Genestealer Cults
 ]

Books

BookKindEditionVersionLast update
  Genestealer Cults
  Genestealer CultsCodex101.2October 2024
  Astra Militarum
  Astra MilitarumIndex10October 2024
  Imperial Armour: Astra Militarum
  Imperial Armour: Astra MilitarumDatasheet10October 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.13October 2024
  Legends Field Manual
  Legends Field ManualExpansion101.9October 2024
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024
  Legends: Genestealer Cults
  Legends: Genestealer CultsDatasheet10September 2024
  Legends: Astra Militarum
  Legends: Astra MilitarumDatasheet10September 2024
  Imperial Armour: Astra Militarum Part 2
  Imperial Armour: Astra Militarum Part 2Datasheet10September 2024
  Balance Dataslate
  Balance DataslateRulebook10June 2024September 2024

FAQ

Codex: Genestealer Cults

Q:If I include Kasrkin units in my army using the rules for Brood Brothers, can I use their Warrior Elite ability to select an Order for them in my Command phase?
A:
Yes.
Q:When I set up a unit using the Cult Ambush army rule without using a Cult Ambush marker, can I target that unit with the Tunnel Crawlers Stratagem?
A:
Yes.
Q:If one of my CHARACTER models is destroyed, do I need to have another GENESTEALER CULTS CHARACTER model on the battlefield or in Reserves to use the Vengeance for the Martyr! Stratagem?
A:
Yes.
Q:Can I use the PRIMUS’ Decoys and Misdirection ability if the Primus is embarked within a TRANSPORT?
A:
No.
Q:Do I have to remove ‘unused’ Cult Ambush markers from the battlefield at the end of my opponent’s next Movement phase?
A:
No.
Q:If I have no units in Cult Ambush, do I have to remove any remaining Cult Ambush markers from the battlefield?
A:
No.
Q:If an enemy unit is set up within 9" of one or more Cult Ambush markers, are those markers removed from the battlefield?
A:
No.

Introduction

On this page you will find several GENESTEALER CULTS Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Genestealer Cults - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include additional units your army can include.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Cult Ambush

Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. When they finally emerge to fight, it is after long years of meticulous planning, and with an intimate knowledge of the battlefield that grants them a tactical advantage. Even as battle rages, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.

If your Army Faction is GENESTEALER CULTS, each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is the first or second battle round. On a 5+, add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. Then place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). You can set up that unit on the battlefield using a Cult Ambush marker as described below or, if it has the Deep Strike ability, in the Reinforcements step of one of your Movement phases you can set up that unit anywhere on the battlefield that is more than 9" horizontally away from all enemy units.

If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponents next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).

CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

* A circular 32mm diameter marker should be used for Cult Ambush Markers.

Designer’s Note: Each time a unit with this ability is destroyed, it triggers all rules that apply when a unit is destroyed. For example, if a rule awards a player 1 VP each time an enemy unit is destroyed, and a unit with this ability is destroyed, returned using this ability then subsequently destroyed again, it would award the opponent 2VP.

Host of Ascension

Detachment Rule


A Perfect Ambush

The insidious broodkin of the cult lurk hidden within the shadows, tirelessly tracking their enemies as predatory beasts stalk their prey. Only when their position is perfect do they strike. Worming into the fight from hidden tunnels, ducts and sewers, they rise to engulf their victims in a hail of unexpected firepower and a flurry of stabbing blades and raking talons.

Each time a GENESTEALER CULTS unit from your army is set up on the battlefield as Reinforcements, until the end of your next Fight phase, weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.

Enhancements

  • Prowling Agitant 15 pts

No matter how often the oppressors seek to trap or silence this leader, they always find themselves left empty-handed and foolish, their elusive quarry long gone.

GENESTEALER CULTS model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer’s unit, if the bearer’s unit is not within Engagement Range of any enemy units, it can make a Normal move of up to D6".

  • A Chink in Their Armour 20 pts

Every oppressor has a weak spot. This savant of tactical analysis pinpoints fractured armour plates, exposed cabling or unshielded flesh with a glance and directs the cults fire to shatter the enemy’s greatest assets.

GENESTEALER CULTS model only. Each time the bearer is set up on the battlefield as Reinforcements, until the end of your next Fight phase, ranged weapons equipped by models in the bearer’s unit have the [LETHAL HITS] ability.

  • Our Time Is Nigh 20 pts

Infused with transcendent zeal, this insurrectionist and their chosen cultists are assured by telepathic whispers that they are the Star Childrens avatars and that now is the moment to strike.

GENESTEALER CULTS model only. Once per battle, when the bearer’s unit declares a charge, the bearer can use this Enhancement. If it does, until the end of the phase, add 2 to Charge rolls made for the bearer’s unit.

  • Assassination Edict 15 pts

With an impulse of the Broodmind pulsing in their brain, this holy avenger stalks the battlefield, seeking to slay generals, preachers and all those the foe looks to for salvation and inspiration.

GENESTEALER CULTS model only. Each time a model in the bearer’s unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll


Stratagems

COORDINATED TRAP
2CP
Host of Ascension – Battle Tactic Stratagem
A tenet of guerrilla warfare is the concentration of even inferior firepower to inflict maximum harm.
WHEN: The start of your Shooting phase or the start of the Fight phase.

TARGET: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
PRIMED AND READIED
1CP
Host of Ascension – Battle Tactic Stratagem
The broodkin have been trained and equipped for this moment, with weapons readied for Ascension.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
TUNNEL CRAWLERS
1CP
Host of Ascension – Strategic Ploy Stratagem
The cult can expertly assail seemingly impregnable enemy positions.
WHEN: Your Movement phase.

TARGET: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, or more than 3" horizontally away if your unit has the BATTLELINE keyword.

RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
LYING IN WAIT
1CP
Host of Ascension – Strategic Ploy Stratagem
The brood lurks invisibly as the enemy approaches. Not until the last second do they burst from cover to strike.
WHEN: Your opponent’s Movement phase.

TARGET: One GENESTEALER CULTS BATTLELINE unit from your army in Cult Ambush.

EFFECT: Until the end of the phase, when setting your unit up using a Cult Ambush marker, set your unit up anywhere on the battlefield wholly within 6" of that Cult Ambush marker and not within Engagement Range of one or more enemy units.
RETURN TO THE SHADOWS
1CP
Host of Ascension – Strategic Ploy Stratagem
With their task of drawing the oppressors' fire complete, the surviving cultists melt away, ready to strike again.
WHEN: Your opponent's Shooting phase, just after an enemy unit has shot.

TARGET: One GENESTEALER CULTS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
A DEADLY SNARE
1CP
Host of Ascension – Strategic Ploy Stratagem
An enemy's fervour to strike down the faithful of the cult can be turned against them, luring the foe into a region laced with hidden traps and primed explosives.
WHEN: Your opponent’s Charge phase, just after an enemy unit declares a charge.

TARGET: One GENESTEALER CULTS INFANTRY unit from your army that was selected as a target of that charge.

EFFECT: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.

Xenocreed Congregation

Detachment Rule

Unquestioning Fanaticism

Downtrodden by the oppressors for so long, a cult’s lowly broodkin are fanatically devoted to their leaders, for those hallowed individuals serve the Patriarchs will more directly. The masses draw upon energy reserves in their desire to heed their masters’ wishes, surging selflessly into the fray, ready to hurl themselves in harm’s way for the Patriarch’s chosen.

For each ACOLYTE HYBRIDS, HYBRID METAMORPHS and NEOPHYTE HYBRIDS unit from your army, while one or more CHARACTER models are leading that unit, you can re-roll Advance and Charge rolls made for it. If that CHARACTER model is a MAGUS, PRIMUS or ACOLYTE ICONWARD, that model has the Feel No Pain 3+ ability while leading that unit.

Enhancements

  • Gene-sire’s Reliquant 5 pts

This war leader carries a gift from their Patriarch: a talismanic shard of a chitinous claw, a vial of the liquid that seeps into the genesis pools or a psionic growth within the chosen one’s brain. Its form matters less than its effect, for it radiates an inspirational wave of the Broodmind that focuses the minds of the faithful on their duties to the cult above all else.

MAGUS, PRIMUS or ACOLYTE ICONWARD model only. You can re-roll Battle-shock tests taken for the bearer’s unit.

  • Denunciator of Tyrants 25 pts

With vitriol and passion do the cult’s leaders castigate the foe’s champions, casting them as the most hated architects of oppression and inciting their comrades to murderous intent.

MAGUS, PRIMUS or ACOLYTE ICONWARD model only. Each time a model in the bearer’s unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll and add 1 to the Wound roll.

  • Deeds That Speak to the Masses 25 pts

This agent of the Star Children is a living legend known amongst the entire cult. Their reputation as a spiritual orator, undefeated liberator or sanctified warden is mythic, and their very presence draws the faithful to their side for a chance to fight alongside them.

MAGUS, PRIMUS or ACOLYTE ICONWARD model only. Once per turn, when rolling for a BATTLELINE unit for the Cult Ambush army rule, if the bearer is on the battlefield, you can re-roll the result.

  • Incendiary Inspiration 15 pts

This insurgent is a font of aggressive encouragement. As some supernatural vitality their broodkin feel in their souls, the leader’s words and deeds rouse them with fresh energy and stir them to charge forth in blind fury.

MAGUS, PRIMUS or ACOLYTE ICONWARD model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced.


Stratagems

VENGEANCE FOR THE MARTYR!
1CP
Xenocreed Congregation – Epic Deed Stratagem
Should one of the Patriarch's inner coven fall, those that remain are swift to call for lethal retribution.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a GENESTEALER CULTS CHARACTER model from your army.

TARGET: One other GENESTEALER CULTS CHARACTER model from your army.

