genestealer Cults units in ambush. Also included is a 9" range ruler; this is intended to be used when setting up Genestealer Cults units on the battlefield that were set up underground during deployment, helping to ensure no models are placed too close to the enemy.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include GENESTEALER CULTS Detachments – that is, any Detachment that includes only GENESTEALER CULTS units.


Abilities

If your army is Battle-forged, all Troops units in GENESTEALER CULTS and BROOD BROTHERS Detachments (defined below) gain the Insurrectionists ability, and all GENESTEALER CULTS Detachments gain the Cult Creeds ability.

Insurrectionists

The promised land is there to be seized, and once a Genestealer Cult has made its move, it will not relinquish it this side of the grave.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Cult Creeds

Each Genestealer Cult has its own beliefs and subcultures, fighting in its own way until the day it becomes one with the Tyranid gestalt.

All <CULT> INFANTRY and BIKER units with this ability gain a Cult Creed, so long as every unit in its Detachment is from the same cult. The Cult Creed gained depends upon the cult they are drawn from, as shown below. For example, a Rusted Claw unit with the Cult Creeds ability gains the ‘Nomadic Survivalists’ Cult Creed. If you have chosen a cult that does not have an associated Cult Creed, you can choose the creed that best suits the fighting style and strategies of the cultists that hail from it. Note that due to their purely xenos nature and physiology, GENESTEALER units are an exception and do not gain a Cult Creed.

Brood Brothers

Several GENESTEALER CULTS units also have the BROOD BROTHERS keyword. These units can be included in a GENESTEALER CULTS Detachment without preventing other units in that Detachment from gaining a Cult Creed. Note, however, that BROOD BROTHERS units do not themselves benefit from any Cult Creed.

In addition, to represent Astra Militarum forces that have been subverted, you can include ASTRA MILITARUM units and GENESTEALER CULTS units in the same matched play army, even though these units do not have any Faction keywords in common. In such cases, ignore the ASTRA MILITARUM units when choosing your army’s Faction.

If your army is Battle-forged, you can only include one ASTRA MILITARUM Detachment (one in which every unit has the ASTRA MILITARUM keyword) in your army for each GENESTEALER CULTS Detachment in that army. You cannot include ASTRA MILITARUM named characters in these Detachments, and these Detachments cannot be Specialist Detachments. These ASTRA MILITARUM Detachments are then known as BROOD BROTHERS Detachments, and every unit in them that has the <REGIMENT> or MILITARUM TEMPESTUS keyword must replace it in every instance on its datasheet with BROOD BROTHERS (if a unit does not have either of these keywords, it simply gains the BROOD BROTHERS keyword).

BROOD BROTHERS Detachments do not gain any of the Detachment abilities listed in Codex: Astra Militarum, such as Regimental Doctrines, nor can they use any regiment-specific Stratagems, Orders etc. Furthermore, INFANTRY models in BROOD BROTHERS Detachments increase their Leadership characteristic by 1 and they gain the Unquestioning Loyalty ability. Units in BROOD BROTHERS Detachments do not gain the Cult Ambush ability. Your Warlord cannot be from a BROOD BROTHERS Detachment, and you cannot give any Relics to BROOD BROTHERS CHARACTERS. Brood Brothers Detachments do not gain Command Benefits. This reflects that such Detachments are not a Genestealer Cult’s primary fighting force, and the acquisition of such military assets is costly in terms of resource.

Orders
Brood Brothers units that have the Voice of Command or Tank Orders abilities cannot issue orders to any unit that has the Genestealer Cults Faction keyword, nor can they issue orders to units that they would not have been able to issue orders to before they gained the Brood Brothers keyword (e.g. a Brood Brothers Company Commander cannot issue orders to a Brood Brothers Ogryn unit or to a Brood Brothers Tempestus Scions unit).

Transports
Brood Brothers Taurox Primes can only transport 10 Brood Brothers Officio Prefectus Infantry models or 10 Infantry models that replaced their Militarum Tempestus keyword with Brood Brothers.

Specialist Detachments


Anointed Throng

The strange biological offshoots of the Genestealer Cult are misshapen, muscular, and utterly devoted to the creed. The mightiest amongst them are anointed with holy oils and the blood of their Purestrain kin, and they fight like berserk zealots in the name of their war leaders.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

ANOINTED THRONG

Specialist Detachment Stratagem

To those of the Genestealer Cults, the Abominant is seen as a holy figure, blessed by their grandsire to lead them out of the subterranean darkness to conquer the stars.

Use this Stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be an Anointed Throng Specialist Detachment. ABOMINANTS and ABERRANTS in that Detachment gain the ANOINTED THRONG keyword.

WARLORD TRAIT
If a ANOINTED THRONG CHARACTER is your Warlord, you can give them the following Warlord Trait.

INSIDIOUS MINDWYRM

Birthed into corporeal existence by the Patriarch’s psychic overspill, this Mindwyrm familiar manifests the most sinister and insidious aspects of its master. Holding little regard for the creature in its thrall, it uses its powerful will to drive the hapless Abominant and its followers into battle without cease.

Add 1 to charge rolls for your Warlord and friendly ANOINTED THRONG units that are within 6" of your Warlord when the roll is made.

SACRED RELICS OF THE CULT
If your army includes any Anointed Throng Specialist Detachments, you can give the following relic to a ANOINTED THRONG CHARACTER in your army:

BLESSED SLEDGEHAMMER

Graced by the Patriarch himself, this power sledgehammer is saturated with the psychic energy of the brood, not only making it lighter to carry, but imbuing it with terrible power.

ABOMINANT only. The Blessed Sledgehammer replaces the bearer’s power sledgehammer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blessed Sledgehammer
Blessed Sledgehammer
Melee
Melee
x2
-4
D6
Abilities: Damage rolls of 1 or 2 made with this weapon count as 3 instead.

STRATAGEMS
If your army includes any Anointed Throng Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

DEVOTION TILL DEATH

Genestealer Cults Stratagem

These Aberrants sell their lives dearly to their foes, striking at them even after being mortally wounded themselves.

Use this Stratagem at the start of the Fight phase. Pick an ANOINTED THRONG ABERRANT unit from your army. Until the end of that phase, when a model from that unit is slain, that model is not removed from the battlefield as normal, but can instead immediately pile in and fight, even if it has already been chosen to fight that phase. After its attacks have been resolved, it is then removed from the battlefield.
1CP

FIGHT FOR THE ANOINTED ONE!

Genestealer Cults Stratagem

In battle, the ferocious war cry of their leader inspires the throng to heightened levels of fanaticism as they unleash zealous brutality upon their foe.

Use this Stratagem at the start of your Fight phase. Pick an ANOINTED THRONG ABERRANT unit within 6" of an ANOINTED THRONG ABOMINANT. Re-roll wound rolls of 1 for attacks made by that unit until the end of that phase.

Deliverance Broodsurge

When the cult wishes to secure a vital location it will send a flotilla of transports hurtling into the crucible of battle, the cramped hulls of each Goliath Truck packed with devotees of the creed. All are desperate to claim first blood in order to impress their Patriarch.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

DELIVERANCE BROODSURGE

Specialist Detachment Stratagem

Pouring from Goliath transports comes a living tide of warriors. Surging forward with frothing fervour, the broodsurge is nigh impossible to stop.

Use this Stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be a Deliverance Broodsurge Specialist Detachment. ACOLYTE ICONWARDS, NEOPHYTE HYBRIDS, ACOLYTE HYBRIDS and GOLIATH TRUCKS in that Detachment gain the DELIVERANCE BROODSURGE keyword.

WARLORD TRAIT
If a DELIVERANCE BROODSURGE CHARACTER is your Warlord, you can give them the following Warlord Trait.

AUGUR OF THE INSURGENT

This Warlord’s presence amongst the Deliverance Broodsurge is testament to every warrior chosen that they are destined for greatness, and they waste no time in proving it to their foe.

You can re-roll Advance rolls and charge rolls for friendly DELIVERANCE BROODSURGE units if they are within 6" of your Warlord when the roll is made.

SACRED RELICS OF THE CULT
If your army includes any Deliverance Broodsurge Specialist Detachments, you can give the following relic to a DELIVERANCE BROODSURGE CHARACTER in your army:

VIAL OF THE GRANDSIRE’S BLOOD

Iconwards most favoured by their Patriarch are sometimes blessed with vials filled with its blood. These holy vessels are hung from the Iconward’s sacred banner and fill nearby cultists with a zealous devotion to their cause. Not only symbolic in nature, each drop of blood holds considerable psychic energy that can imbue a faithful warrior with incredible strength and reflexes.

Add 1 to the Leadership characteristic of friendly GENESTEALER CULTS units within 6" of the bearer. In addition, once per battle, at the start of the Fight phase, you can pick a GENESTEALER CULTS INFANTRY model from your army within 3" of the bearer. Add 2 to that model’s Attacks and Strength characteristics until the end of that phase.

STRATAGEMS
If your army includes any Deliverance Broodsurge Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

THE FIRST TO DRAW BLOOD

Genestealer Cults Stratagem

With impetuous fervour and passion, these warriors of the cult charge headlong into the enemy, seeking blood and glory.

Use this Stratagem at the start of your Fight phase. Pick a DELIVERANCE BROODSURGE unit from your army that made a charge move this turn. Add 1 to wound rolls for attacks made by that unit until the end of that phase.
1CP

RECKLESS MANOEUVRE

Genestealer Cults Stratagem

At the last moment, this fanatical driver slews their vehicle around, hurling the passengers into the fray.

Use this Stratagem at the end of your Movement phase. Pick a DELIVERANCE BROODSURGE GOLIATH TRUCK unit from your army. DELIVERANCE BROODSURGE units embarked within that GOLIATH TRUCK can immediately disembark if they did not embark within it this turn. If any units do so, roll a D6 for each model disembarking. For each 1, a model that disembarked (your choice) is slain. Models that disembark in this manner must be set up more than 9" from any enemy models and cannot move that phase.

Matched Play Rules

If you are using a Battle-forged army in a matched play game, the following rules apply:

Gene-sect

You can include each GENESTEALER CULTS CHARACTER only once in the same Detachment. For example, a Detachment could only include one Patriarch and one Magus.

Broodfather

If your army includes any PATRIARCHS, no other GENESTEALER CULTS or BROOD BROTHERS CHARACTER can be your Warlord.

Cult Creeds


Cult of the Four-armed Emperor: Subterranean Ambushers

Hailing from the Trysst mining dynasty of Ghosar Quintus, the Cult of the Four-armed Emperor lies in wait beneath the planet’s crust before launching a long-planned and decisive ambush. Some of their number never see the light until the day of insurrection; when the moment comes, these troglodytes attack with speed and savagery.

Until the end of the first battle round, add 1 to Advance and charge rolls made for units with this Cult Creed. Starting from the second battle round, if a unit with this Cult Creed is set up on the battlefield, then until the end of that turn, add 1 to Advance and charge rolls made for that unit.

The Bladed Cog: Cyborgised Hybrids

The Genestealer Cult that has taken hold in the forge worlds of the Imperium numbers a great many cyborgs amongst its flock. They seek to make man, machine and alien one single, all-conquering organism, and in doing so find a supernatural resilience that makes them strong and hardy combatants.

All models with this Cult Creed have a 6+ invulnerable save. Models with this Cult Creed that already have an invulnerable save instead improve their invulnerable save by 1 (to a maximum of 3+). In addition, INFANTRY models with this Cult Creed do not suffer the penalty to their hit rolls for moving and shooting Heavy weapons.

The Hivecult: Disciplined Militants

The brothers and sisters of the Hivecult are no strangers to war. They fight in tight-knit military units, whether they hail from hive ganger cultures or the military organisations of the Imperium. Each is well drilled in the use of sidearms as well as repurposed industrial tools, and in battle they fight with an uncanny discipline that sees them triumph against the odds.

Each time a Morale test is failed for a unit with this Cult Creed, until the end of the phase, halve the number of models that flee that unit due to failed Combat Attrition tests (rounding fractions down). In addition, units with this Cult Creed can still shoot in a turn in which they Fall Back, but if they do so you must subtract 1 from their hit rolls in the Shooting phase of that turn.

The Pauper Princes: Devoted Zealots

The cultists of the Pauper Princes are so zealous they would gladly hurl themselves on an active frag grenade to protect their cult leaders. When their organisation is threatened, they fight like madmen to pull down and slaughter those who threaten their ascendance.

You can re-roll hit rolls for attacks made with melee weapons by a unit with this Cult Creed in a turn in which it made a charge move, was charged or performed a Heroic Intervention.

The Rusted Claw: Nomadic Survivalists

The Rusted Claw believe that all things will rust and fade away in time, and that they need but endure to outlast the inequities of the galaxy. They are toughened in body as well as in philosophy; though they take no real care over their material possessions and are hence often clad in a motley of rags and tattered leather, the skin and chitin beneath is as hard as oak.

When making saving throws (excluding invulnerable saving throws) for a model with this Cult Creed, add 1 to the result if the weapon being used to make the attack has an Armour Penetration characteristic of 0 or -1. If a Biker unit with this Cult Creed Advances, until the end of the turn, all models in that unit treat all Pistol and Rapid Fire weapons they are equipped with as Assault weapons. In addition, Biker models with this Cult Creed do not suffer the penalty to their hit rolls for Advancing and shooting Assault weapons.