EFFECT: Until the end of the battle, each time a friendly ACOLYTE HYBRIDS, Hybrid Metamorphs or Neophyte Hybrids model makes an attack that targets that enemy unit, re-roll a Hit roll of 1. If the destroyed model was a MAGUS, PRIMUS or ACOLYTE ICONWARD, you can re-roll the Hit roll instead.
FRENZIED DEVOTION
1CP
Xenocreed Congregation – Battle Tactic Stratagem
The faithful will gladly hurl themselves into harm's way.frenziedly dragging the foe down.
WHEN: Fight phase.

TARGET: One ACOLYTE HYBRIDS, HYBRID METAMORPHS or NEOPHYTE HYBRIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, improve the Attacks and Weapon Skill characteristics of melee weapons equipped by models (excluding CHARACTERS) in your unit by 1 and those weapons have the [HAZARDOUS] ability.
TIRELESS FERVOUR
1CP
Xenocreed Congregation – Strategic Ploy Stratagem
When the cult's leaders demand devotion, danger and exhaustion are forgotten in the rush to serve.
WHEN: Your Charge phase.

TARGET: One ACOLYTE HYBRIDS, HYBRID METAMORPHS or NEOPHYTE HYBRIDS unit from your army that has not declared a charge this phase.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. When doing so, if it targets an enemy unit within Engagement Range of one or more friendly CHARACTER units, you can re-roll the Charge roll.
TRANSCENDENT CELERITY
1CP
Xenocreed Congregation – Strategic Ploy Stratagem
Owing to their hypersensory reactions, the cult’s rate of fire increases.
WHEN: Your Shooting phase.

TARGET: One ACOLYTE HYBRIDS, HYBRID METAMORPHS or NEOPHYTE HYBRIDS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability.
THE DOWNTRODDEN RISE
2CP
Xenocreed Congregation – Strategic Ploy Stratagem
Such is the creed's inspirational call to arms that as the foe foil one incursion, another rises for the cause.
WHEN: End of the Reinforcements step of your opponent’s Movement phase, if you have no Cult Ambush markers on the battlefield.

TARGET: One ACOLYTE HYBRIDS, HYBRID METAMORPHS or NEOPHYTE HYBRIDS unit from your army in Cult Ambush.

EFFECT: This phase, you can set up your unit on the battlefield without using a Cult Ambush marker. When doing so, set up your unit anywhere on the battlefield that is more than 9" horizontally away from all enemy units, not within your opponent’s deployment zone, and wholly within 9" of one or more battlefield edges.
THE PATH OF ANGUISH
1CP
Xenocreed Congregation – Strategic Ploy Stratagem
Bloody persecution by the oppressors is grist for the mill of the cult's violent and zealous creed.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One ACOLYTE HYBRIDS or NEOPHYTE HYBRIDS unit from your army that had one or more of its models destroyed as a result of the attacking unit's attacks.

EFFECT: Your unit can make a move of up to D6", but it unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT), When doing so, models in your unit can be moved within Engagement Range of that enemy unit.

Biosanctic Broodsurge

Detachment Rule

Hypermorphic Fury

Little can assuage a Genestealer Cults least Human instincts, behaviours made even more ferocious under provocation. Stimulated by psionic pulses of the Broodmind or fuelled by alchemical concoctions delivered from alien grafts, impulses drive the blessed to acts of increased savagery.

Add 1 to Charge rolls made for ABERRANTS, BIOPHAGUS and PURESTRAIN GENESTEALERS units from your army. In addition, each time such a unit is selected to fight, if it made a Charge move this turn, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.

Enhancements

  • Predatory Instincts 20 pts

With alien senses and instincts augmented with hyper-adaptive gene-strands, this chosen of the cult leads the way deep into enemy lines, like a toxic barb working its way to the heart.

ABOMINANT, BIOPHAGUS or PATRIARCH model only. Models in the bearer’s unit have the Infiltrators ability and, once per battle round, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

  • Biomorph Adaptation 25 pts

The power of the Star Children flows through this creatures veins, their physiology showing unnatural gifts and lethal enhancements.

ABOMINANT or PATRIARCH model only. Improve the Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.

  • Mutagenic Regeneration 10 pts

Though the truth may lie with cocktails of alchemical enzymes or xenos hormones triggering ferocious metabolic renewal, the cult’s masses see this nigh-immortal leader as a vessel of divine favour.

ABOMINANT, BIOPHAGUS or PATRIARCH model only. In each Command phase, one model in the bearer’s unit regains 1 lost wound.

  • Alien Majesty 15 pts

An aura of palpable grandeur surrounds this individual, their mere presence a powerful stimulant to the nerve of their followers and a cowing nimbus to subjugate tyrannical foes.

ABOMINANT, BIOPHAGUS or PATRIARCH model only. While an enemy unit is within Engagement Range of the bearer’s unit, subtract 1 from the Objective Control characteristic of models in that enemy unit (to a minimum of 1).


Stratagems

EVASIVE VANGUARD
1CP
Biosanctic Broodsurge – Strategic Ploy Stratagem
Adaptive and intelligent, the purest of a cult's broods can evade their foes to find new avenues of ingress.
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.

TARGET: One PURESTRAIN GENESTEALERS unit from your army in Cult Ambush.

EFFECT: Select one of those Cult Ambush markers. You can move that Cult Ambush marker up to 6". If that marker is still within 9" of one or more enemy units, it is removed from the battlefield; otherwise, until the end of the battle, you can only select PURESTRAIN GENESTEALERS units from your army to be set up using that Cult Ambush marker.
SAINTLY PAROXYSM
1CP
Biosanctic Broodsurge – Epic Deed Stratagem
There are few more holy virtues in the cult’s eyes than to use one’s final act to lay low the oppressor.
WHEN: Fight phase, just after an enemy unit destroys a GENESTEALER CULTS CHARACTER model from your army.

TARGET: That destroyed CHARACTER model. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds. If that Character model is an ABOMINANT or PATRIARCH, that enemy unit suffers 2D3 mortal wounds instead.
GENE-TWISTED MUSCLE
1CP
Biosanctic Broodsurge – Battle Tactic Stratagem
The raw strength of those infused with the Patriarch’s distilled power is undeniable when directed against the foe’s hulking tools of tyranny.
WHEN: Fight phase.

TARGET: One ABERRANTS, BIOPHAGUS or PURESTRAIN GENESTEALERS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll.
HYPER-METABOLIC VIGOUR
1CP
Biosanctic Broodsurge – Battle Tactic Stratagem
Evidence of the bio-horror taint in their veins, the most blessed of a cult exhibit an inhuman swiftness.
WHEN: Fight phase.

TARGET: One ABERRANTS, BIOPHAGUS or PURESTRAIN GENESTEALERS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
STIMULATED BIO-SURGE
1CP
Biosanctic Broodsurge – Battle Tactic Stratagem
Triggered by xenos bio-stimms flooding their bodies, when the cult’s predators spring their trap, the jaws close inescapably.
WHEN: Your Charge phase.

TARGET: One ABERRANTS, BIOPHAGUS or PURESTRAIN GENESTEALERS unit from your army that has not declared a charge this phase.

EFFECT: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3.
BIO-HORROR REVELATION
1CP
Biosanctic Broodsurge – Strategic Ploy Stratagem
Face to face with hideous genetic monstrosities, their full horror can shake even the most stoic soul.
WHEN: Start of your opponent's Shooting phase.

TARGET: One ABERRANTS, BIOPHAGUS or PURESTRAIN GENESTEALERS unit from your army.

EFFECT: Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll.

Outlander Claw

Detachment Rule

Rapid Takeover

Whether forming loose clans of wandering nomads or militarised rapid-reaction corps, the cultists of Outlander Claws use their experience to launch assaults on prominent targets. Swiftly exploiting or rigging them with proximity charges, they can deny resources to the enemy without yoking themselves to a static defence.

Double the Objective Control characteristic of GENESTEALER CULTS MOUNTED and GENESTEALER CULTS VEHICLE models from your army. In addition, at the end of your Command phase, if one or more ATALAN JACKALS units from your army are within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

Enhancements

  • Serpentine Tactics 10 pts

With a chilling focus enabling them to identify ideal firing positions at a glance, this frontier assassin leads their brood in a coiling evasion from their enemies that suddenly changes into a lunging strike back.

GENESTEALER CULTS MOUNTED model only. The bearer’s unit is eligible to shoot in a turn in which it Fell Back.

  • Cartographic Data-leech 10 pts

This parasitic, cybernetic implant allows its host to tap into the survey augurs and proximity detectors of the cults industrial transports. They use this leeched data to guide their comrades’ fire from vision slits and hatches, even at high speed.

GENESTEALER CULTS model only. While the bearer is embarked within a TRANSPORT, each time that TRANSPORT is selected to shoot, until the end of the phase, improve the Ballistic Skill characteristic of ranged weapons equipped by that TRANSPORT as a result of the Firing Deck ability by 1.

  • Starfall Shells 10 pts

When they hit, these hand-crafted sniper bullets radiate with a supernatural aura redolent of the void’s numbing chill. Muscles seize, fingers cramp and thought slows as the sinister saturation takes effect.

GENESTEALER CULTS MOUNTED model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks made with a cult sniper rifle. Until the start of your next Shooting phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.

  • Assault Commando 15 pts

An expert in rapid attacks from speeding vehicles, this veteran has drilled their insurrectionist cell, readying them to leap into the fray with stolen weapons blazing.

GENESTEALER CULTS model only. Each time a model in the bearer’s unit makes a ranged attack, if it disembarked from a TRANSPORT this turn, you can re-roll the Hit roll.


Stratagems

ALONG SHADOWED TRAILS
1CP
Outlander Claw – Strategic Ploy Stratagem
With raw speed and subtle misdirection, Atalan Jackals outflank those who believe them trapped.
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.

TARGET: One ATALAN JACKALS unit from your army in Cult Ambush.

EFFECT: Select one of those Cult Ambush markers. You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9” horizontally away from all enemy units and wholly within 6" of one or more battlefield edges. Until the end of the battle, you can only select ATALAN JACKALS units from your army to set up using that Cult Ambush marker.
DEVOTED CREW
1CP
Outlander Claw – Battle Tactic Stratagem
With evasive manoeuvres and split-second repairs, Outlander Claws marshal their rugged vehicles through the worst the foe can throw at them.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One GOLIATH ROCKGRINDER or GOLIATH TRUCK unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Damage characteristic of that attack.
CLOSE-RANGE SHOOT-OUT
1CP
Outlander Claw – Battle Tactic Stratagem
A cult’s experienced outriders are experts in hit-and-run attacks and close-range firefights. These skills are deadly when combined.
WHEN: Your Shooting phase.

TARGET: One GENESTEALER CULTS MOUNTED or GENESTEALER CULTS VEHICLE unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting an enemy unit within 18".
RAPID FEINT
1CP
Outlander Claw – Strategic Ploy Stratagem
An Outlander Claw’s skilled riders and crews can use their enhanced hybrid reactions to rapidly alter speed and course, roaring after fleeing prey or luring enemy out of position and leaving them flat-footed.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ACHILLES RIDGERUNNERS or ATALAN JACKALS unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
DEFT MANOEUVRING
1CP
Outlander Claw – Battle Tactic Stratagem
Serpent-fast, jinking and swerving with incredible skill, the cult’s light vehicles appear to slide through the oppressors' gunfire.
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ACHILLES RIDGERUNNERS or ATALAN JACKALS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
ENCIRCLING THE PREY
1CP
Outlander Claw – Strategic Ploy Stratagem
Skirting the edge of battle, an Outlander Claw's raiders watch keenly forvulnerabilities, ready to throw themselves back into the fight to exploit any weaknesses in the enemy.
WHEN: End of your opponent's Fight phase.

TARGET: One GENESTEALER CULTS MOUNTED or GENESTEALER CULTS VEHICLE unit from your army that is not within Engagement Range of one or more enemy units and is wholly within 9" of one or more battlefield edges.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Brood Brother Auxilia

Detachment Rule

Integrated Tactics

Coordinating with their militant allies via stolen vox equipment or signalling with cult icons, the insidious broodkin engulfs the hated foe in overlapping fields of fire.

Each time an ASTRA MILITARUM unit from your army (see below) is selected to shoot, you can select one enemy unit within 18" of and visible to that unit. If you do, until the end of the phase, models in that ASTRA MILITARUM unit can only target that enemy unit (and only if it is an eligible target) and that enemy unit is caught in overlapping fire. While an enemy unit is caught in overlapping fire, each time a GENESTEALER CULTS model from your army targets that enemy unit with a ranged attack, add 1 to the Hit roll.

BROOD BROTHERS

You can include ASTRA MILITARUM units in your army, even though they do not have the GENESTEALER CULTS Faction keyword. The combined points cost of such units you can include in your army is:
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts
A GENESTEALER CULTS model must be your WARLORD, and ASTRA MILITARUM models from your army lose the Voice of Command ability if they have it. You cannot include units with any of the following keywords in your army using this rule: AIRCRAFT; COMMISSAR; EPIC HERO; MILITARUM TEMPESTUS; OGRYN; RATLING; TECH-PRIEST ENGINSEER; MINISTORUM PRIEST.

Enhancements

  • Martial Espionage 25 pts

With access to Imperial data-logs and servo-scry records, this cult leader feeds the stolen information to their professional allies, enabling them to immediately exploit weak points in the enemy.

GENESTEALER CULTS INFANTRY model only. Once per turn, when a friendly ASTRA MILITARUM INFANTRY or ASTRA MILITARUM MOUNTED unit within 9" of the bearer is selected to shoot, the bearer can use this Enhancement. If it does, until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1.

  • Adaptive Reprisal 15 pts

Whether through intensive cross-training with tainted officers or some symbiotic neuro-mimicry, this insurrectionist is adept in daring tactical manoeuvres.

GENESTEALER CULTS INFANTRY model only. Once per turn, you can target a friendly GENESTEALER CULTS unit within 9" of the bearer with the Heroic Intervention Stratagem for 0CP.

  • The Hero Returned 20 pts

Hidden for years within a xeno-tainted regiment, this feted commander has returned to lead their guerrillas, donning once more the garb of the insurgent. Respected with reverent awe, they instil a disciplined professionalism and focus in their cult comrades.

GENESTEALER CULTS INFANTRY model only. Improve the Leadership and Objective Control characteristics of models in the bearer’s unit by 1.

  • Firepoint Commander 10 pts

Taking a righteous vindication in turning the oppressor’s tactics against them, this war leader coordinates their broodkins last-second fire into effective volleys to drive back the foe.

GENESTEALER CULTS INFANTRY model only. Each time you target the bearer’s unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+.


Stratagems

IN THE SHADOW OF IRON
1CP
Brood Brother Auxilia – Strategic Ploy Stratagem
Hulking armoured war engines provide ideal cover to launch a well-timed ambush.
WHEN: Any phase, just after an enemy unit ends a move within 9” of one or more of your Cult Ambush markers.

TARGET: One ASTRA MILITARUM VEHICLE unit from your army.

EFFECT: Select one of those Cult Ambush markers. You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units and wholly within 6" of your unit.
REGIMENTAL REINFORCEMENTS
1CP
Brood Brother Auxilia – Strategic Ploy Stratagem
Xeno-tainted soldiers have long learned to lurk in the shadows, ready to attack when the cult calls.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an ASTRA MILITARUM INFANTRY REGIMENT unit from your army (excluding ARTILLERY and CHARACTER units) is destroyed.

TARGET: That INFANTRY unit. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Roll one D6: on a 3+, place one Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed) and add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.

RESTRICTIONS: You can only use this Stratagem once per battle.
SUPPRESS AND OVERWHELM
1CP
Brood Brother Auxilia – Strategic Ploy Stratagem
Disciplined salvoes of fire can drive the foe into cover, leaving them vulnerable to the rest of the cult.
WHEN: Your Shooting phase, just after an ASTRA MILITARUM unit from your army has shot.

TARGET: That ASTRA MILITARUM unit.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit cannot be targeted with the Fire Overwatch Stratagem and each time a GENESTEALER CULTS unit from your army selects that enemy unit as a target of a charge, you can re-roll the Charge roll.
ACCEPTABLE LOSSES
2CP
Brood Brother Auxilia – Strategic Ploy Stratagem
With martial pragmatism and the cult's victory at stake, Brood Brothers will willingly open fire on the foe even if it endangers infiltrating cells of allies.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM unit from your army.

EFFECT: Select one enemy unit within Engagement Range of one or more GENESTEALER CULTS units from your army. Until the end of the phase, your unit can make ranged attacks that target that enemy unit. If it does, after it has resolved those attacks, roll one D6 for each of those GENESTEALER CULTS units: on a 5+, the unit being rolled for suffers D3+1 mortal wounds.
SYMBIOTIC DESTRUCTION
1CP
Brood Brother Auxilia – Battle Tactic Stratagem
As the Broodmind coordinates their timing, martial and insurrectionist comrades target their chosen victims in volleys of mutually supportive firepower.
WHEN: Your Shooting phase.

TARGET: One ASTRA MILITARUM and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.

EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
A DARK NETWORK
1CP
Brood Brother Auxilia – Strategic Ploy Stratagem
Forewarned of the enemy's sudden onset by spies in their ranks or by the Brood Brothers' own strategos, the cult’s faithful evade potential catastrophe.
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.

TARGET: One ASTRA MILITARUM or GENESTEALER CULTS unit from your army (excluding MONSTERS and VEHICLES) within 12" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to GENESTEALER CULTS units.

This section contains the following additional rules:

AGENDAS
GENESTEALER CULTS armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

PATH OF ASCENSION
The rules presented in this section represent the efforts of a Crusade force, having prepared and fought in the shadows, now attempting to openly assume control of a planet. Here you will find ways to create a world, methods by which you can assume control of it and unique rewards for doing so.

REQUISITIONS
GENESTEALER CULTS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, GENESTEALER CULTS CHARACTER models can claim one of the Crusade Relics found here.

BATTLE SCARS
Themed to the unique nature of the GENESTEALER CULTS, these Battle Scars represent long-lasting effects units from your Crusade force may come to carry.

BATTLE TRAITS
As they gain experience and prowess, GENESTEALER CULTS units in your Crusade force can be given one of the Battle Trails in this section instead of one presented elsewhere.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Agendas

If your Crusade army includes any GENESTEALER CULTS units, you can select Agendas from those presented here.

GENESTEALER’S KISS

Those who cannot be snatched away and infected with the gene-curse of the cult must be slain without mercy.

Each time a PATRIARCH or PURESTRAIN GENESTEALERS unit from your Crusade army destroys an enemy unit, it gains 1XP.

If your Crusade force is on a Path of Ascension, at the end of the battle, if your units gained a total of 3 or more XP from this Agenda, add 1 to your next Setback roll.
SILENCE DETRACTOR

Those who have seen too much or possess the means to threaten the cult’s glorious Ascension must be swiftly dispatched to secure their silence.

At the start of the first battle round, select one CHARACTER unit from your opponents Crusade army. If a unit from your Crusade army destroyed that CHARACTER unit during the battle, that unit gains 2XP.

If your Crusade force is on a Path of Ascension and the unit from your Crusade army that destroyed that CHARACTER unit contains a SANCTUS, LOCUS, KELERMORPH or JACKAL ALPHUS model, your Crusade force has silenced a detractor (make a note of this on your Order of Battle). You can then subtract 1 from your next Setback roll; when you do, remove the above note from your Order of Battle.
TELEPATHIC DOMINATION

By extending the tendrils of the Broodmind into the psyche of the enemy, we will open their eyes and win allies to our cause

In your Shooting phase, you can select one or more GENESTEALER CULTS PSYKER units from your Crusade army that are not Battle-shocked and are eligible to shoot. Until the end of your turn, the selected units are not eligible to shoot or declare a charge.