The Twisted Helix: Experimental Subjects

The Twisted Helix excels in the arts of insane alchemy and dark experimentation. Its neatly attired Biophagus progenitors create monstrous hybrids of all sizes and shapes, the energies of forbidden bio-chemical concoctions boiling through their veins to lend uncanny strength and speed.

Add 1 to the Strength characteristic of models with this Cult Creed. In addition, add 2 to Advance rolls for a unit with this Cult Creed.

Custom Cult Creeds

Each Genestealer Cult has its own dogma, subcultures and battle doctrines. In some cults these variations are subtle, while others are gulfs apart in their preferred means of uprising. Whatever the case, all fight tirelessly until their day of ascendance arrives, and they are united with the Star Children at last.


Codex: Genestealer Cults describes how the <CULT> keyword can be substituted with the name of your chosen cult, as well as describing the abilities that units in GENESTEALER CULTS Detachments gain. One of these abilities is Cult Creeds. If your chosen cult does not have an associated Cult Creed in Codex: Genestealer Cults, you can create its Cult Creed by selecting two rules from the following list:

Agile Outriders

On worlds defined by vast toxic wastes and rad-choked deserts, the people learn how to traverse the dangerous lands at speed and defend themselves on the move. Genestealer Cults that infect such populations are naturally drawn to mobile warfare.

If a Biker unit with this Cult Creed Advances, until the end of the turn, all models in that unit treat all Pistol and Rapid Fire weapons they are equipped with as Assault weapons. Biker models with this Cult Creed do not suffer the penalty for Advancing and firing Assault weapons.

Armour-piercing Ammunition

Many creeds expend a great deal of effort securing military-grade weapons and armaments in readiness for the inevitable uprising. Some are so successful that they acquire wargear of especially high quality, including specialist ammunition.

When resolving an attack made with an autopistol, autogun or heavy stubber by a model with this Cult Creed against a unit that is within half range, that weapon has an Armour Penetration characteristic of -1 for that attack.

Devout Worshippers

The Cult has been blessed with countless Hybrid Metamorphs, and its members know that soon the Star Children will be with them. As such they fight all the harder, rushing into the fray to impress the blessed ones and earn special regard from their approaching deities.

When a charge roll is made for a <CULT> unit with this Cult Creed whilst within 3" of a friendly <CULT> HYBRID METAMORPHS unit, you can re-roll the dice. This Cult Creed cannot be selected together with the Hunter’s Instincts Cult Creed.

Hunter’s Instincts

Though the Genestealer infection changes all those it touches into fierce predators, in some the hunting instincts are even stronger. These creatures will stop at nothing to find and butcher their prey.

Until the end of the first battle round, add 1 to Advance and charge rolls made for units with this Cult Creed.

Innate Fighters

The bowels of worlds all over the Imperium are home to scum that spend every waking moment either fighting or thinking about the next fight. Once these violent beings are infected by the Genestealer Curse, they become deadlier fighters still.

When resolving an attack made with a melee weapon by a model with this Cult Creed in a turn in which it made a charge move, was charged or performed a Heroic Intervention, re-roll a hit roll of 1.

Munitions Experts

The cultists of this creed once worked in munitions plants, producing armaments and explosives for the Imperial war effort – skills they now offer to the Star Children.

Add 1 to the Strength characteristic of Grenade weapons models with this Cult Creed are equipped with.

Poisoned Blades

Whilst savage claws and wicked blades are potent weapons in their own right, some cults go further, lacing them with foul toxins derived from local pollutants or synthesised in laboratories hidden far from sight.

When resolving an attack made with a bonesword, a lash whip and bonesword, or a cultist knife by a model with this Cult Creed, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

Seasoned Enforcers

There is no true limit on a world to where the claws of the cult cannot reach. Enforcers, those who job it is to quell infestation and rebellion, are as vulnerable as any others to infiltration. Their access to heavy military gear, as well as the training to use it, makes them invaluable.

INFANTRY models with this Cult Creed do not suffer the penalty for moving and firing Heavy weapons.

Thralls of the Patriarch

The Genestealer Cultists of this creed are so enamoured by the power and influence of their Patriarch that there are few things they will not do, few risks they will not take, for their liege’s approval.

Each time a Morale test is failed for a unit with this Cult Creed, until the end of the phase, halve the number of models that flee that unit due to failed Combat Attrition tests (rounding fractions down).

Unnatural Symbiosis

Tapping into their deep psychic link with the Acolytes and hybrids of their cult, psykers following this creed are able to greatly enhance their powers.

When a Psychic test is taken for a <CULT> model with this Cult Creed within 6" of another friendly <CULT> unit, you can re-roll any or all dice rolls of 1.

Workers Arisen

The peoples of Imperial worlds throughout the galaxy are worked to the bone in factories, mines and quarries. They slave away for a cause that is never explained, toiling for absent masters. When hope is offered, when they hear that the true Emperor wants to liberate them, they rise up and turn their heavy industrial tools upon their oppressors.

When resolving an attack made with a weapon from the Heavy Mining Weapons list by a model with this Cult Creed, you can re-roll the hit roll.

Stratagems by Phase

Enemy uses stratagem

A PLAN GENERATIONS IN THE MAKING (Cult of the Four-armed Emperor)

Before battle

BROODCOVEN

CLANDESTINE GOALS

GRANDSIRE’S GIFTS

THE FIRST CURSE

COMMANDING AMPLIFICATION

THE CULT’S PSYCHE

THE GNARLED FIST

THE HEART OF THE CREED

ANOINTED THRONG (Specialist Detachment)

DELIVERANCE BROODSURGE (Specialist Detachment)

During deployment

SCANNER DECOYS

Battle Round

At the start of your turn

DEVOTED CREW

MONSTROUS VIGOUR

Movement phase

CULT REINFORCEMENTS

HYPER-METABOLISM

A PERFECT AMBUSH

LYING IN WAIT

METICULOUS UPRISING

THEY CAME FROM BELOW...

SLIPPING THROUGH THE SHADOWS

RETURN TO THE SHADOWS

RECKLESS MANOEUVRE

Enemy Movement phase

A PERFECT AMBUSH

Psychic phase

TELEPATHIC SUMMONS

Shooting phase

DETONATE CONCEALED EXPLOSIVES

INTEGRATED VOX-NET

PREPARED AMBUSH

CLOSE-RANGE SHOOT-OUT

OVERCHARGED WEAPONRY

RAKING FIRE

EXTRA EXPLOSIVES

DRIVE-BY DEMOLITIONS (The Rusted Claw)

Enemy Shooting phase

LURK IN THE SHADOWS

Being targeted

EVASIVE DRIVING

Charge phase

GENETIC LINEAGE

ANNIHILATING ADVANCE

Enemy Charge phase

EXTRA EXPLOSIVES

Fight phase

DEVOTION TILL DEATH

FIGHT FOR THE ANOINTED ONE!

THE FIRST TO DRAW BLOOD

VIOLENCE UNLEASHED

OVERTHROW THE OPPRESSORS (The Bladed Cog)

MONSTROUS BIO-HORRORS (The Twisted Helix)

Taking casualties

RIGGED TO BLOW

VENGEANCE FOR THE MARTYRED (The Pauper Princes)

Enemy taking casualties

CHILLING EFFICIENCY (The Hivecult)


Stratagems

If your army is Battle-forged and includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the forces of the Genestealer Cults on the battlefield.


1CP

CLANDESTINE GOALS

Genestealer Cults Stratagem

The cultists who infest this world know well that secrecy can be made into a weapon of war.

Use this Stratagem before the battle if your army is led by a GENESTEALER CULTS Warlord and you are playing a mission that uses Tactical Objectives. For the duration of the battle, keep your Tactical Objectives secret from your opponent, only revealing them when they are achieved.
2CP

LURK IN THE SHADOWS

Genestealer Cults Stratagem

In dark nooks and crevices the true believers of the cult whisper and skulk, all but invisible to those who approach.

Use this Stratagem at the start of your opponent’s Shooting phase. Select a GENESTEALER CULTS INFANTRY unit from your army that is entirely on or within any terrain feature. Until the end of the phase, enemy models can only shoot that unit if it is the closest enemy unit that is visible to them.
1CP

THEY CAME FROM BELOW...

Genestealer Cults Stratagem

Genestealer Cultists use subterranean tunnel networks to evade their foes, lurking underground until the time to strike is right.

Use this Stratagem before you reveal an ambush marker. Select up to 3 units (excluding VEHICLES) from your army that are set up in ambush. For each unit that you select, remove one ambush marker from the battlefield. The selected units are no longer set up in ambush and are instead set up underground, as described in the Cult Ambush ability. Any units set up underground in this way cannot arrive on the battlefield during the first battle round. You can only use this Stratagem once per battle. Any units set up underground in this way cannot arrive on the battlefield during the first battle round, and in a matched play game, if they haven’t arrived from underground by the end of the third battle round they count as having been destroyed. You can only use this Stratagem once per battle.
1CP

BROODCOVEN

Genestealer Cults Stratagem

The war leaders of the cult each have their own methods and specialisations, the better to entrap and slay the enemy.

Use this Stratagem before the battle if your Warlord is a PATRIARCH. Select up to one MAGUS and up to one PRIMUS from your army. Generate a Warlord Trait for each selected model (note that these models are only regarded as your Warlord for the purposes of these Warlord Traits). All three models must have a different Warlord Trait. This Stratagem can only be used once per battle.
1CP

DEVOTED CREW

Genestealer Cults Stratagem

Though their bodies may be wounded and their vehicle malfunctioning, the crew of this war asset remain unbowed.

Use this Stratagem at the start of any turn. Select a GENESTEALER CULTS VEHICLE model from your army. Until the end of the turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
2CP

MONSTROUS VIGOUR

Genestealer Cults Stratagem

The Aberrants of the cult’s dark underbelly take a grim satisfaction in their ability to shrug off horrific damage.

Use this Stratagem at the start of your turn. Select an ABERRANT unit from your army. Until the start of your next turn, add 1 to Bestial Vigour rolls made for that unit.
1CP

METICULOUS UPRISING

Genestealer Cults Stratagem

A long-planned strategy comes to fruition as the cultists rise up.

Use this Stratagem before you reveal an ambush marker. Move up to 3 of your ambush markers up to 12" each. These markers cannot be moved within 9" of any enemy models or outside your deployment zone.
1CP

HYPER-METABOLISM

Genestealer Cults Stratagem

Even the most grievous wounds can be sealed over by those with the alien biology of the Tyranid under their skin.

Use this Stratagem at the start of your Movement phase. Select a GENESTEALER CULTS CHARACTER from your army. That model regains D3 lost wounds.
1CP

RIGGED TO BLOW

Genestealer Cults Stratagem

Genestealer Cults are willing to sacrifice any asset for the cause.

Use this Stratagem when a GENESTEALER CULTS VEHICLE model from your army that is equipped with a cache of demolition charges is destroyed. Do not roll a D6; that model automatically explodes.
1CP

THE FIRST CURSE

Genestealer Cults Stratagem

The original brood of Genestealers to infect the host planet can grow ever stronger on the psychic fodder of its cultists.

Use this Stratagem before the battle. Select a PURESTRAIN GENESTEALER unit from your army and roll a D6 to see which effect applies to this unit for the duration of the battle: on a 1-2, each wound roll of 6+ for an attack made in the Fight phase by models in this unit inflicts 1 additional damage; on a 3-4, add 1 to Advance and charge rolls made for the unit: and on a 5-6, the unit loses its Swift and Deadly ability but the Save characteristic of models in the unit is changed to 4+. You can only use this Stratagem once per battle.
1CP

CULT REINFORCEMENTS

Genestealer Cults Stratagem

The cultist hordes flow onto the battlefield in an endless tide.

Use this Stratagem at the start of your Movement phase. Select a GENESTEALER CULTS unit from your army that has the Troops Battlefield Role. You can return up to D6 slain models to that unit, with each set up in unit coherency and more than 1" away from any enemy models – if it is not possible to place a model in such a way, it is not returned to the unit.
2CP

DETONATE CONCEALED EXPLOSIVES

Genestealer Cults Stratagem

A cache of explosives, stolen from an industrial site and set up long in advance of the day of insurrection, is remotely detonated by a cult agent just as the enemy grows near.

Use this Stratagem at the start of your Shooting phase if any GENESTEALER CULTS models from your army are on the battlefield. Select an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a CHARACTER and add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds; on a 7+ it suffers D6 mortal wounds instead.
1CP

SCANNER DECOYS

Genestealer Cults Stratagem

The Patriarch’s faithful make sure to disguise both their true numbers and their whereabouts.

Use this Stratagem when you set up a unit from your army that has the Cult Ambush ability in ambush. Place four ambush markers for that unit instead of one. If you have used this Stratagem, then when you reveal ambush markers, once there are no units from your army remaining in ambush, remove all of your remaining ambush markers from the battlefield. You can only use this Stratagem once per battle.
3CP

A PERFECT AMBUSH

Genestealer Cults Stratagem

The faithful spring the perfect ambush; the foe is greeted with a hail of bullets and a horde of fanatics bearing down upon them.