At the end of your turn, each of those selected units that is within 18" of your opponent’s battlefield edge gains 1XP. If your Crusade force is on a Path of Ascension, at the end of the battle, if your units gained a total of 2 or more XP from this Agenda, add 1 to your next Setback roll.
PREPARED FOR THE ORDEAL

Plans must be made against any threats. Tunnels must be dug, supplies cached and traps set.

In your Shooting phase, you can select one or more GENESTEALER CULTS BATTLELINE units from your Crusade army that are not Battle-shocked and are eligible to shoot. Each unit you select must be within a different terrain feature that has not been Prepared (see below). Until the end of your turn, the selected units are not eligible to shoot or declare a charge.

At the start of your next turn, each of those selected units that is still within the same terrain feature gains 2XP, and each unit that gains XP in this way is said to have Prepared that terrain feature.

If your Crusade force is on a Path of Ascension, at the end of the battle, if you Prepared 3 or more terrain features, your Crusade force is Prepared for the Ordeal (make a note of this on your Order of Battle). When fighting in the Great Ordeal, if your Crusade force is Prepared for the Ordeal, increase your starting number of Command points by 2. When your current Path of Ascension ends, your Crusade force is no longer Prepared for the Ordeal.
TOPPLE THE FALSE TEMPLE

From heathen fane to hated fortification, all must be cast down.

After determining the Attacker and Defender, your opponent must select one Ruins terrain feature on the battlefield to be a false temple.

In your Shooting phase, you can select one GENESTEALER CULTS BATTLELINE unit or REDUCTUS SABOTEUR unit from your Crusade army that is not Battle-shocked and is eligible to shoot. The unit you select must be within your opponent’s false temple and more than 3" away from all enemy units (excluding AIRCRAFT), and your opponent’s false temple must not have been Toppled (see below). Until the end of your turn, the selected units are not eligible to shoot or declare a charge.

At the start of your next Command phase, if the unit you selected is still within your opponent’s false temple, that false temple has been Toppled; until the end of the battle, true line of sight applies to that terrain feature instead of the visibility rules for RUINS, and the unit you selected gains 4XP.

Path of Ascension

When the Day of Ascension arrives, a Genestealer Cult strikes at its oppressors openly. By this time, its agents have infiltrated a world’s society, weakening institutions to help the cult’s broodkin to seize control of them through force. The cultists must be wary, remaining one step ahead of their foes lest the glorious Ascension be strangled before its moment of victory. When enough institutions are controlled, the world will belong to the Genestealer Cult. Success in such circumstances will earn the cult powerful Ascension rewards, but failure will bring about ignominy. Alternatively, a cult may choose to use what limited control they have secured to spread the Patriarch’s progeny and the cult’s creed to the stars.

Hive World
Forge World
Cardinal World
Fortress World
Agri/Mining World
Frontier/Feudal World

The Path Begins

If your Crusade force includes a PATRIARCH, PRIMUS or MAGUS model and is not otherwise on a Path of Ascension, it can begin a Path of Ascension.

When your cult begins a Path of Ascension, you must first create the world your cult will attempt to assume control of. To do so, you must first determine its classification; you can randomly generate one by rolling one D6 and consulting the classifications shown on the left, or you can select the classification that best represents the type of world you would like your cult to assume control of.

Each classification of world has various institutions. These are the layers of society your cult can attack in order to assume control of that world. Once you have determined your worlds classification and institutions, you should name your world and begin a Path of Ascension Tracker for it.

Next, choose which institution your uprising has already infiltrated, from those shown below. This represents the hidden activities of your cult’s more insidious members to gain an advantage in a particular sector. Make a note of this on your Order of Battle.

INFILTRATED INSTITUTION
INDUSTRY
MILITARY
COMMUNITY
POLITICS
RELIGION
RESOURCES

Walking the Path

Before each battle, if you do not already control three institutions, select one of your worlds three institutions to attack. You cannot select an institution you already control and have received the benefit from. After each battle, walk the Path of Ascension as shown below.

Exploit Advantage

If your uprising has infiltrated your target institution, each unit that was part of your Crusade army and survived the battle gains 1XP.

Gain Ascension Points

Roll one D6 and apply the modifiers below: on a 4-7, you earn 1 Ascension point; on an 8+, you earn 2 Ascension points.

+1You won the battle.
+1If your uprising has infiltrated your target institution.
+1If one or more units from your Crusade army earned XP from Genestealer Cults Agendas.

Gain Control

If you have fewer than 3 Ascension points, skip this step.

If you have 3 Ascension points, spend all 3 to increase your Control count by 1. If you have a target institution, you gain control of that institution.

Then, if your Control count is 4, you win a Glorious Ascension victory. Otherwise, you either gain the Controlled Institution benefit that matches your target institution (see right) or 1 Requisition point.

CONTROLLED INSTITUTION BENEFITS
CONTROLLED INSTITUTIONBENEFIT
INDUSTRY
Use the Rearm and Resupply Requisition up to two times without spending any Requisition points.
MILITARY
One INFANTRY unit (excluding CHARACTER units) with fewer than 6XP gains XP until it has 6XP.
COMMUNITY
Use the Fresh Recruits Requisition up to two times without spending any Requisition points.
POLITICS
You gain influence. While you have influence, subtract 1 from your next Setback roll, then you no longer have influence.
RELIGION
One CHARACTER unit with fewer than 6XP gains XP until it has 6XP.
RESOURCES
Use the Increase Supply Limit Requisition up to two times without spending any Requisition points.

Setback

The enemy are closing in, and the uprising might not be going entirely to plan. Make a Setback roll by rolling 2D6, applying the modifiers below: on a 13+, you have been set back, triggering the Great Ordeal.

+1If you lost the battle.
+1If no units from your Crusade army earned XP from Genestealer Cults Agendas.
+XWhere X is your Control count.

Propagate

You can skip this step. If you do not, you can attempt to accelerate your uprising by making a Propagation roll. To do so, roll one D6 and add your Control count to the result: on a 5+, increase your Propagation count by 1 and, if your Control count is higher than 0, reduce your Control count by 1.

Then, if your Propagation count is 5, you win a Seed the Stars victory.

To illustrate how to follow the path, we have attached an image from the codex:

Path’s End

There are four possible ends to your Path of Ascension, as presented here.

Glorious Ascension

Ascension on this world has succeeded, and the cult has crushed their oppressors. As the cult ready the world for the Star Children, new horizons beckon.

If your Control count reaches 4, you win a Glorious Ascension victory! You have claimed this world by crushing its defences, casting invaders back and seizing control of the oppressors’ institutions.

You can select one PATRIARCH model from your Order of Battle to gain 2XP. In addition, you can claim a permanent Ascension reward for your Crusade force based on the classification of world you have assumed control of, as shown below.

Then set your Ascension points, Propagation count and Control count to 0. If you start a new Path of Ascension after winning a Glorious Ascension victory, select two infiltrated institutions for your uprising, instead of one.

Seed the Stars

Though some areas remain controlled by the oppressors, the cult has outmanoeuvred its foes to ensure the Patriarch’s legacy spreads to other worlds.

If your Propagation count reaches 5, you win a Seed the Stars victory! Your cult’s influence spreads far beyond your world, bringing the word of the Star Children to a benighted galaxy.

You can select up to three GENESTEALER CULTS CHARACTER units from your Order of Battle to gain 2XP each.

Then set your Ascension points, Propagation count and Control count to 0. If you start a new Path of Ascension after winning a Seed the Stars victory, select two infiltrated institutions for your uprising, instead of one.

ASCENSION REWARDS

Hive World

Strength of the Masses: After each Crusade battle, each BATTLELINE unit that was part of your Crusade army and survived the battle gains 1XP.

Forge World

Prized Acquisition: Each time you add a VEHICLE unit to your Order of Battle, that unit gains 6XP (and therefore gains the Blooded Rank); select one Battle Honour for it as normal.

Cardinal World

Will of the Faithful: After each Crusade battle, you can ignore your first failed Out of Action test.

Fortress World

Looted Armoury: When a unit from your Crusade force gains the Weapon Modifications Battle Honour, you can roll 3D6 (instead of 2D6) to randomly determine three Weapon Modifications for the weapon to gain.

Agri/Mining World

Hard Graft: After each Crusade battle, roll one D6: on a 4+, you gain 1 additional Requisition point.

Frontier/Feudal World

Cult of Personality: Each time you select a unit to be Marked for Greatness, that unit gains 1 additional XP.


Each time you claim an Ascension reward, add it to the Information section of your Order of Battle. After mustering your Crusade army for each battle, for the purposes of determining Crusade Blessings, add 1 to your total Crusade points for that battle for each Ascension reward your Crusade force has.

The Great Ordeal

The cult’s foes are closing in. Perhaps they have won a stinging victory, killed cult agents, found its caches or razed its hideouts. The cult preaches this is a test of faith and orders a final, overwhelming assault.

If you have been set back, you must fight in the Great Ordeal. The Great Ordeal is a Crusade battle in which your cult makes a final, fanatical effort to crush their circling foes and take the world in a show of faith worthy of the Star Children. Make sure you find a suitable opponent for such a momentous event!

When you fight in the Great Ordeal, your cult fights with zealous fury, but is not as prepared as it could be. As such, for that battle, the following rules are in effect:

Zealous Fury
Each time you take a Battle-shock test for a GENESTEALER CULTS unit from your Crusade army, add your Control count to the result of that test.

Persecuted
Your opponent starts the battle with a number of CP based on your Control count and the battle size, as specified in the table below.

BATTLE SIZEYOUR CONTROL COUNT
0123
Combat Patrol1CP1CP0CP0CP
Incursion2CP1CP1CP0CP
Strike Force3CP2CP1CP1CP
Onslaught3CP3CP2CP1CP

Prepared
If your Crusade force is Prepared for the Ordeal, you start the battle with 2CP.

If you lose the Great Ordeal battle, you must abandon your current Path of Ascension (see bellow).

If you win the Great Ordeal battle, you have won a Great Ordeal victory! You can select one PATRIARCH unit from your Order of Battle to gain 2XP. In addition, you can claim a permanent Ascension reward for your Crusade force based on the classification of world you have assumed control of.

Then set your Ascension points, Propagation count and Control count to 0 and you can start a new Path of Ascension.

The Cycle Begins Anew

Many of the faithful have fallen, but the cult’s core survives. Whether it escapes to infest a new world or slinks into the shadows to re-grow, the cult will rise anew.

You may find that your attempt to infiltrate and assume control of a world is proving to be unsuccessful. In such cases, before or after a battle, you can abandon your current Path of Ascension. Equally, if you lose the Great Ordeal battle, you must abandon your current Path of Ascension.

Each time you abandon your current Path of Ascension, that Path of Ascension ends and you must select one of the following Ignominies:
If you cannot select one Ignominy, either because you do not have a PATRIARCH, PRIMUS or MAGUS model, or because you do not have an Ascension reward, then you do not need to select an Ignominy; such a force has already suffered enough!

Then set your Ascension points, Propagation count and Control count to 0 and you can start a new Path of Ascension.

Requisitions

If your Crusade army includes any GENESTEALER CULTS units, you can spend Requisition points (RPs) on any of the following Requisitions.

BLESSED LEADER1RP

As the Genestealer Curse spreads and the brood grows, so new leaders emerge from the brood cycle already possessed of inherent knowledge and martial skill.

Purchase this Requisition when you add a GENESTEALER CULTS CHARACTER unit (excluding PATRIARCH units) that your Crusade force does not already include to your Order of Battle. If your Crusade force includes a PATRIARCH unit of at least Battle-hardened rank, that CHARACTER unit added to your Order of Battle gains 6XP (and therefore gains the Blooded rank); select one Battle Honour for it as normal.
PROFICIENT PLANNING1RP

Just as important as grand strategy is the tactical approach to every individual engagement, from the most meagre skirmish to grand offensives and onslaughts. All must be planned with equal cunning and determination in order for the cult to emerge victorious.

Purchase this Requisition before a Crusade battle. During that battle, you can use one of the following abilities once:

Lying in Wait: Use this ability when you set up an INFANTRY unit, other than during the Deploy Armies step. When you do, you can set that unit up anywhere on the battlefield that is more than 3" horizontally away from all enemy units. Until the end of the turn, that unit is not eligible to declare a charge.

A Trap Sprung: Use this ability when you set up a unit, other than during the Deploy Armies step. When you do, until the end of the turn, when you make a Charge roll for that unit, roll one additional dice, then discard one of the dice.

Perfect Ambush: Use this ability when you set up a unit, other than during the Deploy Armies step. When you do, select one enemy unit within 12" of and visible to that unit. Until the end of the turn, the unit you selected cannot have the Benefit of Cover.
BELOVED OF THE CULT1RP

Suitably heroic and bloody deeds can win a brood the status offolk heroes in the eyes of their fellows. 'The faithful idolise such icons of the revolution, seeking to emulate their deeds of canny daring.

Purchase this Requisition either before or after a Crusade battle. Select one GENESTEALER CULTS unit from your Crusade army with the Heroic rank or higher. That unit is upgraded to be beloved of the cult (make a note of on its Crusade card); add 1 to that units Crusade points.

Each time a unit that is beloved of the cult gains 1 or more XP in a Crusade battle and survives that battle, after that battle, roll one D6 for each other unit from your Crusade army that survived that battle: on a 6, the unit you rolled for gains 1XP.

Only one unit from your Crusade army can be beloved of the cult at the same time; each time you use this Requisition, first remove that upgrade from any other unit from your army that has it, and subtract 1 from that previously upgraded unit’s Crusade points.
FLAWLESS INCURSION1RP

Through tireless effort and keen foresight, a localised victory for the cult can be exploited to open new doors and generate fresh opportunities for the faithful.

Purchase this Requisition after a Crusade battle, if your Crusade force is on a Path of Ascension. If all of the following apply, you gain 1 Ascension point:
  • You won that battle.
  • Every Agenda you selected for that battle was a Genestealer Cults Agenda.
  • GENESTEALER CULTS units from your Crusade army earned XP from each of those Agendas.
You can only use this Requisition once after each Crusade battle.
THE CULT GROWS1RP

For all the lives it may cost to subjugate an entire world, still the ranks of the faithful are swelled by such conquests as the blessings spread through the populace.

Purchase this Requisition after a Crusade battle, if your Crusade force is on a Path of Ascension. You can do one of the following (choose before making either roll):
  • Add 1 to your next Propagation roll.
  • Add 1 to your next Setback roll.
You can only use this Requisition once after each Crusade battle.
PURESTRAIN1RP

As the brood cycle turns and turns again, each new fifth generation spawns Purestrain Genestealers to act as living weapons and vectors of transmission for the cult.

Purchase this Requisition when your Control count increases to 3 for the first time, if your Crusade force is on a Path of Ascension. Add one PURESTRAIN GENESTEALERS unit to your Order of Battle. That unit gains 6XP (and therefore gains the Blooded rank); select one Battle Honour for it as normal.

You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.

Crusade Relics

When a GENESTEALER CULTS CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

PERVASION VEIL

The Pervasion Veil is, at first glance, merely a tattered cloak that even the most destitute vagrant might cast aside as worthless. Yet one who dons it seems to fade somehow into the shadows, their image flickering half-seen in every dark corner, there in peripheral sight then gone as quickly as it was glimpsed.

INFANTRY model (excluding PATRIARCH models) only.

Add 3" to the bearers Move characteristic, and the bearer gains the following ability:

Pervasion Veil: Once per battle, at the end of any phase, provided this model is not leading a unit, it can use this ability. If it does, remove it from the battlefield and set it up again anywhere on the battlefield more than 9" horizontally away from all enemy units.
VECTOR TALON

Some myths say this blade is a literal claw, lengthening from the bearer’s flesh; others that it is the chitinous spur of a martyred Metamorph. Whatever the truth, the Vector Talon whispers with a cluttering sibilance of its own and twitches when it touches prey, finding weakness and digging into it.

Improve the Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.

Antiquity Relics

REVERBERATION COIL

This cranial device enhances the host’s integration with the Broodmind, granting them a truly alien perspective and devotion - but at a cost.

Improve the Leadership characteristic of models in the bearer’s unit by 2. Each time the bearer’s unit fails a Leadership test, the bearer suffers 1 mortal wound.
THE MAGORRAN LOGS

This info-wafer records the last days of the survivors of Magorra, a system conquered by simultaneous Genestealer Cult uprisings on every world. Its revelations serve to offer great strategic insights.

Each time you select the bearer’s unit as the target of a Battle Tactic Stratagem, you can select one other unit within 12" of the bearer’s unit that is also an eligible target for that Stratagem; that selected unit is also affected by that Stratagem.

Legendary Relics

PENNANT OF ASCENSION (AURA)

Stitched together from the tattered remains of enemy banners, then dyed and daubed over with cult sigils, this banner stands as a testament to the conviction and savage conquests of the cult.

ACOLYTE ICONWARD model only. While a friendly GENESTEALER CULTS INFANTRY or GENESTEALER CULTS MOUNTED unit is within 6" of the bearer, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
SEDITION FIELD (AURA)

Cult artificers, working to revelatory fever dreams fuelled by the Broodmind, created this psycho-empathic projector. Small enough to conceal within its bearer’s robes, it emits an irresistible psionic pulse that wears down mental fortitude. The faithless in its reach begin to question their every conviction: every truth they hold and every belief they cleave to.

While an enemy BATTLELINE unit is within 9" of the bearer’s unit, worsen the Leadership characteristic of models in that enemy unit by 1, and subtract 1 from the Objective Control characteristic of models in that enemy unit (to a minimum of 0).

Battle Scars

When a GENESTEALER CULTS CHARACTER model gains a Battle Scar, you can use the table presented here to determine which Battle Scar that model has gained.

If you wish to randomly determine which Battle Scar your unit has gained, roll one D6 and consult the table below:

Battle Scars
D6


OUT OF FAVOUR

Failing the Star Children has consequences, with ostracism from the ranks of the faithful being amongst the worst.

Each time you allocate an attack to a model in this model’s unit, you must allocate it to this model.
RELEARN THE CREED

Even those bolstered by the Broodmind can forget the teachings of their faith in the heat of battle.

You cannot target this model’s unit with Stratagems other than Core Stratagems.
MENTAL FAILINGS

Neural trauma has weakened this revolutionary’s mind, causing them to freeze in moments of crisis.

Each time you target this model’s unit with a Stratagem, roll one D6: on a 4+, until the end of the turn, you cannot target this model’s unit with that Stratagem (do not spend any CP).
GENE AFFLICTION

Debilitating mutations afflict this warrior, their part-alien anatomy turning against them.

  • Subtract 1 from the Toughness characteristic of this model.
  • Worsen the Weapon Skill and Ballistic Skill characteristics of weapons equipped by this model by 1.
FRACTIOUS AGGRESSION

Left angry and in pain from their wounds, this warrior must fight constantly not to give in to monstrous and mindless ferocity.

In your Charge phase, if this model’s unit is eligible to declare a charge and is within 7" of one or more enemy units, you must declare a charge with this model’s unit.
IN THE SHADOW OF YOUR BETTERS

One too many defeats have seen this warrior slip down the invisible psychic hierarchy asserted through the Broodmind.

  • This model cannot be attached to a unit that has another model attached to it, and no other models can be attached to a unit this model is attached to.
  • At the start of the Fight phase, if this model’s unit is within Engagement Range of one or more enemy units and within 9" of one or more other friendly GENESTEALER CULTS CHARACTER units that are also within Engagement Range of one or more enemy units, this model’s unit is not eligible to fight until after those other friendly GENESTEALER CULTS CHARACTER units that are eligible to fight have done so.

Battle Traits

When a GENESTEALER CULTS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

INFANTRY Units
D6

GUERRILLAS

Experience has taught this brood the best ways in which to exploit the landscape around them for cover and concealment.