Use this Stratagem in the Movement phase, immediately after you set up an INFANTRY or BIKER unit from your army that has the Cult Ambush ability on the battlefield. That unit can either move D6" (even if it has arrived as reinforcements), or it can shoot with all of its ranged weapons as if it were your Shooting phase (using this Stratagem in your own turn does not prevent that unit from shooting in your Shooting phase or making a charge move in the Charge phase of this turn). You cannot use this Stratagem on a unit that disembarked from a TRANSPORT this turn.
2CP

TELEPATHIC SUMMONS

Genestealer Cults Stratagem

The cult’s kin are drawn from the hidden places of the world with a summons heard in the soul as much as by the ears.

Use this Stratagem at the start of your Psychic phase. Select a <CULT> PSYKER model from your army. That model cannot attempt to manifest any psychic powers this phase. Instead, roll 3D6; you can add one new <CULT> INFANTRY or BIKER unit to your army if it has the Cult Ambush ability and its Power Rating is equal to or less than this roll (otherwise, no new unit is added). That unit is immediately set up on the battlefield anywhere that is more than 9" from any enemy models.
1CP

RETURN TO THE SHADOWS

Genestealer Cults Stratagem

Those kissed by the void find it easy to melt away into the shadows once their bloody ambush has been launched.

Use this Stratagem at the end of your Movement phase. Select one INFANTRY or BIKER unit from your army that has the Cult Ambush ability and is more than 3" away from any enemy models (you cannot select a unit that arrived as reinforcements this turn). Remove that unit from the battlefield. At the end of your next Movement phase, that unit is set up on the battlefield again, anywhere that is more than 9" from any enemy models. If the battle ends before this unit is set back up, it is destroyed.
2CP

LYING IN WAIT

Genestealer Cults Stratagem

Revealing themselves from carefully prepared positions, the true believers appear as if from thin air.

Use this Stratagem when you set up a unit from your army as reinforcements that has the Cult Ambush ability and that was set up underground. When setting up that unit, it can be set up anywhere on the battlefield that is more than 3" from any enemy models, but that unit cannot make a charge move this turn.
1CP

EXTRA EXPLOSIVES

Genestealer Cults Stratagem

A batch of explosives, carefully acquired to avoid scrutiny from the authorities, is expended in one massive blast.

Use this Stratagem before a GENESTEALER CULTS unit from your army is selected to shoot or fire Overwatch. Up to 10 models from that unit that are armed with Grenades can throw a Grenade this phase, instead of only one model being able to do so (no more than five of these models can throw demolition charges).
1CP/3CP

GRANDSIRE’S GIFTS

Genestealer Cults Stratagem

The relics taken reverently from the Patriarch’s lair include captured guns, sentient blades and strange biomantic artefacts.

Use this Stratagem before the battle. Your army can have one extra Sacred Relic of the Cult for 1 CP, or two extra sacred Relics of the Cult for 3 CPs. All of the Sacred Relics of the Cult that you include must be different and be given to different GENESTEALER CULTS CHARACTERS. This Stratagem can only be used once per battle.
3CP

A PLAN GENERATIONS IN THE MAKING

Cult of the Four-armed Emperor Stratagem

Of all the military forces in the galaxy, the Cult of the Four-armed Emperor prepares the most thoroughly for the day of battle. Its plans to counter the foe are works of dark genius.

Use this Stratagem just after your opponent has spent CPs to use a Stratagem, but before the effects of that Stratagem are resolved. Roll a D6; on a 1 your opponent’s Stratagem is resolved as normal. On a 2-5 your opponent’s CPs are refunded, but the Stratagem they were using is not resolved and cannot be attempted again this phase. On a 6 the Stratagem they were attempting to use is not resolved, cannot be attempted again this phase and the CPs spent are lost. This Stratagem cannot be used if there are no CULT OF THE FOUR-ARMED EMPEROR units on the battlefield, and cannot be used to affect Stratagems used ‘before the battle’ or ‘during deployment’. You can only use this Stratagem once per battle.
2CP

CHILLING EFFICIENCY

The Hivecult Stratagem

Well trained by the Astra Militarum and the hivelords of their home worlds, the soldiery of the Hivecult know well how to bring down the largest threats.

Use this Stratagem after a HIVECULT unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other friendly HIVECULT units that target the same enemy unit this phase.
1CP

OVERTHROW THE OPPRESSORS

The Bladed Cog Stratagem

The deep-seated enmity concealed by the Bladed Cog’s outwardly stoic demeanour can boil up in a heartbeat, sending its warriors into an indignant frenzy.

Use this Stratagem before a BLADED COG unit (excluding GENESTEALER units) from your army is selected to fight in the Fight phase. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack by a model in that unit, that model can immediately make an additional hit roll against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks. These extra attacks are instead generated on unmodified hit rolls of 5 or 6 when targeting IMPERIUM units, or on unmodified rolls of 4, 5 or 6 when targeting ADEPTUS MECHANICUS units.
1CP

DRIVE-BY DEMOLITIONS

The Rusted Claw Stratagem

The riders of the Rusted Claw attack with reckless verve, making close-range explosive attacks on the foe before speeding off in a cloud of flame and swirling dust.

Use this Stratagem before a RUSTED CLAW BIKER unit from your army shoots in your Shooting phase. Until the end of the phase, add 1 to hit and wound rolls made for attacks with that unit’s Grenade weapons. After this unit has resolved all of its shooting attacks this phase, it can immediately make a move as if it were your Movement phase, but cannot charge this turn.
1CP

VENGEANCE FOR THE MARTYRED

The Pauper Princes Stratagem

The faithful flock of the Pauper Princes go to great lengths to protect their elders and betters – should one of their heroes fall, they will swarm like angered hornets to take their revenge.

Use this Stratagem when an enemy unit destroys a PAUPER PRINCES CHARACTER model from your army. For the remainder of the battle, add 1 to hit rolls for attacks made by friendly PAUPER PRINCES models when they target the enemy unit that destroyed that character.
3CP

MONSTROUS BIO-HORRORS

The Twisted Helix Stratagem

The swollen, bulging frames of the Twisted Helix’s Aberrants contain distended adrenal sacs that can drive them into a frenzy of bloodletting. It is shocking indeed to witness.

Use this Stratagem at the end of the Fight phase. Select a TWISTED HELIX ABERRANT unit from your army. That unit can immediately fight again. In addition, until the end of the turn, subtract 1 from the Leadership characteristic of enemy units while they are within 6" of that unit.

Stratagems (The Greater Good)

If your army is Battle-forged and includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Genestealer Cults on the battlefield.


1CP

PREPARED AMBUSH

Genestealer Cults Stratagem

Neophyte Hybrids often wait in ambush for many hours, fully prepared for the perfect moment to strike.

Use this Stratagem at the start of your Shooting phase. Select one NEOPHYTE HYBRIDS unit from your army that was set up on the battlefield using the Cult Ambush ability in this battle round. Until the end of that phase, autoguns models in that unit are equipped with have a Type characteristic of Assault 2.
1CP

ANNIHILATING ADVANCE

Genestealer Cults Stratagem

Standing in the path of an advancing Goliath Rockgrinder is an act of suicide.

Use this Stratagem in your Charge phase, when a GOLIATH ROCKGRINDER unit from your army finishes a charge move. Select one enemy INFANTRY unit within 1" of that unit, and roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.
2CP

INTEGRATED VOX-NET

Genestealer Cults Stratagem

When equipped with an integrated vox-net, the Jackal Alphus can mark targets for their gene-sect with ease.

Use this Stratagem at the start of your Shooting phase. Select one JACKAL ALPHUS model from your army. Until the end of that phase, replace that model’s Priority Target Sighted ability with the following:

Vox Contact: At the start of your Shooting phase, select one enemy unit within 36" and visible to this model. Until the end of that phase, when resolving an attack made by a friendly <CULT> model against that unit whilst that model is within 18" of this model, add 1 to the hit roll. An enemy unit can only be selected as the target of this ability or the Priority Target Sighted ability once per phase.’
1CP

CLOSE-RANGE SHOOT-OUT

Genestealer Cults Stratagem

Atalan Jackals are experts in hit-and-run attacks and close-range firefights. Combined, these skills are deadly.

Use this Stratagem in your Shooting phase, when an ATALAN JACKALS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a Pistol or Assault weapon by a model in that unit against an enemy unit within 12", you can re-roll the wound roll.
1CP

VIOLENCE UNLEASHED

Genestealer Cults Stratagem

Hybrid Metamorphs resort to an uncontrolled, bestial savagery to slay their foe at close quarters.

Use this Stratagem in the Fight phase, when a HYBRID METAMORPHS unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Attacks characteristic of models in that unit.
1CP

COMMANDING AMPLIFICATION

Genestealer Cults Stratagem

The Clamavus throws every ounce of their strength into the most rousing speech of their lives.

Use this Stratagem before the battle. Select one CLAMAVUS model from your army. The range of that model’s Proclamator Hailer ability is increased by 3". The same model cannot be selected by this Stratagem more than once per battle.
1CP

THE GNARLED FIST

Genestealer Cults Stratagem

Some Abominants are blessed by the Star Children more than others, and these the Aberrants follow adoringly.

Use this Stratagem before the battle. Select one ABOMINANT unit from your army. That unit’s The Chosen One ability affects friendly <CULT> ABERRANT units within 9" of that unit, instead of within 6". You can only use this Stratagem once per battle.
1CP

RAKING FIRE

Genestealer Cults Stratagem

At great speed, Achilles Ridgerunners roar into optimal firing positions to inflict catastrophic damage.

Use this Stratagem in your Shooting phase. Select one ACHILLES RIDGERUNNERS unit from your army. Until the end of the turn, when resolving an attack made with a heavy stubber by a model in that unit, add 1 to the hit and wound rolls.
1CP

THE CULT’S PSYCHE

Genestealer Cults Stratagem

Maguses descended from the same line often have enormously strong psychic bonds.

Use this Stratagem before the battle. Select one <CULT> MAGUS unit from your army. That unit can attempt to manifest one additional psychic power in your Psychic phase. When a Psychic test is taken for that unit, add 1 to the total for each other friendly <CULT> PSYKER unit within 3" (to a maximum of +3). You can only use this Stratagem once per battle.
1CP

SLIPPING THROUGH THE SHADOWS

Genestealer Cults Stratagem

Finding impossible pathways through the battlefield, the Sanctus makes straight for its doomed quarry.

Use this Stratagem in your Movement phase, when a SANCTUS unit is chosen to move. Until the end of that phase, when that unit Advances, add 6" to its Move characteristic until the end of that phase instead of making an Advance roll. In addition, until the end of the turn, that unit can be chosen to charge with even if they Advanced this turn.
1CP

GENETIC LINEAGE

Genestealer Cults Stratagem

So strong is the Genestealer influence on the psyches of Acolyte Hybrids that occasionally their bestial nature takes over. The consequences are always bloody.

Use this Stratagem in the Charge phase. Select one ACOLYTE HYBRIDS unit from your army. Until the end of that phase, that unit can be chosen to charge with even if it Advanced this turn.
1CP

EVASIVE DRIVING

Genestealer Cults Stratagem

Many Genestealer Cultists have spent years driving Goliaths. In battle they put this experience to great use.

Use this Stratagem in your opponent’s Shooting phase, when a GOLIATH ROCKGRINDER or GOLIATH TRUCK unit from your army is chosen as the target of an attack made with a ranged weapon. Until the end of that phase, weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving an attack against that unit.
1CP

OVERCHARGED WEAPONRY

Genestealer Cults Stratagem

Some cultists take immense pleasure in supercharging their heavy weaponry to butcher their oppressors.

Use this Stratagem in your Shooting phase, when a <CULT> unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a clearance incinerator, heavy mining laser or heavy seismic cannon by a model in that unit, add 1 to the wound roll.
1CP

THE HEART OF THE CREED

Genestealer Cults Stratagem

Some Primuses are devious planners even beyond what is normal for their ilk.

Use this Stratagem before the battle. Select one <CULT> PRIMUS model from your army. When that model is set up on the battlefield for the first time, you can select one additional enemy unit for that model’s Meticulous Planner ability. You can only use this Stratagem once per battle.

Broodmind Discipline

The Patriarch and Magus are potent psykers, able to use their formidable powers to bend others to their will. This mental dominance not only ensures that the gestalt consciousness of the cult’s masses serves as one, but can also be channelled to crush those who would oppose their plans before they reach fruition.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Broodmind discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicates results), or you can select the psychic powers you wish the psyker to have.

D6PSYCHIC POWER
1

MASS HYPNOSIS

The psyker’s eyes glow strangely as they cast their gaze across their chosen victims, using mental dominion to put them into a trance-like state so the cult can take them apart at leisure.

Mass Hypnosis has a warp charge value of 7. If manifested, select an enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, the target cannot fire Overwatch, fights last in the Fight phase even if it charged, and must subtract 1 from its hit rolls. If the target has a rule that allows it to fight first in the Fight phase even if it did not charge, then instead of fighting last in the Fight phase, it fights as if it did not have that ability and did not charge.

2

MIND CONTROL

Palsied fingers twitch and facial muscles spasm as the psyker’s chosen mark is taken over completely. Relegated to a mere passenger within their own body, they are forced to witness their own traitorous actions as they open fire upon their trusted comrades.

Mind Control has a warp charge value of 7. If manifested, select an enemy model within 12" of the psyker and roll 3D6. If the score is less than that model’s Leadership characteristic, nothing happens, but if it equals or exceeds it, that model can either shoot as if it were your Shooting phase, or make a single close combat attack as if it were the Fight phase. In either case, treat that model as if it were a separate unit that is part of your army whilst shooting or making that close combat attack. Models cannot attack themselves, but they can attack other members of their unit.