Each time a ranged attack targets this unit, this unit has the Benefit of Cover against that attack.
INSURGENTS

These warriors are practised in defending even the most ruined structures, be they bunkers or fallen hab-stacks.

Once per turn, if this unit is wholly within a terrain feature, you can target this unit with the Fire Overwatch or Heroic Intervention Stratagem for 0CP.
INSURRECTIONISTS

Filled with hatred for their oppressors and enemies, these warriors are only too happy to rise up in violent rebellion.

Each time this unit is selected to shoot, if you select the closest enemy unit as the target of all of those attacks, add 1 to the Hit roll when resolving each of those attacks. In addition, each time a model in this unit makes a melee attack, add 1 to the Hit roll.

MOUNTED AND VEHICLE Units
D6

ELUSIVE RAIDERS

Those who pilot light vehicles into battle soon learn to jink, swerve and use their own dust clouds for concealment.

Models in this unit have a 5+ invulnerable save against ranged attacks.
CHARGED ENGINES

There are advantages to having underhive engine-fixers and outcast mechanists amongst the faithful, as the many blasphemous upgrades on cult combat vehicles attest.

Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
ABLATIVE PLATING

Bolting on extra armour is a wise precaution when fresh armoured vehicles are in short supply.

Each time an attack targets this unit, worsen the Armour Penetration characteristic of that attack by 1 (to a minimum of 0).

THE GENE-BLESSED
D6

PATRIARCH, PURESTRAIN GENESTEALERS, ACOLYTE HYBRIDS and HYBRID METAMORPHS units only
XENOS SAVAGERY

As final ascension looms, the mightiest and most genetically alien of the cult exhibit the blessings of inhumanly swift reactions and almost animalistic savagery in battle.

Once per battle, at the start of the Fight phase, this unit can use this Battle Trait. If it does, until the end of the phase, this unit has the Fights First ability.
FAST REFLEXES

No mere Human could possibly dodge their enemies’ blows with such bewildering, horribly insectile speed and precision.

Each time a melee attack targets this unit, subtract 1 from the Hit roll.
AGGRESSIVE STRAIN

Even amongst the inner circle of the cult, some display a predatory eagerness to tear into their enemies.

Each time this unit Piles In or Consolidates, models in this unit can move an additional 2".

CHARACTER MODELS
D6

BROOD PROPHET (AURA)

Command of the faithful comes as naturally to this revolutionary orator as breathing.

Improve this model’s Leadership characteristic by 1. While a friendly GENESTEALER CULTS unit is within 12" of and visible to this model, models in that unit can use this model’s Leadership characteristic instead of their own.
SYNAPTIC IMPETUS

This cult agent draws strength from the Broodmind, becoming an avatar of destruction in the presence of the faithful.

Each time this model makes an attack, add 1 to the Hit roll if this model is leading a unit of 5 or more models, and add 1 to the Wound roll as well if this model is leading a unit of 10 or more models.
UNBREAKABLE BOND

This folk hero and their followers have fought so long together for the cause that they are now inseparable comrades.

When this model gains this Battle Trait, select one GENESTEALER CULTS unit on your Order of Battle for this model to form an unbreakable bond with. While this model is leading that unit, once per turn, you can re-roll one Hit roll, one Wound roll or one saving throw made for that unit.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Uprising Hero

The cult’s broods hail you as a folk hero of the creed, and under your leadership, the broodkin’s devoted insurrectionists have proven worthy of their holy task. With each victory in the name of the Star Children, their prophesied arrival draws ever nearer. The oppressors who have dared to stand in your path - though they have struck down many loyal servants of the cult - now lie bloody and broken. Yet this is only the beginning. There are many more who might greet the Star Children, awaiting only the breaking of their shackles and the opening of their eyes to new truths.

  • You have successfully completed one Path of Ascension.
  • You have won at least two battles


  • Propagator of Liberation

    You are the architect of Ascension. The oppressors of one world after another have fallen to your masterful strategies and labyrinthine ploys. More than that, you have seeded the cult’s creed and the Patriarch’s progeny into the heavenly domains and wrested spaceports, ships and crews from the faithless to take the Star Childrens blessings still further. Now is not the moment to rest, for the divine labour cannot be laid down until the chains wielded by every tyrannical overlord lie broken with them.



    Saint of Ascension

    Your Claws and gene-sects now march or incubate across entire systems and stellar trading routes. The oppressors’ religion is shown to be a hollow sham as the holiness of the Star Children declares its triumphs at every stage, from the whispered hiss to the clarion call of battle. You are truly a vessel of angelic divinity!



    Path Of Ascension Tracker

    Download blank Path Of Ascension Tracker:

    Boarding Actions

    Introduction

    Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

    ARMY FACTION
    A keyword that will be shared by all units in your army.

    MUSTERING RULES
    Which units you are allowed to include in your army.

    FORMING BOARDING SQUADS
    Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

    RULES ADAPTATIONS
    Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

    ARMY RULE
    Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

    DETACHMENT RULE
    Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

    ENHANCEMENTS
    Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

    STRATAGEMS
    Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

    Cult Unveiled

    Many Genestealer Cults seek to spread beyond their birth worlds by smuggling broods of the faithful onto departing voidships. Though cunning, some such cult cells are discovered before they reach their destinations. In such circumstances, they will fight furiously to overtake their host vessel entirely.

    Mustering a Boarding Patrol

    You can include up to one of the following units:
    You can include up to two of the following units (duplicates are not allowed):
    You can include up to three of each of the following units:
    You can include up to one of the following unit:

    Forming Boarding Squads


    Rules Adaptations


    Army Rule

    Insidious Ambushers

    Genestealer Cults survive and spread through a combination of stealth and sudden, decisive violence. These traits make them especially nightmarish foes to face in the confines of a voidship, where they spring seemingly from nowhere to attack.

    Units from your army with the Cult Ambush ability lose that ability and GENESTEALER CULTS units from your army gain this one.

    In the Deploy Armies step, your opponent must set up their entire army before you set up any of your units. If both players have a rule that allows them to do this, both players set up their units normally.

    Detachment Rule

    Harassing Fire

    Focusing on hit-and-fade tactics to wear their enemies down, the guerrilla fighters of the cult hammer the foe with swift volleys before vanishing back behind closing hatches.

    At the encl of your Shooting phase, you can select one GENESTEALER CULTS unit from your army that is not within Engagement Range of one or more enemy units. If you do, that unit can attempt to operate one open Hatchway it is within 1" of (if there is one), and can then make a Normal move of up to 3" (regardless of whether it attempted to operate a Hatchway or not). Until the end of the turn, that unit is not eligible to declare a charge.

    Enhancements

    Master Saboteur

    This cult leader is skilled in the arts of covert sabotage, and has pre-emptively employed these skills against a key strategic target on this deck.

    The first lime in the battle that your opponent’s army Secures an objective marker while the bearer is on the battlefield, roll one D6: on a 3+, that objective marker is not Secured by your opponent’s army.

    Primary Detonator

    A chunky technological device with a deviant machine spirit and an array of triggers, this jury-rigged detonator connects to multiple explosive charges laced through this deck. By pumping one of the triggers, its wielder can set off a powerful detonation.

    Once per battle, when an enemy unit opens a closed Hatchway, if the bearer is on the battlefield, it can use this Enhancement. If it does, roll one D6: on a 3-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.

    Stratagems

    PLANNED EXTRACTION
    1CP
    Cult Unveiled – Strategic Ploy Stratagem
    Driven by the Broodmind and their own guerrilla training, these cultists refuse open battle, instead firing hails of cover fire as they retreat into the shadows.
    WHEN: Your Shooting phase.

    TARGET: One GENESTEALER CULTS unit from your army.

    EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.
    OUT OF HIDING
    1CP
    Cult Unveiled – Strategic Ploy Stratagem
    Wary of detection, the cult has concealed cells of the faithful through the structure of the ship. Now they emerge into the fight like insects from their cocoon.
    WHEN: Your Movement phase, at the start of the Reinforcements step.

    TARGET: One NEOPHYTE HYBRIDS unit from your army that is in Reserves.

    EFFECT: Until the end of the phase, models in your unit have the Deep Strike ability.

    RESTRICTIONS: You can only use this Stratagem once.
    FOR THE BROOD
    1CP
    Cult Unveiled – Strategic Ploy Stratagem
    Fanatical, and with wills suborned by the insidious Broodmind, these cultists will gladly die amidst hails of their comrades’fire if it means victory.
    WHEN: Your Shooting phase.

    TARGET: One GENESTEALER CULTS unit from your army that has not been selected to shoot this phase.

    EFFECT: Select one enemy unit within Engagement Range of one or more friendly GENESTEALER CULTS units. Until the end of the phase, your unit can make ranged attacks that target that enemy unit. If it does, after your unit has finished making those attacks, roll one D6 for each of those friendly units: on a 2-4, that friendly unit suffers 1 mortal wound; on a 5+, that friendly unit suffers 2 mortal wounds.
    LURKING MENACE
    1CP
    Cult Unveiled – Battle Tactic Stratagem
    Foes find their aim confounded as the Genestealer Cultists prowl through gloom and drifting steam, rarely presenting themselves as targets.
    WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

    TARGET: One GENESTEALER CULTS unit from your army that was selected as the target of one or more of the attacking unit's attacks.

    EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is not within 3", subtract 1 from the Hit roll.

    Genespawn Onslaught

    Unleashed by a voidborne cult as a deadly boarding spearhead, or boiling up from the depths of a host vessel as the first blow struck by a cult rising in its underdecks, this tide of horrors crushes all before it. Blessed by the Star Children, these favoured of the cult can be relied upon to wreak absolute havoc.

    Mustering a Boarding Patrol

    You can include up to two of the following units (duplicates are not allowed):
    You can include up to two of the following unit:
    You can include up to one the following unit:

    Rules Adaptations


    Army Rule

    Insidious Ambushers

    Genestealer Cults survive and spread through a combination of stealth and sudden, decisive violence. These traits make them especially nightmarish foes to face in the confines of a voidship, where they spring seemingly from nowhere to attack.