3

PSIONIC BLAST

The psyker focuses the alien hatred of their kind into a blaze of pallid energies. Where their gaze falls, the enemy are consumed – the last thing they hear is a shrill screech of triumph.

Psionic Blast has a warp charge value of 5. If manifested, select an enemy unit within 18" of and visible to the psyker and roll 2D6. If the result is less than the highest Leadership characteristic in that unit, it suffers 1 mortal wound, otherwise it suffers D3 mortal wounds.

4

MENTAL ONSLAUGHT

The psyker, well used to forcing their will upon those who would resist them, intensifies their hypnotic power to such a degree it can cause their victims’ brains to swell to bursting point inside their skulls.

Mental Onslaught has a warp charge value of 6. If manifested, select an enemy model within 18" of and visible to the psyker. Each player then rolls a D6 and adds their model’s Leadership characteristic to their result. If your score is higher, the enemy model’s unit suffers 1 mortal wound; if the selected model is still alive you then repeat this process (each player rolling a D6 and adding their respective Leadership) until either the selected model is destroyed, your opponent rolls a 6, and/or your opponent’s result is equal to or higher than yours.

5

PSYCHIC STIMULUS

The unknowable power of the cult’s gestalt soul flows into the psyker’s chosen instruments, spurring them into a religious frenzy that sees them attack with hyperactive speed.

Psychic Stimulus has a warp charge value of 6. If manifested, select a friendly GENESTEALER CULTS unit within 18" of the psyker. Until the start of your next Psychic phase, that unit can charge even if it Advanced (though not if it Fell Back) and they always fight first in the Fight phase, even if they didn’t charge. If your opponent has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

6

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 their followers are swollen with empowering energy born of the void itself.

Might From Beyond has a warp charge value of 7. If manifested, select a friendly GENESTEALER CULTS INFANTRY or BIKER unit within 18" of the psyker. Add 1 to the Strength and Attacks characteristics of all models in that unit until the start of your next Psychic phase.


Cult Psychic Powers

Though the Patriarchs and Maguses of the Genestealer Cults share many psychic gifts, each cult also develops distinctive psychic abilities, shaped by their own beliefs and subcultures and the unique environments in which they arose.

All <CULT> PSYKER models can know the psychic power of their respective cult. Instead of generating a psychic power from the Broodmind discipline, a <CULT> PSYKER can instead know the appropriate Cult psychic power from the list below.

Cult of the Four-armed Emperor: Undermine

With arms raised, the psyker closes their eyes and pictures the ground beneath the enemy opening up like the maw of a hungry beast. The psyker’s eyes open; the enemy is gone, consumed by the rocks and the earth just as they had willed it.

Undermine has a warp charge value of 8. If manifested, select one enemy INFANTRY unit within 18" of this psyker. Until the start of your next Psychic phase, halve the Movement characteristic of models in that unit and halve any Advance or charge rolls made for that unit (rounding up).

The Bladed Cog: Undying Vigour

The psyker harnesses the bio-electricity in the cyborg cultists around them, strengthening their already enhanced physical forms to make them even more resistant to enemy attacks.

Undying Vigour has a warp charge value of 6. If manifested, select one BLADED COG unit from your army within 12" of this psyker. Until the start of your next Psychic phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.

The Hivecult: Synaptic Blast

When the forces of the Hivecult fight, their residual psychic energy is palpable to their psykers, who allow its immense power to flow through them before unleashing it upon the enemy in a devastating blast.

Synaptic Blast has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll a number of D6 equal to the number of HIVECULT models from your army within 3" of that unit; for each roll of 6 that unit suffers 1 mortal wound.

The Pauper Princes: Last Gasp

Even as Pauper Princes cultists fall, their psykers reach out to the last vestiges of life in their broken bodies, gifting them with energy enough for one last hatefilled shot or vicious claw swipe before they finally expire.

Last Gasp has a warp charge value of 7. If manifested, select one PAUPER PRINCES unit from your army within 12" of this psyker. Until the start of your next Psychic phase, when a model in that unit is destroyed, roll one D6 before removing that model from play. On a 4+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase.

The Rusted Claw: Inescapable Decay

With but a glance and a hand gesture from a Rusted Claw psyker, enemy vehicles enter rapid-onset decay. Iron rusts, copper is stained with verdigris and oils dry. Vehicles weakened in such a way are then set upon and ripped apart by the psyker’s cultist brethren.

Inescapable Decay has a warp charge value of 6. If manifested, select one enemy VEHICLE unit within 18" of and visible to this psyker. Until the end of the turn, when resolving an attack made with a weapon against that unit, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

The Twisted Helix: Mutagenic Deviation

Such is a Twisted Helix psyker’s genetic connection with the faithful throng fighting around them that they can manipulate the very genecoding that holds their brethren’s bodies together, creating hideous and lethal deviations that assault the enemy with overwhelming ferocity.

Mutagenic Deviation has a warp charge value of 6. If manifested, select one enemy INFANTRY unit within 12" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a melee weapon by a TWISTED HELIX model from your army against that unit, add 1 to the wound roll.

Warlord Traits

If a GENESTEALER CULTS CHARACTER is your Warlord, they can generate a Warlord Trait from the table below instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table to randomly generate a Warlord Trait, or you can select the one that best suits their temperament and preferred style of waging war.

D6WARLORD TRAIT
1

FOCUS OF ADORATION

The warlord inspires such insane devotion that their minions will leap headlong into battle in order to win favour.

Friendly <CULT> INFANTRY and BIKER units can perform a Heroic Intervention whilst they are within 6" of your Warlord, even if they are not CHARACTERS.

2

SHADOW STALKER

The gloom seems to cling to the warlord like a shroud as they emerge grinning from the darkness, claws flexing in anticipation of the kill.

Subtract 1 from hit rolls for attacks that target your Warlord.

3

BIOMORPH ADAPTATION

The power of the Hive Mind flows through this warlord’s veins, their physiology showing evident bio-gifts and lethal enhancements.

Add 1 to your Warlord’s Attacks and Strength characteristics.

4

BORN SURVIVOR

Perhaps gifted with regenerative powers by the immortal Hive Mind, this warlord can shrug off even the most crippling of injuries to fight on.

Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against an attack that inflicts 3 damage, they will only lose 2 wounds.

5

ALIEN MAJESTY

An aura of palpable grandeur surrounds the warlord, making their mere presence a powerful stimulant to the nerve of their followers.

Add 3" to the range of your Warlord’s aura abilities.

6

PRETERNATURAL SPEED

Uncannily fast in thought and deed, this warlord makes a blisteringly quick attack its best form of defence.

Your Warlord always fights first in the Fight phase, even if they did not charge. If the enemy has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. You cannot select this Warlord Trait for a LOCUS (if randomly selected for a LOCUS, treat this result as Biomorph Adaptation instead).


Cult Warlord Traits

If you wish, you can pick a Cult Warlord Trait from the list below instead of from the Genestealer Cults Warlord Traits to the left, but only if your Warlord is from the appropriate cult.
CULTTRAIT
Cult of the Four-armed EmperorInscrutable Cunning: Those warlords who serve the Four-armed Emperor prepare the battlefield on which they fight with inhuman levels of focus.
Once per battle, if this Warlord is on the battlefield, you can re-roll one hit roll, wound roll or saving throw made for a friendly CULT OF THE FOUR-ARMED EMPEROR unit. In addition, if your army is Battle-forged, roll a D3 before the battle begins; you gain a number of additional Command Points equal to the result. 
HivecultHivelord: The warlords of the Hivecult often hail from gun-running gangs and black market military groups in which firepower is valued above all else.
Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly HIVECULT units whilst they are within 6" of your Warlord. 
The Bladed CogSingle-minded Obsession: The warlords of the Bladed Cog share their host civilisation’s methodical and hyper-focused attitude to war, each identifying and eliminating a single priority target with obsessive fervour.
After deployment, but before the first battle round begins, select one unit from your opponent’s army. You can re-roll wound rolls for attacks made by friendly BLADED COG units whilst they are within 6" of your Warlord when targeting the selected unit. 
The Rusted ClawEntropic Touch: The warlord’s very touch is metallophagic; tiny nano-organisms consume the armour of the enemy whenever they lay their palms upon them.
Each time you roll an unmodified wound roll of 6 in the Fight phase for a model from a friendly RUSTED CLAW unit whilst it is within 6" of your Warlord, the Armour Penetration characteristic of that attack is improved by 1 (i.e. AP0 becomes AP-1, AP-1 becomes AP-2, and so on). 
The Pauper PrincesBeloved Grandsire: Any one of this warlord’s numerous descendants would take a bullet for their elder without hesitation.
Add 2 to Unquestioning Loyalty rolls made when you fail saving throws for your Warlord, or when your Warlord suffers mortal wounds
The Twisted HelixBio-alchemist: The concoctions brewed by the warlord coat their weapons, be they syringes, blades or claws, to deliver a potent electro-toxic shock to any they infect.
Increase the Damage characteristic of weapons (other than Sacred Relics of the Cult or weapons modified by Sacred Relics of the Cult) used by your Warlord by 1. 

Sacred Relics of the Cult

The strange artefacts held sacred by the Genestealer Cults all have some measure of alien power imbued in them by the gestalt Broodmind of their bearers. Some are grown from a combination of psychic ability and the grisly slop of the Patriarch’s genesis pool, whilst others are fashioned as holy relics by the adoring throng and handed down through the generations.

If your army is led by a GENESTEALER CULTS Warlord, then before the battle you may give one of the following Sacred Relics of the Cult to a GENESTEALER CULTS CHARACTER. You cannot give any of these Relics to BROOD BROTHERS CHARACTERS.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Sacred Relics of the Genestealer Cults your characters may have on your army roster.

AMULET OF THE VOIDWYRM

This crescent-like wyrm-form writhes with psychic power, so much so that in the fog of war it seems to have tendrils of darkness coiling around it. When the bearer is in peril, they subconsciously channel the Shadow in the Warp through the amulet, blotting them from the minds of the enemy at a critical moment.

Add 1 to saving throws made for the bearer against ranged weapons. In addition, enemy units cannot fire Overwatch at the bearer’s unit.

DAGGER OF SWIFT SACRIFICE

Those who work to hinder or reveal the cult are killed in long and painful ritual sacrifices to better appease the Patriarch, often using a weaponised form of the cult’s symbol. The Dagger of Swift Sacrifice was devised not for a protracted kill, however, but a nearinstantaneous one, the toxin-crystals upon its blade potent enough to kill even a Clawed Fiend with a single scratch.

Model with a cultist knife or Sanctus bio-dagger only. The Dagger of Swift Sacrifice replaces the bearer’s cultist knife or Sanctus bio-dagger and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Dagger of Swift Sacrifice
Dagger of Swift Sacrifice
Melee
Melee
User
-2
2
Abilities: Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. If a CHARACTER model loses any wounds as a result of an attack with this weapon but is not slain, it suffers D3 mortal wounds after the bearer has made all of its attacks.

ELIXIR OF THE PRIME SPECIMEN

The constant, methodical experimentation of the Twisted Helix has led to a great many claims of the perfect bioform’s creation. The finest bio-alchemical concoction to come from the distilleries of Vejovium contains the rendered-down essence of the Great Spined Beast, manufactured from the corpse of a captured Tyranid wrecker organism that the cult gave much to acquire. Those who imbibe the resultant elixir swell with physical power, their muscle mass increasing to surreal levels even as their minds fill with bloodlust.

TWISTED HELIX model only. Increase the Attacks, Toughness and Wounds characteristics of the bearer by 1.

ICON OF THE CULT ASCENDANT

Cast in blood-blessed platinum, its wyrm-forms polished to a high sheen, the Icon of the Cult Ascendant has been bathed in the psychic energies of the Broodmind. The relic adorned the back of the Great Patriarch’s throne for many centuries, soaking up his sheer otherness until it imbued every mote of metal and scrap of oiled cloth. As the time of war comes to pass, the icon is detached from its resting place with the greatest of care and given to the cult’s foremost Iconward. Those who fight in its shadow find the power of the Broodmind thrilling through their veins.

ACOLYTE ICONWARD only. Add 1 to the Strength characteristic of friendly <CULT> INFANTRY and BIKER units whilst they are within 6" of the bearer.

MARK OF THE CLAWED OMNISSIAH

This custom electoo, worn just under the skin of the chest, looks somewhat like a many-clawed incarnation of the Omnissiah. It fizzes with potent bio-electricity, lending its wearer a permanent rictus grin and an aura of static energy that crackles around them. The electoo generates a potent force field that can turn aside even a pinpoint shot from a lascannon. In times of great physical exertion it can release a burst of power so intense it fries the synapses of those who get too close to the wielder.

BLADED COG model only. The bearer has a 4+ invulnerable save. In addition, each time this model finishes a charge move, select one enemy unit within 1" of it and roll a D6; on a 2+ that unit suffers 1 mortal wound.

METALLOPHAGIC STAVE

This rust-clad staff of office leaves trails of metallic flakes as it is swept through the air, though it never breaks or loses its structural integrity. War machines touched by the stave are beset by a plague of corrosion; in a matter of seconds they rust away as if left for years to the mercy of the elements.

RUSTED CLAW MAGUS only. The Metallophagic Stave replaces the bearer’s force stave and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Metallophagic Stave
Metallophagic Stave
Melee
Melee
+2
-5
D3
Abilities: Each time you roll a wound roll of 4+ for an attack made with this weapon that targets a VEHICLE, the target suffers 1 mortal wound in addition to any normal damage. If you roll a wound roll of 6+, it suffers D3 mortal wounds instead.

OPPRESSOR’S BANE

The masterwork pistol known in the cult’s folklore as Oppressor’s Bane has been machined to superhuman tolerances, fashioned with expert care by the finest of artisans. It is so well weighted it can be spun on the finger in a blur between each killing shot, drawn in an instant and lined up along perfectly crafted gunsights to pick out enemy leaders even amongst a milling throng. It fires bullets of depleted transuranium that can punch a hole through an armoured car to kill the hated tyrant riding within.

Model with an autopistol or liberator autostub only. Oppressor’s Bane replaces the bearer’s autopistol or one of their liberator autostubs, and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Oppressor’s Bane
Oppressor’s Bane
12"
Pistol 3
4
-2
2
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. You can re-roll wound rolls for attacks made with this weapon when targeting enemy CHARACTERS.

RELIQUARY OF SAINT TENNDARC

The sacred remains of Saint Tenndarc are of vast spiritual importance to the Pauper Princes. It is said that Tenndarc, a Magus of the first gene-sect, dove in front of his Patriarch to save him from a sniper’s bullet. He died in the process, but that act of martyrdom has echoed through the cult ever since, inspiring the wider flock to acts of great self-sacrifice and dogged perseverance even when the worst of fates befalls them.

PAUPER PRINCES model only. Friendly PAUPER PRINCES units automatically pass Morale tests whilst they are within 6" of the bearer. In addition, roll a D6 each time a friendly PAUPER PRINCES INFANTRY or BIKER model is destroyed whilst it is within 6" of the bearer, before removing that model from the battlefield. On a 4+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make a single attack with a melee weapon as if it were the Fight phase.

SCOURGE OF DISTANT STARS

The Brotherhood of Distant Stars whispers of the Scourge – a voidcold sentience that moves from weapon to weapon, aiding the wielder as he lays low the fool and the unbeliever. Whether it inhabits the blade of an Acolyte Iconward or the bonesword of a Primus is of little import – whosoever threatens the wielder will find their life sapping from a mysterious wound as soon as they raise their blade.

Add 1 to hit rolls for attacks made with the bearer’s melee weapons. In addition, each time an enemy model targets the bearer with a melee weapon and your opponent rolls an unmodified hit roll of 1, the attacker’s unit suffers 1 mortal wound after all of its attacks have been resolved.

SWORD OF THE FOUR-ARMED EMPEROR

This peculiar sword has not one blade, but four bound as one – when its handle is given a sharp twist, the blade splits and splits again until it resembles a sheaf of gleaming tentacles or a striking hydra more than it does a conventional blade. It symbolises the cult’s ability to shroud itself in normality until the time comes to reveal the hideous and lethal truth.

CULT OF THE FOUR-ARMED EMPEROR model with bonesword or Locus blades only. The Sword of the Four-armed Emperor replaces the model’s bonesword or Locus blades and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Sword of the Four-armed Emperor
Sword of the Four-armed Emperor
Melee
Melee
User
-3
1
Abilities: Each time the bearer fights, it can make 4 additional attacks with this weapon.

SWORD OF THE VOID’S EYE

The sentience within the Sword of the Void’s Eye is far more intelligent than its wielder, for within it lies a portion of the Hive Mind. The bio-fleet descending upon the host planet uses the eyes of the sword to spy on the populace and sample the thoughts of those whose blood it tastes. When laid at rest it will slither out a thin tongue that curls and twists in the dust, analysing the dead skin cells of the populace and gleaning vital bio-secrets for the invasion to come.

Model with bonesword only. The Sword of the Void’s Eye replaces the bearer’s bonesword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Sword of the Void’s Eye
Sword of the Void’s Eye
Melee
Melee
+2
-3
D3
Abilities: You can re-roll hit and wound rolls for this weapon.

THE CROUCHLING

The most favoured of cults are visited by the Crouchling, a skittering Familiar that talks in a high, reedy voice. Though small and weak of limb, the Crouchling is a powerful psychic presence, able to cast hypnotic spells and visit mind-wracking hallucinations upon those who earn its master’s ire.

PATRIARCH or MAGUS with Familiar only. The Crouchling replaces one of the model’s Familiars. The Crouchling follows all the normal rules for a Familiar with the following additions: whilst the Crouchling is alive, the Patriarch or Magus it accompanies knows one additional psychic power from the Broodmind discipline and adds 1 to any Psychic tests it takes when attempting to manifest a psychic power from the Broodmind discipline.

THE GIFT FROM BEYOND

This long-barrelled rifle is painted with the blood of the Patriarch, freely given and potent enough to bless its wielder with uncanny predatory instincts. The gift it bestows upon those under its sights is the blessing of a swift death delivered from afar.

Model with Jackal sniper rifle or silencer sniper rifle only. Add 2 to wound rolls for attacks made with this model’s Jackal sniper rifle or silencer sniper rifle unless it is targeting a VEHICLE or TITANIC unit.

VOCKOR’S TALISMAN

This talisman drives the wielder to acts of great bloodshed. It is said to contain the departed spirit of Vockor Mai, known as the White Creeper, the scourge of New Gidlam’s aristocracy. When Vockor Mai’s charismatic allure proved ineffective against the hivelord Thorne due to a protective artefact, Mai crept into the man’s bathhouse and slashed his throat with the razored edge of this metallic wyrm-form. In the legends of the Hivecult, the talisman harbours some of that malevolent and murderous intent to this day, and glows hot in the presence of those who have earned the cult’s ire.

HIVECULT model only. You can re-roll hit rolls for attacks made with the bearer’s melee weapons when targeting enemy CHARACTERS. In addition, each time you roll a wound roll of 6+ for an attack with one of the bearer’s melee weapons, that attack inflicts 1 mortal wound on the target in addition to any normal damage, unless it is targeting a VEHICLE or TITANIC unit.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Special Weapons). When this is the case, the unit may take any item from the appropriate list below.

SPECIAL WEAPONS

 • Flamer

 • Grenade launcher

 • Webber

PISTOLS

 • Autopistol

 • Bolt pistol

 • Laspistol

 • Web pistol

MELEE WEAPONS

 • Chainsword

 • Cultist knife

 • Power maul

 • Power pick

HEAVY MINING WEAPONS

 • Heavy stubber

 • Mining laser

 • Seismic cannon

HEAVY WEAPONS

 • Autocannon

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Mortar

VEHICLE UPGRADES

 • Augur array

 • Dozer blade

 • Track guards

ATALAN WEAPONS

 • Autogun

 • Autopistol

 • Bolt pistol

 • Cultist knife

 • Demolition charge

 • Grenade launcher

 • Improvised weapon

 • Power axe

 • Power hammer

 • Power pick

 • Shotgun


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
15
Atalan incinerator
15
Atalan incinerator
12"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Autocannon
Autocannon
48"
Heavy 2
7
-1
2
-
0
Autogun
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
0
Autopistol
12"
Pistol 1
3
0
1
-
20
Battle cannon
20
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
0
Blasting charge
0
Blasting charge
6"
Grenade D6
3
0
1
Blast
Blast
2
Bolt pistol
2
Bolt pistol
12"
Pistol 1
4
0
1
-
10
Cache of demolition charges
10
Cache of demolition charges
6"
Assault D6
8
-3
D3
Blast. This weapon can only be fired if a model (excluding models with a Ballistic Skill characteristic of ‘-’) is embarked upon the vehicle equipped with it.
Blast. This weapon can only be fired if a model (excluding models with a Ballistic Skill characteristic of ‘-’) is embarked upon the vehicle equipped with it.
30
Clearance incinerator
30
Clearance incinerator
12"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
10
Demolition charge
10
Demolition charge
6"
Grenade D6
8
-3
D3
Blast. The bearer can only use this weapon once per battle.
Blast. The bearer can only use this weapon once per battle.
15
Eradicator nova cannon
15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
30
Exterminator autocannon
30
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
2
Hand flamer
2
Hand flamer
6"
Pistol D6
3
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
15
Heavy flamer
15
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
15
Heavy mining laser
15
Heavy mining laser
36"
Heavy D3
9
-3
D6
Blast
Blast
15
Heavy mortar
15
Heavy mortar
48"
Heavy D6
5
-1
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
15
Heavy seismic cannon
When attacking with this weapon, choose one of the profiles below. All wound rolls of 6+ have an AP of -4.
15
Heavy 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 6
4
-1
2
-
 - Short-wave
 - Short-wave
12"
Heavy 3
8
-2
3
-
5
Heavy stubber
5
Heavy stubber
36"
Heavy 3
4
0
1
-
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be used once per battle.
Each hunter-killer missile can only be used once per battle.
0
Jackal sniper rifle
0
Jackal sniper rifle
36"
Heavy 1
4
-2
D3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage.
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Lasgun
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Lasgun array
0
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Liberator autostub
0
Liberator autostub
12"
Pistol 2
4
-1
2
-
10
Mining laser
10
Mining laser
24"
Heavy 1
9
-3
D6
-
Missile launcher
When attacking with this weapon, choose one of the profiles below.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
10
Mortar
10
Mortar
48"
Heavy D6
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Multi-laser
5
Multi-laser
36"
Heavy 3
6
0
1
-
25
Multi-melta
25
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Needle pistol
0
Needle pistol
12"
Pistol 1
1
0
D3
This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.
This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.
20
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
20
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Blast. On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
10
Seismic cannon
When attacking with this weapon, choose one of the profiles below. All wound rolls of 6+ have an AP of -4.
10
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 6
3
0
1
-
 - Short-wave
 - Short-wave
12"
Heavy 3
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.
5
Silencer sniper rifle
5
Silencer sniper rifle
36"
Heavy 1
4
-1
D3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage. If a PSYKER unit loses any wounds as a result of an attack with this weapon, it suffers Perils of the Warp after the attack has been resolved.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage. If a PSYKER unit loses any wounds as a result of an attack with this weapon, it suffers Perils of the Warp after the attack has been resolved.
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
15
Vanquisher battle cannon
15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
2
Web pistol
2
Web pistol
12"
Pistol 1
3
0
1
This weapon automatically hits its target. When making a shooting attack with this weapon, use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest.
This weapon automatically hits its target. When making a shooting attack with this weapon, use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest.
5
Webber
5
Webber
16"
Assault D3
4
0
1
This weapon automatically hits its target. When making a shooting attack with this weapon, use either the Strength or Toughness characteristic of the target to determine the wound roll – whichever is lowest.
This weapon automatically hits its target. When making a shooting attack with this weapon, 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 
5
Bonesword
5
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
Drilldozer blade
0
Drilldozer blade
Melee
Melee
+3
-2
D3
The bearer can make D3 additional attacks on a turn in which it made a charge move.
The bearer can make D3 additional attacks on a turn in which it made a charge move.
0
Familiar claws
0
Familiar claws
Melee
Melee
4
0
1
Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon.
Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon.
0
Force stave
0
Force stave
Melee
Melee
+2
-1
D3
-
30
Heavy improvised weapon
30
Heavy improvised weapon
Melee
Melee
x2
-1
2
Make 2 hit rolls for each attack made with this weapon.
Make 2 hit rolls for each attack made with this weapon.
15
Heavy power hammer
15
Heavy 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.
10
Heavy rock cutter
10
Heavy rock cutter
Melee
Melee
x2
-4
D3
When attacking with this weapon, subtract 1 from the hit roll. Roll a D6 each time a model (other than a VEHICLE) suffers damage from this weapon; if you roll higher than the model’s remaining number of wounds, it is instantly slain.
When attacking with this weapon, subtract 1 from the hit roll. Roll a D6 each time a model (other than a VEHICLE) suffers damage from this weapon; if you roll higher than the model’s remaining number of wounds, it is instantly slain.
15
Heavy rock drill
15
Heavy rock drill
Melee
Melee
x2
-3
1
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers 1 mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers 1 mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers 1 mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers 1 mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
10
Heavy rock saw
10
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
Improvised weapon
0
Improvised weapon
Melee
Melee
User
0
1
-
0
Injector goad
0
Injector goad
Melee
Melee
+1
0
D3
This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. If a CHARACTER loses any wounds as a result of an attack with this weapon, roll a D6 for it after all of the bearer’s attacks have been resolved; if the result is higher than that model’s Wounds characteristic, it suffers D3 mortal wounds.
This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. If a CHARACTER loses any wounds as a result of an attack with this weapon, roll a D6 for it after all of the bearer’s attacks have been resolved; if the result is higher than that model’s Wounds characteristic, it suffers D3 mortal wounds.
5
Lash whip and bonesword
5
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
0
Locus blades
0
Locus blades
Melee
Melee
User
-3
1
Increase this weapon’s Damage characteristic to 2 if the bearer made a charge move, was charged or performed a Heroic Intervention this turn.
Increase this weapon’s Damage characteristic to 2 if the bearer made a charge move, was charged or performed a Heroic Intervention this turn.
3
Metamorph claw
3
Metamorph claw
Melee
Melee
+2
-1
1
-
2
Metamorph talon
2
Metamorph talon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon. Add 1 to hit rolls for this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon. Add 1 to hit rolls for this weapon.
0
Metamorph whip
0
Metamorph whip
Melee
Melee
User
0
1
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal 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+ for this weapon, 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+ for this weapon, that hit is resolved with an AP of -6 and Damage of 3.
5
Power axe
5
Power axe
Melee
Melee
+1
-2
1
-
5
Power hammer
5
Power hammer
Melee
Melee
+2
-1
1
-
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
10
Power pick
10
Power pick
Melee
Melee
User
-2
D3
Each time a model with a rending claw makes an attack with this weapon, it can make one additional attack with its rending claw.
Each time a model with a rending claw makes an attack with this weapon, it can make one additional attack with its rending claw.
0
Power sledgehammer
0
Power sledgehammer
Melee
Melee
x2
-3
D6
When attacking with this weapon, subtract 1 from the hit roll. Damage rolls of 1 or 2 made for this weapon count as 3 instead.
When attacking with this weapon, subtract 1 from the hit roll. Damage rolls of 1 or 2 made for this weapon count as 3 instead.
0
Purestrain talons
0
Purestrain talons
Melee
Melee
User
0
1
Re-roll hit rolls of 1 for attacks with this weapon.
Re-roll hit rolls of 1 for attacks with this weapon.
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
Sanctus bio-dagger
0
Sanctus bio-dagger
Melee
Melee
1
-2
2
Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.
Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.
2
Sentinel chainsaw
2
Sentinel chainsaw
Melee
Melee
User
-1
1
-
0
Toxin injector claw
0
Toxin injector claw
Melee
Melee
User
-1
1
This weapon always wounds on a 2+, unless it is targeting a VEHICLE or TITANIC unit. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
This weapon always wounds on a 2+, unless it is targeting a VEHICLE or TITANIC unit. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.