    Units from your army with the Cult Ambush ability lose that ability and GENESTEALER CULTS units from your army gain this one.

    In the Deploy Armies step, your opponent must set up their entire army before you set up any of your units. If both players have a rule that allows them to do this, both players set up their units normally.

    Detachment Rule

    Blessed Visages

    To the faithful of the cult, these warriors appear as the blessed and beatific chosen of the Star Children. To all others they are grotesque hybrid horrors whose unnatural aspect triggers repulsion and aversion in equal measure.

    Each time an enemy unit declares a charge that targets one or more GENESTEALER CULTS units from your army, that enemy unit must take a Leadership test. If failed, until the end of the turn, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.

    Enhancements

    Spiteful Imp

    This Abominant’s familiar is of an especially vicious breed. Not content to lead its lumpen companion into the fight, it also exploits enemies’fearful distraction to strike barbed blows of its own.

    ABOMINANT model only. Each time an enemy unit opens a Hatchway, if the bearer is within 1" of that Hatchway, roll one D6: on a 3-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.

    Miasmic Fumes

    So potent are the bubbling toxins and tinctures carried into battle by the Biophagus that they choke the ship’s corridors with gene-corrosive fumes that choke foes and obscure their bearer from view.

    BIOPHAGUS model only. Each time an attack targets the bearer, subtract 1 from the Hit roll and subtract 1 from the Wound roll.

    Stratagems

    MONSTROUS MOMENTUM
    1CP
    Genespawn Onslaught – Strategic Ploy Stratagem
    Not content with slaying their immediate prey, these warriors press on in search of more before the bodies have even stopped twitching.
    WHEN: Fight phase, just after a GENESTEALER CULTS unit from your army destroys an enemy unit.

    TARGET: That GENESTEALER CULTS unit.

    EFFECT: If your unit is not within Engagement Range of one or more enemy units, until the end of the phase, each time your unit Consolidates, models in your unit can end that move as close as possible to the nearest Hatchway instead of the nearest visible enemy unit. Your unit can then attempt to operate that Hatchway.
    UNSTOPPABLE BRUTES
    1CP
    Genespawn Onslaught – Strategic Ploy Stratagem
    Bulked out with enormous slabs of twisted muscle, Aberrants and Abominants simply smash aside hatches and bulkheads that block their paths.
    WHEN: Your Movement or Charge phase.

    TARGET: One ABOMINANT or ABERRANTS unit from your army that has not been selected to move this phase and has not declared a charge this phase.

    EFFECT: Until the end of the phase, when makinga Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.

    RESTRICTIONS: You can only use this Stratagem once per turn.
    SOLDIERS OF THE STAR CHILDREN
    1CP
    Genespawn Onslaught – Strategic Ploy Stratagem
    For all their grotesque appearance, Hybrid Metamorphs are amongst the most skilled and ruthlessly efficient of the cult’s warriors.
    WHEN: Your Shooting phase, just after a HYBRID METAMORPHS unit from your army is selected to perform the Set Overwatch Tactical Manoeuvre.

    TARGET: That HYBRID METAMORPHS unit.

    EFFECT: Select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.
    GROWING DREAD
    1CP
    Genespawn Onslaught – Strategic Ploy Stratagem
    The more enemies see of the gene-wrought terrors they are fighting against, the more their tactical cohesion is drowned by horror and panic.
    WHEN: Your opponent's Shooting phase, just after an enemy unit is selected to perform a Tactical Manoeuvre.

    TARGET: One GENESTEALER CULTS unit from your army that is within 9" of and visible to that enemy unit.

    EFFECT: That enemy unit must take a Leadership test, subtracting 1 from the result: if failed, that enemy unit does not perform that Tactical Manoeuvre and it cannot perform anotherTactical Manoeuvre this turn (but can otherwise act normally).

    Infestation Swarm

    Many doomed voidships have been infested by Genestealers, their corridors and crawlways transformed into the hunting grounds and brood-lairs of monstrous vanguard organisms. Such infestations prove nightmarishly deadly to any unwise enough to board these apparent derelicts.

    Mustering a Boarding Patrol

    When selecting this Detachment, you must select either the TYRANIDS or GENESTEALER CULTS keyword.
    If you selected TYRANIDS, you can include up to one of the following unit:
    If you selected TYRANIDS, you can include up to three of the following unit:


    If you selected GENESTEALER CULTS, you can include up to one of the following unit:
    If you selected GENESTEALER CULTS, you can include up to three of the following unit:

    Rules Adaptations


    Army Rule

    Auspex Ghosts

    All the enemy see are half-glimpsed darting shadows, or partial returns of contact blips on sensor-screens. At least, that is, until the Genestealers are in position to pounce...

    Units from your army with the SYNAPSE or Cult Ambush abilities replace those abilities with this one.

    In the Deploy Armies step, your opponent must set up their entire army before you set up any of your units. If both players have a rule that allows them to do this, both players set up their units normally.

    Detachment Rule

    Half-Glimpsed Shadows

    Possessed of alien cunning and unnatural stealth, Genestealers are able to fade back into the shadows or crawl across ceilings or under deck-plates, the better to evade notice by their prey.

    Each time a ranged attack targets a GREAT DEVOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll.

    Enhancements

    Stalking Menace

    Soon after this nightmarish predator vanishes from sight, its victims feel the hot reek of its breath upon the napes of their necks in the instant before it strikes.

    Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is not possible, the bearer is destroyed. When the bearer is set back up on the battlefield, until the end of the turn, it cannot declare a charge.

    Psi-spoor Sensitivity

    Able to taste its prey’s terrified mental signatures like pheromones, there is nowhere to hide from this beast.

    Each time the bearer declares a charge, it can target enemy units that are not visible to it.

    Stratagems

    HYPERADRENAL REFLEXES
    1CP
    Infestation Swarm – Battle Tactic Stratagem
    Goaded by the biostimulants surging through their bodies, these warrior organisms evade their enemies'attacks with unbelievable swiftness.
    WHEN: Fight phase, just after an enemy unit has selected its targets.

    TARGET: One GREAT DEVOURER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

    EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
    PERVASIVE DREAD
    1CP
    Infestation Swarm – Strategic Ploy Stratagem
    With the death of their leader, the surviving prey feel an ominous sense of doom press down upon them, heightened by subtle psionic assault.
    WHEN: Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army.

    TARGET: That GREAT DEVOURER unit.

    EFFECT: In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase.
    HUNTING GROUNDS
    1CP
    Infestation Swarm – Strategic Ploy Stratagem
    Genestealers on the hunt are relentless, squirming through hatches before they have even half opened.
    WHEN: Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway.

    TARGET: That GREAT DEVOURER unit.

    EFFECT: Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it.
    OUTFLANK
    1CP
    Infestation Swarm – Strategic Ploy Stratagem
    Swarms of Genestealers crawl through vents and ducts as they seek to outflank their prey.
    WHEN: End of your opponent’s Fight phase.

    TARGET: One GENESTEALERS or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone.

    EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed.

    Rapid Fire

    Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

    Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

    Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

    • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
    Voice of Command

    Raised and trained to instil unwavering obedience, officers of the Imperial Guard command authority and respect, and issue orders with imperious bellows that cut through the clamour of war.

    If your Army Faction is ASTRA MILITARUM, OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an OFFICER model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that OFFICER model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

    Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

    Move! Move! Move!

    Add 3" to the Move characteristic of models in this unit.

    Fix Bayonets!

    Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

    Take Aim!

    Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

    First Rank, Fire! Second Rank, Fire!

    Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

    Take Cover!

    Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

    Duty and Honour!

    Improve the Leadership and Objective Control characteristics of models in this unit by 1.

    BROOD BROTHERS
    Brood Brother Auxilia Detachment
    You can include ASTRA MILITARUM units in your army, even though they do not have the Faction keyword. The combined points cost of such units you can include in your army is:
    • Incursion: Up to 500 pts
    • Strike Force: Up to 1000 pts
    • Onslaught: Up to 1500 pts
    A model must be your WARLORD, and ASTRA MILITARUM models from your army lose the Voice of Command ability if they have it. You cannot include units with any of the following keywords in your army using this rule: AIRCRAFT; COMMISSAR; EPIC HERO; MILITARUM TEMPESTUS; OGRYN; RATLING; TECH-PRIEST ENGINSEER; MINISTORUM PRIEST.
    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 %000015069performing actions%.
    Destroyed
    Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
    Cult Ambush

    Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. When they finally emerge to fight, it is after long years of meticulous planning, and with an intimate knowledge of the battlefield that grants them a tactical advantage. Even as battle rages, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.

    If your Army Faction is , each time a unit with this ability is destroyed, roll one D6, adding 1 to the result if it is the first or second battle round. On a 5+, add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot. Then place one Cult Ambush marker* anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed). You can set up that unit on the battlefield using a Cult Ambush marker as described below or, if it has the Deep Strike ability, in the Reinforcements step of one of your Movement phases you can set up that unit anywhere on the battlefield that is more than 9" horizontally away from all enemy units.

    If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponents next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).

    CHARACTERS that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns).

    * A circular 32mm diameter marker should be used for Cult Ambush Markers.

    Designer’s Note: Each time a unit with this ability is destroyed, it triggers all rules that apply when a unit is destroyed. For example, if a rule awards a player 1 VP each time an enemy unit is destroyed, and a unit with this ability is destroyed, returned using this ability then subsequently destroyed again, it would award the opponent 2VP.
    DEEP STRIKE

    Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

    During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
    • Unit can be set up in Reserves instead of on the battlefield.
    • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
    TUNNEL CRAWLERS
    1CP
    Host of Ascension – Strategic Ploy Stratagem
    The cult can expertly assail seemingly impregnable enemy positions.
    WHEN: Your Movement phase.

    TARGET: One unit from your army that is arriving using the Deep Strike ability this phase.

    EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, or more than 3" horizontally away if your unit has the BATTLELINE keyword.

    RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.