Other Wargear

OTHER WARGEAR
ABILITIES 
5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a model with an augur array.
5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a model with an augur array.
10
Cult Icon
Re-roll hit rolls of 1 for a unit’s attacks in the Fight phase whilst it contains a model with a cult icon.
10
Cult Icon
Re-roll hit rolls of 1 for a unit’s attacks in the Fight phase whilst it contains a model with a cult icon.
5
Cult vox caster
You can re-roll Morale tests for a unit whilst it contains a model with a cult vox caster.
5
Cult vox caster
You can re-roll Morale tests for a unit whilst it contains a model with a cult vox caster.
5
Dozer blade
If a model with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
5
Dozer blade
If a model with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
5
Flare launcher
If a model is equipped with a flare launcher, roll a D6 each time it loses a wound. On a 6, that wound is not lost. In addition, once per game, at the start of your Movement phase, you can select one <CULT> BIKER unit within 6" of this model; that unit moves an additional 6" if it Advances this phase – no dice roll is necessary.
5
Flare launcher
If a model is equipped with a flare launcher, roll a D6 each time it loses a wound. On a 6, that wound is not lost. In addition, once per game, at the start of your Movement phase, you can select one <CULT> BIKER unit within 6" of this model; that unit moves an additional 6" if it Advances this phase – no dice roll is necessary.
5
Spotter
If a model has a spotter, increase the Range characteristic of its ranged weapons by 6".
5
Spotter
If a model has a spotter, increase the Range characteristic of its ranged weapons by 6".
5
Survey augur
Units do not receive the benefit of cover to their saving throws for attacks made by a model with a survey augur.
5
Survey augur
Units do not receive the benefit of cover to their saving throws for attacks made by a model with a survey augur.
5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).

The Biker keyword is used in following Genestealer Cults datasheets:

Fast Attack

The Transport keyword is used in following Genestealer Cults datasheets:

Dedicated Transport
Heavy Support
Cult Ambush

Genestealer Cults plan meticulously before rising up against their oppressors, remaining hidden until the moment of ascension arrives.

During deployment, you can set up this unit in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases – set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT model in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush – do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT model, even if they have the Cult Ambush ability.

Ambush markers are not units and cannot be targeted, attacked or destroyed. When measuring to or from ambush markers, always measure to the centre of the marker. If you are playing a mission that uses Concealed Deployment, the Concealed Deployment rules only apply to units that do not have the Cult Ambush ability. If you are playing a mission that uses Sentries, Sentry models cannot be set up in ambush, even if they have the Cult Ambush ability.

Matched Play: In matched play, units set up in ambush using this rule do not count as being Strategic Reserves or Reinforcement units.

Revealing Ambush Markers
If you have the first turn, you must reveal all of your ambush markers at the start of your Movement phase, one at a time, before moving any units. Each time you reveal an ambush marker, select one unit from your army that you set up in ambush, then set up one model from that unit within 1" of that ambush marker. Then remove that marker before setting up the rest of that model’s unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" from any enemy models (any models that cannot be placed are destroyed). If it is your turn, that unit can still move and shoot normally during the turn it is set up, but if it is a TRANSPORT, units that disembark from it this turn cannot be set up within 9" of any enemy models. Note that unless these units actually move during this Movement phase, they do not count as having moved in their Movement phase for any rules purposes, such as shooting Heavy weapons.

If your opponent has the first turn, then none of their units can be set up or end a move within 9" of any of your ambush markers. At the end of your opponent’s first Movement phase, after they have set up all of their units from reinforcements (if any), reveal all of your ambush markers as described above before continuing with the turn.

This codex comes with 28 Ambush markers that you can use when setting up Genestealer Cults units in ambush. Also included is a 9" range ruler; this is intended to be used when setting up Genestealer Cults units on the battlefield that were set up underground during deployment, helping to ensure no models are placed too close to the enemy.
1CP

RETURN TO THE SHADOWS

Genestealer Cults Stratagem

Those kissed by the void find it easy to melt away into the shadows once their bloody ambush has been launched.

Use this Stratagem at the end of your Movement phase. Select one INFANTRY or BIKER unit from your army that has the Cult Ambush ability and is more than 3" away from any enemy models (you cannot select a unit that arrived as reinforcements this turn). Remove that unit from the battlefield. At the end of your next Movement phase, that unit is set up on the battlefield again, anywhere that is more than 9" from any enemy models. If the battle ends before this unit is set back up, it is destroyed.

The Tank Commander keyword is used in following Astra Militarum datasheets:

Grinding Advance
If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; eradicator nova cannon; exterminator autocannon; vanquisher battle cannon; demolisher cannon; executioner plasma cannon; punisher gatling cannon.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.

The Armageddon, Transport and Vehicle keywords are used in following Astra Militarum datasheets:

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Regimental Orders
Many Astra Militarum regiments maintain specialised training regimes, tactics and even entire battlefield languages to direct their troops. The table below contains additional orders for use with the Voice of Command ability which may be used by officers with the appropriate regiment keyword. For example, CATACHAN officers may issue the Catachan ‘Burn them out!’ order in addition to any of the standard orders. Some of the orders below are noted as being Tank Orders. These may only be issued by a TANK COMMANDER with the appropriate <REGIMENT> keyword, in addition to those listed on their datasheet and using the rules for Tank Orders as described on their datasheet.
REGIMENTADDITIONAL ORDER
Cadian (Tank Order)Pound Them to Dust! After endless drilling, Cadian tank gunners are sure to make every shot count on the battlefield.
For the duration of this phase, you can re-roll the dice when determining the number of attacks the ordered model can make with turret weapons (as described in the Grinding Advance ability) that use a randomly determined number (e.g. Heavy D6). 
CatachanBurn Them Out! Hacking their way through countless tangled death worlds has made the Jungle Fighters experts at flushing out foes with burning promethium.
You can re-roll the dice when determining the number of attacks the ordered unit can make with flamers and heavy flamers until the end of the phase. In addition, units targeted by models from the ordered unit with these weapons do not gain any bonus to their saving throws for being in cover this phase. 
ValhallanFire on My Command! Life is cheap on Valhalla, and the officers of the Ice Warriors regiments will not sacrifice victory to reduce casualties.
The ordered unit can shoot at enemy units that are within 1" of friendly units until the end of the phase, but each time you roll a hit roll of 1 for such an attack, resolve that attack against a friendly unit within 1" of the target unit instead. You may choose which friendly unit is hit. This order may not be issued to a unit which is within 1" of an enemy unit. 
VostroyanRepel the Enemy! The Firstborn regiments are drawn from those who have learned to fight in the cramped ruins and alleys of their home world.
Until the end of the phase, the ordered unit can fire any of its weapons while it is within 1" of the enemy, regardless of the weapon’s type. If they do so, they must target enemy units within 1", even if friendly units are within 1" of these units. 
ArmageddonMount Up! Rapid mechanised redeployments are paramount to success in the choking ash wastes of Armageddon.
Until the end of the phase, the ordered unit can shoot and then immediately embark within a friendly ARMAGEDDON TRANSPORT VEHICLE, as long as all models in the unit are within 3" of the vehicle. This order may not be issued to a unit which disembarked in the preceding Movement phase
Tallarn (Tank Order)Get Around Behind Them! Tallarns use their tanks not as simple hammers, but as rapiers – darting swiftly into combat to deliver the killing blow.
The ordered model can move up to 6" in this phase, either before or after it shoots, as if it were the Movement phase. This does not affect how far the vehicle has moved for the purposes of determining how many times it can fire its turret weapon (as described in the Grinding Advance ability). 
Militarum TempestusElimination Protocol Sanctioned! In the Schola Progenium, the shock troopers of the Militarum Tempestus are trained to eradicate even the most fearsome enemies of the Imperium.
You can re-roll failed wound rolls for models from the ordered unit when attacking any enemy VEHICLES or MONSTERS this phase. 
MordianForm Firing Squad! With but a word from their commanding officer, the Mordian infantry take on the role of executioners.
Until the end of the phase, the ordered unit can target CHARACTERS with their Rapid Fire weapons, even if they are not the closest enemy unit. 
3CP

A PLAN GENERATIONS IN THE MAKING

Cult of the Four-armed Emperor Stratagem

Of all the military forces in the galaxy, the Cult of the Four-armed Emperor prepares the most thoroughly for the day of battle. Its plans to counter the foe are works of dark genius.

Use this Stratagem just after your opponent has spent CPs to use a Stratagem, but before the effects of that Stratagem are resolved. Roll a D6; on a 1 your opponent’s Stratagem is resolved as normal. On a 2-5 your opponent’s CPs are refunded, but the Stratagem they were using is not resolved and cannot be attempted again this phase. On a 6 the Stratagem they were attempting to use is not resolved, cannot be attempted again this phase and the CPs spent are lost. This Stratagem cannot be used if there are no CULT OF THE FOUR-ARMED EMPEROR units on the battlefield, and cannot be used to affect Stratagems used ‘before the battle’ or ‘during deployment’. You can only use this Stratagem once per battle.
2CP

TIDE OF TRAITORS

Chaos Space Marines Stratagem

The galaxy is filled with pathetic wretches who give themselves willingly to Chaos for the chance to win power and glory.

Use this Stratagem at the end of your Movement phase. If you do, pick a unit of Chaos Cultists and remove it from the battlefield. You can then set it up again wholly within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength. You can only use this Stratagem once per battle.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

MENTAL ONSLAUGHT

The psyker, well used to forcing their will upon those who would resist them, intensifies their hypnotic power to such a degree it can cause their victims’ brains to swell to bursting point inside their skulls.

Mental Onslaught has a warp charge value of 6. If manifested, select an enemy model within 18" of and visible to the psyker. Each player then rolls a D6 and adds their model’s Leadership characteristic to their result. If your score is higher, the enemy model’s unit suffers 1 mortal wound; if the selected model is still alive you then repeat this process (each player rolling a D6 and adding their respective Leadership) until either the selected model is destroyed, your opponent rolls a 6, and/or your opponent’s result is equal to or higher than yours.

Disgustingly Resilient

Those favoured by Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.

Each time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.
3CP

A PERFECT AMBUSH

Genestealer Cults Stratagem

The faithful spring the perfect ambush; the foe is greeted with a hail of bullets and a horde of fanatics bearing down upon them.

Use this Stratagem in the Movement phase, immediately after you set up an INFANTRY or BIKER unit from your army that has the Cult Ambush ability on the battlefield. That unit can either move D6" (even if it has arrived as reinforcements), or it can shoot with all of its ranged weapons as if it were your Shooting phase (using this Stratagem in your own turn does not prevent that unit from shooting in your Shooting phase or making a charge move in the Charge phase of this turn). You cannot use this Stratagem on a unit that disembarked from a TRANSPORT this turn.
1CP

THEY CAME FROM BELOW...

Genestealer Cults Stratagem

Genestealer Cultists use subterranean tunnel networks to evade their foes, lurking underground until the time to strike is right.

Use this Stratagem before you reveal an ambush marker. Select up to 3 units (excluding VEHICLES) from your army that are set up in ambush. For each unit that you select, remove one ambush marker from the battlefield. The selected units are no longer set up in ambush and are instead set up underground, as described in the Cult Ambush ability. Any units set up underground in this way cannot arrive on the battlefield during the first battle round. You can only use this Stratagem once per battle. Any units set up underground in this way cannot arrive on the battlefield during the first battle round, and in a matched play game, if they haven’t arrived from underground by the end of the third battle round they count as having been destroyed. You can only use this Stratagem once per battle.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
1CP

CULT REINFORCEMENTS

Genestealer Cults Stratagem

The cultist hordes flow onto the battlefield in an endless tide.

Use this Stratagem at the start of your Movement phase. Select a GENESTEALER CULTS unit from your army that has the Troops Battlefield Role. You can return up to D6 slain models to that unit, with each set up in unit coherency and more than 1" away from any enemy models – if it is not possible to place a model in such a way, it is not returned to the unit.
Atalan Weapons
 • Autogun
0
 • Autopistol
0
 • Bolt pistol
2
 • Cultist knife
0
 • Demolition charge
10
 • Grenade launcher
5
 • Improvised weapon
0
 • Power axe
5
 • Power hammer
5
 • Power pick
10
 • Shotgun
0
Perils of the Warp
When a Psyker unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a Psyker unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a Psyker unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The Psyker unit manifesting the power suffers D3 mortal wounds.
  • If Psyker unit is destroyed, the psychic power fails to manifest.
  • If Psyker unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

MIND CONTROL

Palsied fingers twitch and facial muscles spasm as the psyker’s chosen mark is taken over completely. Relegated to a mere passenger within their own body, they are forced to witness their own traitorous actions as they open fire upon their trusted comrades.

Mind Control has a warp charge value of 7. If manifested, select an enemy model within 12" of the psyker and roll 3D6. If the score is less than that model’s Leadership characteristic, nothing happens, but if it equals or exceeds it, that model can either shoot as if it were your Shooting phase, or make a single close combat attack as if it were the Fight phase. In either case, treat that model as if it were a separate unit that is part of your army whilst shooting or making that close combat attack. Models cannot attack themselves, but they can attack other members of their unit.

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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 roll of 1 always fails.

The <Cult> and Character keywords are used in following Genestealer Cults datasheets:

Disembark
If a unit starts its Movement phase embarked within a Transport model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the Transport model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a Transport can disembark this phase.
  • A unit must disembark before their Transport moves.
  • Disembarking units must be set up wholly within 3" of their Transport and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

The <Cult> and Biker keywords are used in following Genestealer Cults datasheets:

Fast Attack

The Genestealer keyword is used in following Genestealer Cults datasheets:

The Brood Brothers keyword is used in following Genestealer Cults datasheets:

Dedicated Transport
Unquestioning Loyalty

So fanatically devoted are Genestealer Cultists that they would die for their masters.

Each time you fail a saving throw for a <CULT> CHARACTER model, and each time a <CULT> CHARACTER model suffers a mortal wound, before inflicting damage check to see if it is within 3" of any friendly <CULT> or BROOD BROTHERS units with this ability. If it is, you can select one of those units and roll a D6; on a 4+ you do not inflict any damage on the character, but one model in the selected unit (your choice) is slain. Otherwise, the character suffers damage as normal.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.
Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.
The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.
The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.
Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

The Abominant keyword is used in following Genestealer Cults datasheets:

The Aberrants keyword is used in following Genestealer Cults datasheets:

Elites
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The Aberrant keyword is used in following Genestealer Cults datasheets:

Elites
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The Acolyte Iconward keyword is used in following Genestealer Cults datasheets:

The Neophyte Hybrids keyword is used in following Genestealer Cults datasheets:

The Acolyte Hybrids keyword is used in following Genestealer Cults datasheets:

The Goliath Truck keyword is used in following Genestealer Cults datasheets:

Dedicated Transport

The Patriarch keyword is used in following Genestealer Cults datasheets:

Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

The <Cult> and Hybrid Metamorphs keywords are used in following Genestealer Cults datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
Heavy Mining Weapons
 • Heavy stubber
5
 • Mining laser
10
 • Seismic cannon
10

The Magus keyword is used in following Genestealer Cults datasheets:

The Primus keyword is used in following Genestealer Cults datasheets:

1CP

BROODCOVEN

Genestealer Cults Stratagem

The war leaders of the cult each have their own methods and specialisations, the better to entrap and slay the enemy.

Use this Stratagem before the battle if your Warlord is a PATRIARCH. Select up to one MAGUS and up to one PRIMUS from your army. Generate a Warlord Trait for each selected model (note that these models are only regarded as your Warlord for the purposes of these Warlord Traits). All three models must have a different Warlord Trait. This Stratagem can only be used once per battle.
1CP

CLANDESTINE GOALS

Genestealer Cults Stratagem

The cultists who infest this world know well that secrecy can be made into a weapon of war.

Use this Stratagem before the battle if your army is led by a GENESTEALER CULTS Warlord and you are playing a mission that uses Tactical Objectives. For the duration of the battle, keep your Tactical Objectives secret from your opponent, only revealing them when they are achieved.
1CP/3CP

GRANDSIRE’S GIFTS

Genestealer Cults Stratagem

The relics taken reverently from the Patriarch’s lair include captured guns, sentient blades and strange biomantic artefacts.

Use this Stratagem before the battle. Your army can have one extra Sacred Relic of the Cult for 1 CP, or two extra sacred Relics of the Cult for 3 CPs. All of the Sacred Relics of the Cult that you include must be different and be given to different GENESTEALER CULTS CHARACTERS. This Stratagem can only be used once per battle.

The Purestrain Genestealers keyword is used in following Genestealer Cults datasheets:

1CP

THE FIRST CURSE

Genestealer Cults Stratagem

The original brood of Genestealers to infect the host planet can grow ever stronger on the psychic fodder of its cultists.

Use this Stratagem before the battle. Select a PURESTRAIN GENESTEALER unit from your army and roll a D6 to see which effect applies to this unit for the duration of the battle: on a 1-2, each wound roll of 6+ for an attack made in the Fight phase by models in this unit inflicts 1 additional damage; on a 3-4, add 1 to Advance and charge rolls made for the unit: and on a 5-6, the unit loses its Swift and Deadly ability but the Save characteristic of models in the unit is changed to 4+. You can only use this Stratagem once per battle.

The Clamavus keyword is used in following Genestealer Cults datasheets:

Elites
1CP

COMMANDING AMPLIFICATION

Genestealer Cults Stratagem

The Clamavus throws every ounce of their strength into the most rousing speech of their lives.

Use this Stratagem before the battle. Select one CLAMAVUS model from your army. The range of that model’s Proclamator Hailer ability is increased by 3". The same model cannot be selected by this Stratagem more than once per battle.

The <Cult> and Magus keywords are used in following Genestealer Cults datasheets:

The <Cult> and Psyker keywords are used in following Genestealer Cults datasheets:

1CP

THE CULT’S PSYCHE

Genestealer Cults Stratagem

Maguses descended from the same line often have enormously strong psychic bonds.

Use this Stratagem before the battle. Select one <CULT> MAGUS unit from your army. That unit can attempt to manifest one additional psychic power in your Psychic phase. When a Psychic test is taken for that unit, add 1 to the total for each other friendly <CULT> PSYKER unit within 3" (to a maximum of +3). You can only use this Stratagem once per battle.

The <Cult> and Aberrant keywords are used in following Genestealer Cults datasheets:

Elites
1CP

THE GNARLED FIST

Genestealer Cults Stratagem

Some Abominants are blessed by the Star Children more than others, and these the Aberrants follow adoringly.

Use this Stratagem before the battle. Select one ABOMINANT unit from your army. That unit’s The Chosen One ability affects friendly <CULT> ABERRANT units within 9" of that unit, instead of within 6". You can only use this Stratagem once per battle.

The <Cult> and Primus keywords are used in following Genestealer Cults datasheets:

1CP

THE HEART OF THE CREED

Genestealer Cults Stratagem

Some Primuses are devious planners even beyond what is normal for their ilk.

Use this Stratagem before the battle. Select one <CULT> PRIMUS model from your army. When that model is set up on the battlefield for the first time, you can select one additional enemy unit for that model’s Meticulous Planner ability. You can only use this Stratagem once per battle.
1CP

ANOINTED THRONG

Specialist Detachment Stratagem

To those of the Genestealer Cults, the Abominant is seen as a holy figure, blessed by their grandsire to lead them out of the subterranean darkness to conquer the stars.

Use this Stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be an Anointed Throng Specialist Detachment. ABOMINANTS and ABERRANTS in that Detachment gain the ANOINTED THRONG keyword.
1CP

DELIVERANCE BROODSURGE

Specialist Detachment Stratagem

Pouring from Goliath transports comes a living tide of warriors. Surging forward with frothing fervour, the broodsurge is nigh impossible to stop.

Use this Stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be a Deliverance Broodsurge Specialist Detachment. ACOLYTE ICONWARDS, NEOPHYTE HYBRIDS, ACOLYTE HYBRIDS and GOLIATH TRUCKS in that Detachment gain the DELIVERANCE BROODSURGE keyword.
1CP

SCANNER DECOYS

Genestealer Cults Stratagem

The Patriarch’s faithful make sure to disguise both their true numbers and their whereabouts.

Use this Stratagem when you set up a unit from your army that has the Cult Ambush ability in ambush. Place four ambush markers for that unit instead of one. If you have used this Stratagem, then when you reveal ambush markers, once there are no units from your army remaining in ambush, remove all of your remaining ambush markers from the battlefield. You can only use this Stratagem once per battle.

The Genestealer Cults and Vehicle keywords are used in following Genestealer Cults datasheets:

Dedicated Transport
1CP

DEVOTED CREW

Genestealer Cults Stratagem

Though their bodies may be wounded and their vehicle malfunctioning, the crew of this war asset remain unbowed.

Use this Stratagem at the start of any turn. Select a GENESTEALER CULTS VEHICLE model from your army. Until the end of the turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.
2CP

MONSTROUS VIGOUR

Genestealer Cults Stratagem

The Aberrants of the cult’s dark underbelly take a grim satisfaction in their ability to shrug off horrific damage.

Use this Stratagem at the start of your turn. Select an ABERRANT unit from your army. Until the start of your next turn, add 1 to Bestial Vigour rolls made for that unit.
1CP

HYPER-METABOLISM

Genestealer Cults Stratagem

Even the most grievous wounds can be sealed over by those with the alien biology of the Tyranid under their skin.

Use this Stratagem at the start of your Movement phase. Select a GENESTEALER CULTS CHARACTER from your army. That model regains D3 lost wounds.
2CP

LYING IN WAIT

Genestealer Cults Stratagem

Revealing themselves from carefully prepared positions, the true believers appear as if from thin air.

Use this Stratagem when you set up a unit from your army as reinforcements that has the Cult Ambush ability and that was set up underground. When setting up that unit, it can be set up anywhere on the battlefield that is more than 3" from any enemy models, but that unit cannot make a charge move this turn.
1CP

METICULOUS UPRISING

Genestealer Cults Stratagem

A long-planned strategy comes to fruition as the cultists rise up.

Use this Stratagem before you reveal an ambush marker. Move up to 3 of your ambush markers up to 12" each. These markers cannot be moved within 9" of any enemy models or outside your deployment zone.

The Sanctus keyword is used in following Genestealer Cults datasheets:

Elites
1CP

SLIPPING THROUGH THE SHADOWS

Genestealer Cults Stratagem

Finding impossible pathways through the battlefield, the Sanctus makes straight for its doomed quarry.

Use this Stratagem in your Movement phase, when a SANCTUS unit is chosen to move. Until the end of that phase, when that unit Advances, add 6" to its Move characteristic until the end of that phase instead of making an Advance roll. In addition, until the end of the turn, that unit can be chosen to charge with even if they Advanced this turn.
1CP

RECKLESS MANOEUVRE

Genestealer Cults Stratagem

At the last moment, this fanatical driver slews their vehicle around, hurling the passengers into the fray.

Use this Stratagem at the end of your Movement phase. Pick a DELIVERANCE BROODSURGE GOLIATH TRUCK unit from your army. DELIVERANCE BROODSURGE units embarked within that GOLIATH TRUCK can immediately disembark if they did not embark within it this turn. If any units do so, roll a D6 for each model disembarking. For each 1, a model that disembarked (your choice) is slain. Models that disembark in this manner must be set up more than 9" from any enemy models and cannot move that phase.
2CP

TELEPATHIC SUMMONS

Genestealer Cults Stratagem

The cult’s kin are drawn from the hidden places of the world with a summons heard in the soul as much as by the ears.

Use this Stratagem at the start of your Psychic phase. Select a <CULT> PSYKER model from your army. That model cannot attempt to manifest any psychic powers this phase. Instead, roll 3D6; you can add one new <CULT> INFANTRY or BIKER unit to your army if it has the Cult Ambush ability and its Power Rating is equal to or less than this roll (otherwise, no new unit is added). That unit is immediately set up on the battlefield anywhere that is more than 9" from any enemy models.
2CP

DETONATE CONCEALED EXPLOSIVES

Genestealer Cults Stratagem

A cache of explosives, stolen from an industrial site and set up long in advance of the day of insurrection, is remotely detonated by a cult agent just as the enemy grows near.

Use this Stratagem at the start of your Shooting phase if any GENESTEALER CULTS models from your army are on the battlefield. Select an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a CHARACTER and add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds; on a 7+ it suffers D6 mortal wounds instead.

The Jackal Alphus keyword is used in following Genestealer Cults datasheets:

2CP

INTEGRATED VOX-NET

Genestealer Cults Stratagem

When equipped with an integrated vox-net, the Jackal Alphus can mark targets for their gene-sect with ease.