    The ACOLYTE HYBRIDS keyword is used in the following Genestealer Cults datasheets:

    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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

    An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

    • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
    • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
    • Critical Hit: Unmodified Hit roll of 6. Always successful.
    • An unmodified Hit roll of 1 always fails.
    • A Hit roll can never be modified by more than -1 or +1.
    VENGEANCE FOR THE MARTYR!
    1CP
    Xenocreed Congregation – Epic Deed Stratagem
    Should one of the Patriarch's inner coven fall, those that remain are swift to call for lethal retribution.
    WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a CHARACTER model from your army.

    TARGET: One other CHARACTER model from your army.

    EFFECT: Until the end of the battle, each time a friendly ACOLYTE HYBRIDS, Hybrid Metamorphs or Neophyte Hybrids model makes an attack that targets that enemy unit, re-roll a Hit roll of 1. If the destroyed model was a MAGUS, PRIMUS or ACOLYTE ICONWARD, you can re-roll the Hit roll instead.
    Embark
    If a unit makes a Normal, Advance or Fall Back move, 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 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 that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

    • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
    • A unit cannot embark and disembark in the same phase.
    Battle Honours
    Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

    There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

    • Once a unit gains enough XP it will gain a rank.
    • Only CHARACTER units can gain the Heroic or Legendary ranks.
    • Each time a unit gains a rank, it can gain a Battle Honour.
    • There are several categories of Battle Honours, which include:
      • Battle Traits: New skills and abilities.
      • Weapon Modifications: Upgrade an item of wargear.
      • Crusade Relic: Gain a rare and powerful artefact.
    • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

    RENOWNED HEROES1-3RP

    The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

    When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

    You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

    If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

    This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

    Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
    Starting Strength
    The number of models a unit contains when it is added to your army is known as its Starting Strength.
    Attached Units
    Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

    The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

    Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

    For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

    Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
    Sustained Hits

    Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

    Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

    Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

    • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
    Ignores Cover

    Some weapons are designed to root enemy formations out of entrenched positions.

    Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
    Normal Moves
    When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

    • Normal Move: Models move up to M".
    • Cannot move within Engagement Range of any enemy models.
    Advance Moves
    When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

    • Advance Move: Models move up to M+D6".
    • Cannot move within Engagement Range of any enemy models.
    • Units that Advance cannot shoot or charge this turn.
    Fall Back Moves
    When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

    A unit cannot shoot or declare a charge in the same turn that it Fell Back.

    Desperate Escape Tests
    Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

    Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

    • Fall Back Move: Models move up to M".
    • Units that Fall Back cannot shoot or declare a charge in the same turn.
    • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
    • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
    • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
    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 – and their units – are within Engagement Range of each other.

    Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

    • Engagement Range: Within 1" horizontally and 5" vertically.
    • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
    Lethal Hits

    Some weapons can inflict fatal injuries on any foe, no matter their resilience.

    Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
    Charging with a Unit
    Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

    You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
    • Within Engagement Range of every unit that you selected as a target of the charge.
    • Without moving within Engagement Range of any enemy units that were not a target of the charge.
    • In Unit Coherency.
    If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

    • Charge Roll: 2D6".
    • Targets of a charge must be within 12" but do not need to be visible.
    • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
    • Cannot move within Engagement Range of any unit that was not a target of the charge.
    • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
    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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

    WOUND ROLL
    ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
    Strength is TWICE (or more than twice) the Toughness.
    +
    Strength is GREATER than the Toughness.
    +
    Strength is EQUAL to the Toughness.
    +
    Strength is LESS than the Toughness.
    +
    Strength is HALF (or less than half) the Toughness.
    +

    If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

    An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

    • Critical Wound: Unmodified Wound roll of 6. Always successful.
    • An unmodified Wound roll of 1 always fails.
    • A Wound roll can never be modified by more than -1 or +1.
    Hazardous

    Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

    Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
    • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
    • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
    • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
    If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
    If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

    Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

    • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
    Devastating Wounds
    Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

    Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

    • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
    Mortal Wounds

    Some attacks are so powerful that no armour or force field can withstand their fury.

    Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

    If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

    If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

    • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
    • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
    • No saving throws can be made against mortal wounds.
    • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
    Feel No Pain
    FEEL NO PAIN

    Some warriors refuse to be laid low, even by what should be fatal wounds.

    Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

    • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
    2. Battle-shock
    In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

    While a unit is Battle-shocked:

    Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

    In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

    • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
    • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
    • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
    • Battle-shocked units must take Desperate Escape tests if they Fall Back.
    Assault

    Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

    Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

    • Can be shot even if the bearer’s unit Advanced.
    INFILTRATORS

    Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

    During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
    Charge Bonus

    Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

    Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
    HEROIC INTERVENTION
    1CP
    Core – Strategic Ploy Stratagem
    Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    Pile In
    When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

    Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

    • Pile-in Move: Up to 3".
    • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
    Consolidate
    After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

    If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

    • Consolidation Move: Up to 3".
    • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
    • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
    • If the above is also not possible, no models can Consolidate.
    Leadership Tests
    If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
    Objective Markers
    Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

    When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

    At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

    Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

    • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
    • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
    • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
    • Models cannot end a move on top of an objective marker.
    FIRING DECK

    Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

    Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

    • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.

    The MOUNTED and CHARACTER keywords are used in the following Genestealer Cults datasheets:

    Disembark
    If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

    When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

    Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

    Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

    Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

    • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
    • If a unit disembarks before its TRANSPORT moves, it can act normally.
    • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
    • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
    • Units that disembark this turn cannot Remain Stationary.
    Invulnerable Saves

    Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

    Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

    Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

    • Invulnerable Save: Never modified by an attack’s AP.
    • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.

    The MOUNTED and ASTRA MILITARUM keywords are used in the following Genestealer Cults datasheets:

    Unit Visible
    If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

    FIRE OVERWATCH
    1CP
    Core – Strategic Ploy Stratagem
    A hail of wildfire can drive back advancing foes.
    WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

    TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

    EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

    RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
    Setback
    The enemy are closing in, and the uprising might not be going entirely to plan. Make a Setback roll by rolling 2D6, applying the modifiers below: on a 13+, you have been set back, triggering the Great Ordeal.

    +1If you lost the battle.
    +1If no units from your Crusade army earned XP from Genestealer Cults Agendas.
    +XWhere X is your Control count.
    REARM AND RESUPPLY1RP

    The changing nature of the war zone and the demands from high command necessitate the opening of arms caches and wargear vaults to ensure your warriors face the enemy with the most effective killing tools.

    Purchase this Requisition before a battle. Select one unit from your Order of Battle. You can change any wargear options models in that unit are equipped with as described on that unit’s datasheet. If you replace a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or any Weapon Modifications are lost. Recalculate the unit’s points value as a result of any of these changes and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.
    FRESH RECRUITS1-4RP

    As wars grind on into deadlier phases, vital missions require larger numbers of troops. Embedding warriors into experienced formations is an intensive and costly exercise, but the victories that result speak for themselves.

    Purchase this Requisition at any time. Select one unit from your Order of Battle. You can add additional models to that unit, up to the maximum listed on its datasheet. Recalculate the unit’s points value as a result of any of these changes and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

    This Requisition costs 1RP plus 1 additional RP for every 2 Battle Honours the unit has, rounding up (to a maximum of 4RP).

    Example: If this Requisition was used to add additional models to a unit with three Battle Honours, it would cost 3RP.
    INCREASE SUPPLY LIMIT1RP

    Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

    Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
    Gain Control
    If you have fewer than 3 Ascension points, skip this step.

    If you have 3 Ascension points, spend all 3 to increase your Control count by 1. If you have a target institution, you gain control of that institution.

    Then, if your Control count is 4, you win a Glorious Ascension victory. Otherwise, you either gain the Controlled Institution benefit that matches your target institution (see right) or 1 Requisition point.
    PREPARED FOR THE ORDEAL

    Plans must be made against any threats. Tunnels must be dug, supplies cached and traps set.

    In your Shooting phase, you can select one or more BATTLELINE units from your Crusade army that are not Battle-shocked and are eligible to shoot. Each unit you select must be within a different terrain feature that has not been Prepared (see below). Until the end of your turn, the selected units are not eligible to shoot or declare a charge.

    At the start of your next turn, each of those selected units that is still within the same terrain feature gains 2XP, and each unit that gains XP in this way is said to have Prepared that terrain feature.

    If your Crusade force is on a Path of Ascension, at the end of the battle, if you Prepared 3 or more terrain features, your Crusade force is Prepared for the Ordeal (make a note of this on your Order of Battle). When fighting in the Great Ordeal, if your Crusade force is Prepared for the Ordeal, increase your starting number of Command points by 2. When your current Path of Ascension ends, your Crusade force is no longer Prepared for the Ordeal.
    Gain Ascension Points
    Roll one D6 and apply the modifiers below: on a 4-7, you earn 1 Ascension point; on an 8+, you earn 2 Ascension points.

    +1You won the battle.
    +1If your uprising has infiltrated your target institution.
    +1If one or more units from your Crusade army earned XP from Genestealer Cults Agendas.
    Propagate
    You can skip this step. If you do not, you can attempt to accelerate your uprising by making a Propagation roll. To do so, roll one D6 and add your Control count to the result: on a 5+, increase your Propagation count by 1 and, if your Control count is higher than 0, reduce your Control count by 1.

    Then, if your Propagation count is 5, you win a Seed the Stars victory.
    Benefit of Cover

    Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

    Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

    Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

    • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
    • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
    • Multiple instances are not cumulative.
    FIGHTS FIRST

    Some warriors attack with blinding speed, landing their blows before their foes can react.

    Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
    Saving Throw
    The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

    If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

    An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

    • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
    • An unmodified saving throw of 1 always fails.
    • A saving throw can never be improved by more than +1.
    Army List
    Datasheets collated

    Disable Ads



    Boosty subscribers may disable ads:
    1. Enter e-mail you have used to login on Boosty.
    2. Press Get new pin code button (if you don’t have it already)
    3. Enter pin code.

    Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
    © Vyacheslav Maltsev 2013-2024