Use this Stratagem at the start of your Shooting phase. Select one JACKAL ALPHUS model from your army. Until the end of that phase, replace that model’s Priority Target Sighted ability with the following:

Vox Contact: At the start of your Shooting phase, select one enemy unit within 36" and visible to this model. Until the end of that phase, when resolving an attack made by a friendly <CULT> model against that unit whilst that model is within 18" of this model, add 1 to the hit roll. An enemy unit can only be selected as the target of this ability or the Priority Target Sighted ability once per phase.’
1CP

PREPARED AMBUSH

Genestealer Cults Stratagem

Neophyte Hybrids often wait in ambush for many hours, fully prepared for the perfect moment to strike.

Use this Stratagem at the start of your Shooting phase. Select one NEOPHYTE HYBRIDS unit from your army that was set up on the battlefield using the Cult Ambush ability in this battle round. Until the end of that phase, autoguns models in that unit are equipped with have a Type characteristic of Assault 2.

The Atalan Jackals keyword is used in following Genestealer Cults datasheets:

Fast Attack
1CP

CLOSE-RANGE SHOOT-OUT

Genestealer Cults Stratagem

Atalan Jackals are experts in hit-and-run attacks and close-range firefights. Combined, these skills are deadly.

Use this Stratagem in your Shooting phase, when an ATALAN JACKALS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a Pistol or Assault weapon by a model in that unit against an enemy unit within 12", you can re-roll the wound roll.
1CP

OVERCHARGED WEAPONRY

Genestealer Cults Stratagem

Some cultists take immense pleasure in supercharging their heavy weaponry to butcher their oppressors.

Use this Stratagem in your Shooting phase, when a <CULT> unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a clearance incinerator, heavy mining laser or heavy seismic cannon by a model in that unit, add 1 to the wound roll.

The Achilles Ridgerunners keyword is used in following Genestealer Cults datasheets:

1CP

RAKING FIRE

Genestealer Cults Stratagem

At great speed, Achilles Ridgerunners roar into optimal firing positions to inflict catastrophic damage.

Use this Stratagem in your Shooting phase. Select one ACHILLES RIDGERUNNERS unit from your army. Until the end of the turn, when resolving an attack made with a heavy stubber by a model in that unit, add 1 to the hit and wound rolls.
1CP

EXTRA EXPLOSIVES

Genestealer Cults Stratagem

A batch of explosives, carefully acquired to avoid scrutiny from the authorities, is expended in one massive blast.

Use this Stratagem before a GENESTEALER CULTS unit from your army is selected to shoot or fire Overwatch. Up to 10 models from that unit that are armed with Grenades can throw a Grenade this phase, instead of only one model being able to do so (no more than five of these models can throw demolition charges).

The The Rusted Claw and Biker keywords are used in following Genestealer Cults datasheets:

Fast Attack
1CP

DRIVE-BY DEMOLITIONS

The Rusted Claw Stratagem

The riders of the Rusted Claw attack with reckless verve, making close-range explosive attacks on the foe before speeding off in a cloud of flame and swirling dust.

Use this Stratagem before a RUSTED CLAW BIKER unit from your army shoots in your Shooting phase. Until the end of the phase, add 1 to hit and wound rolls made for attacks with that unit’s Grenade weapons. After this unit has resolved all of its shooting attacks this phase, it can immediately make a move as if it were your Movement phase, but cannot charge this turn.
2CP

LURK IN THE SHADOWS

Genestealer Cults Stratagem

In dark nooks and crevices the true believers of the cult whisper and skulk, all but invisible to those who approach.

Use this Stratagem at the start of your opponent’s Shooting phase. Select a GENESTEALER CULTS INFANTRY unit from your army that is entirely on or within any terrain feature. Until the end of the phase, enemy models can only shoot that unit if it is the closest enemy unit that is visible to them.

The Goliath Rockgrinder keyword is used in following Genestealer Cults datasheets:

Heavy Support
1CP

EVASIVE DRIVING

Genestealer Cults Stratagem

Many Genestealer Cultists have spent years driving Goliaths. In battle they put this experience to great use.

Use this Stratagem in your opponent’s Shooting phase, when a GOLIATH ROCKGRINDER or GOLIATH TRUCK unit from your army is chosen as the target of an attack made with a ranged weapon. Until the end of that phase, weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving an attack against that unit.
1CP

GENETIC LINEAGE

Genestealer Cults Stratagem

So strong is the Genestealer influence on the psyches of Acolyte Hybrids that occasionally their bestial nature takes over. The consequences are always bloody.

Use this Stratagem in the Charge phase. Select one ACOLYTE HYBRIDS unit from your army. Until the end of that phase, that unit can be chosen to charge with even if it Advanced this turn.
1CP

ANNIHILATING ADVANCE

Genestealer Cults Stratagem

Standing in the path of an advancing Goliath Rockgrinder is an act of suicide.

Use this Stratagem in your Charge phase, when a GOLIATH ROCKGRINDER unit from your army finishes a charge move. Select one enemy INFANTRY unit within 1" of that unit, and roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.
2CP

DEVOTION TILL DEATH

Genestealer Cults Stratagem

These Aberrants sell their lives dearly to their foes, striking at them even after being mortally wounded themselves.

Use this Stratagem at the start of the Fight phase. Pick an ANOINTED THRONG ABERRANT unit from your army. Until the end of that phase, when a model from that unit is slain, that model is not removed from the battlefield as normal, but can instead immediately pile in and fight, even if it has already been chosen to fight that phase. After its attacks have been resolved, it is then removed from the battlefield.
1CP

FIGHT FOR THE ANOINTED ONE!

Genestealer Cults Stratagem

In battle, the ferocious war cry of their leader inspires the throng to heightened levels of fanaticism as they unleash zealous brutality upon their foe.

Use this Stratagem at the start of your Fight phase. Pick an ANOINTED THRONG ABERRANT unit within 6" of an ANOINTED THRONG ABOMINANT. Re-roll wound rolls of 1 for attacks made by that unit until the end of that phase.
1CP

THE FIRST TO DRAW BLOOD

Genestealer Cults Stratagem

With impetuous fervour and passion, these warriors of the cult charge headlong into the enemy, seeking blood and glory.

Use this Stratagem at the start of your Fight phase. Pick a DELIVERANCE BROODSURGE unit from your army that made a charge move this turn. Add 1 to wound rolls for attacks made by that unit until the end of that phase.

The Hybrid Metamorphs keyword is used in following Genestealer Cults datasheets:

1CP

VIOLENCE UNLEASHED

Genestealer Cults Stratagem

Hybrid Metamorphs resort to an uncontrolled, bestial savagery to slay their foe at close quarters.

Use this Stratagem in the Fight phase, when a HYBRID METAMORPHS unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Attacks characteristic of models in that unit.
1CP

OVERTHROW THE OPPRESSORS

The Bladed Cog Stratagem

The deep-seated enmity concealed by the Bladed Cog’s outwardly stoic demeanour can boil up in a heartbeat, sending its warriors into an indignant frenzy.

Use this Stratagem before a BLADED COG unit (excluding GENESTEALER units) from your army is selected to fight in the Fight phase. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack by a model in that unit, that model can immediately make an additional hit roll against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks. These extra attacks are instead generated on unmodified hit rolls of 5 or 6 when targeting IMPERIUM units, or on unmodified rolls of 4, 5 or 6 when targeting ADEPTUS MECHANICUS units.

The The Twisted Helix and Aberrant keywords are used in following Genestealer Cults datasheets:

Elites
3CP

MONSTROUS BIO-HORRORS

The Twisted Helix Stratagem

The swollen, bulging frames of the Twisted Helix’s Aberrants contain distended adrenal sacs that can drive them into a frenzy of bloodletting. It is shocking indeed to witness.

Use this Stratagem at the end of the Fight phase. Select a TWISTED HELIX ABERRANT unit from your army. That unit can immediately fight again. In addition, until the end of the turn, subtract 1 from the Leadership characteristic of enemy units while they are within 6" of that unit.
1CP

RIGGED TO BLOW

Genestealer Cults Stratagem

Genestealer Cults are willing to sacrifice any asset for the cause.

Use this Stratagem when a GENESTEALER CULTS VEHICLE model from your army that is equipped with a cache of demolition charges is destroyed. Do not roll a D6; that model automatically explodes.

The The Pauper Princes and Character keywords are used in following Genestealer Cults datasheets:

1CP

VENGEANCE FOR THE MARTYRED

The Pauper Princes Stratagem

The faithful flock of the Pauper Princes go to great lengths to protect their elders and betters – should one of their heroes fall, they will swarm like angered hornets to take their revenge.

Use this Stratagem when an enemy unit destroys a PAUPER PRINCES CHARACTER model from your army. For the remainder of the battle, add 1 to hit rolls for attacks made by friendly PAUPER PRINCES models when they target the enemy unit that destroyed that character.
2CP

CHILLING EFFICIENCY

The Hivecult Stratagem

Well trained by the Astra Militarum and the hivelords of their home worlds, the soldiery of the Hivecult know well how to bring down the largest threats.

Use this Stratagem after a HIVECULT unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other friendly HIVECULT units that target the same enemy unit this phase.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

The Genestealer Cults and Biker keywords are used in following Genestealer Cults datasheets:

Fast Attack
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

The Locus keyword is used in following Genestealer Cults datasheets:

Elites

The The Rusted Claw and Magus keywords are used in following Genestealer Cults datasheets:

Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.

The The Pauper Princes and Biker keywords are used in following Genestealer Cults datasheets:

Fast Attack

Atalan incinerator used in following datasheets:

Fast Attack
INFANTRY/other model

Autogun used in following datasheets:

Fast Attack

Battle cannon used in following datasheets:

Heavy Support
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Blasting charge used in following datasheets:

Fast Attack

Bolt pistol used in following datasheets:

Fast Attack

Cache of demolition charges used in following datasheets:

Dedicated Transport
Heavy Support

Clearance incinerator used in following datasheets:

Heavy Support

Demolition charge used in following datasheets:

Fast Attack

Eradicator nova cannon used in following datasheets:

Heavy Support

Exterminator autocannon used in following datasheets:

Heavy Support

Flamer used in following datasheets:

Frag grenade used in following datasheets:

Grenade launcher used in following datasheets:

Fast Attack

Hand flamer used in following datasheets:

Heavy bolter used in following datasheets:

Dedicated Transport

Heavy flamer used in following datasheets:

Dedicated Transport
Heavy Support

Heavy mining laser used in following datasheets:

Heavy Support

Heavy mortar used in following datasheets:

Heavy seismic cannon used in following datasheets:

Heavy Support

Heavy stubber used in following datasheets:

Dedicated Transport

Hunter-killer missile used in following datasheets:

Dedicated Transport
Heavy Support

Jackal sniper rifle used in following datasheets:

Lasgun used in following datasheets:

Lasgun array used in following datasheets:

Dedicated Transport

Laspistol used in following datasheets:

Liberator autostub used in following datasheets:

Mining laser used in following datasheets:

Fast Attack

Mortar used in following datasheets:

Multi-laser used in following datasheets:

Dedicated Transport

Multi-melta used in following datasheets:

Heavy Support

Needle pistol used in following datasheets:

Plasma cannon used in following datasheets:

Heavy Support

Seismic cannon used in following datasheets:

Shotgun used in following datasheets:

Fast Attack

Silencer sniper rifle used in following datasheets:

Elites

Storm bolter used in following datasheets:

Dedicated Transport
Heavy Support

Twin autocannon used in following datasheets:

Dedicated Transport

Vanquisher battle cannon used in following datasheets:

Heavy Support

Webber used in following datasheets:

Bonesword used in following datasheets:

Chainsword used in following datasheets:

Cultist knife used in following datasheets:

Fast Attack

Drilldozer blade used in following datasheets:

Heavy Support

Familiar claws used in following datasheets:

Elites

Force stave used in following datasheets:

Heavy improvised weapon used in following datasheets:

Elites

Heavy power hammer used in following datasheets:

Elites

Heavy rock cutter used in following datasheets:

Heavy rock drill used in following datasheets:

Heavy rock saw used in following datasheets:

Hypermorph tail used in following datasheets:

Improvised weapon used in following datasheets:

Fast Attack

Injector goad used in following datasheets:

Elites

Lash whip and bonesword used in following datasheets:

Locus blades used in following datasheets:

Elites

Metamorph claw used in following datasheets:

Metamorph talon used in following datasheets:

Metamorph whip used in following datasheets:

Monstrous rending claws used in following datasheets:

Power axe used in following datasheets:

Fast Attack

Power hammer used in following datasheets:

Fast Attack

Power maul used in following datasheets:

Power pick used in following datasheets:

Elites
Fast Attack

Power sledgehammer used in following datasheets:

Purestrain talons used in following datasheets:

Sanctus bio-dagger used in following datasheets:

Elites

Sentinel chainsaw used in following datasheets:

Toxin injector claw used in following datasheets:

Augur array used in following datasheets:

Dedicated Transport
Heavy Support

Cult Icon used in following datasheets:

Cult vox caster used in following datasheets:

Dozer blade used in following datasheets:

Dedicated Transport
Heavy Support

Flare launcher used in following datasheets:

Spotter used in following datasheets:

Survey augur used in following datasheets:

Track guards used in following datasheets:

Dedicated Transport
Heavy Support
© Vyacheslav Maltsev 2013-2020