Book | Kind | Edition | Version | Last update |
Genestealer Cults | ||||
Genestealer Cults | Codex | 10 | 1.2 | October 2024 |
Astra Militarum | ||||
Astra Militarum | Index | 10 | October 2024 | |
Imperial Armour: Astra Militarum | ||||
Imperial Armour: Astra Militarum | Datasheet | 10 | October 2024 | |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.13 | October 2024 |
Legends Field Manual | ||||
Legends Field Manual | Expansion | 10 | 1.9 | October 2024 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Legends: Genestealer Cults | ||||
Legends: Genestealer Cults | Datasheet | 10 | September 2024 | |
Legends: Astra Militarum | ||||
Legends: Astra Militarum | Datasheet | 10 | September 2024 | |
Imperial Armour: Astra Militarum Part 2 | ||||
Imperial Armour: Astra Militarum Part 2 | Datasheet | 10 | September 2024 | |
Balance Dataslate | ||||
Balance Dataslate | Rulebook | 10 | June 2024 | September 2024 |
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. |
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.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.
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". |
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. |
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. |
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 |
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.
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. |
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. |
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. |
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. |
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.
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. |
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. |
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. |
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). |
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.
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. |
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. |
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. |
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. |
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.
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. |
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. |
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. |
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+. |
In this section you’ll find additional rules for playing Crusade battles that are bespoke to GENESTEALER CULTS units.
Those who cannot be snatched away and infected with the gene-curse of the cult must be slain without mercy.
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.
By extending the tendrils of the Broodmind into the psyche of the enemy, we will open their eyes and win allies to our cause
Plans must be made against any threats. Tunnels must be dug, supplies cached and traps set.
From heathen fane to hated fortification, all must be cast down.
|
|
|
|
|
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.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.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. |
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!
|
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.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.
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.
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.
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.
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.
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.
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.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.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.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.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.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).Failing the Star Children has consequences, with ostracism from the ranks of the faithful being amongst the worst.
Even those bolstered by the Broodmind can forget the teachings of their faith in the heat of battle.
Neural trauma has weakened this revolutionary’s mind, causing them to freeze in moments of crisis.
Debilitating mutations afflict this warrior, their part-alien anatomy turning against them.
Left angry and in pain from their wounds, this warrior must fight constantly not to give in to monstrous and mindless ferocity.
One too many defeats have seen this warrior slip down the invisible psychic hierarchy asserted through the Broodmind.
Experience has taught this brood the best ways in which to exploit the landscape around them for cover and concealment.
These warriors are practised in defending even the most ruined structures, be they bunkers or fallen hab-stacks.
Filled with hatred for their oppressors and enemies, these warriors are only too happy to rise up in violent rebellion.
Those who pilot light vehicles into battle soon learn to jink, swerve and use their own dust clouds for concealment.
There are advantages to having underhive engine-fixers and outcast mechanists amongst the faithful, as the many blasphemous upgrades on cult combat vehicles attest.
Bolting on extra armour is a wise precaution when fresh armoured vehicles are in short supply.
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.
No mere Human could possibly dodge their enemies’ blows with such bewildering, horribly insectile speed and precision.
Even amongst the inner circle of the cult, some display a predatory eagerness to tear into their enemies.
Command of the faithful comes as naturally to this revolutionary orator as breathing.
This cult agent draws strength from the Broodmind, becoming an avatar of destruction in the presence of the faithful.
This folk hero and their followers have fought so long together for the cause that they are now inseparable comrades.
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 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.
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!
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.
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.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.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. |
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.
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.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.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. |
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.
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.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.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. |
The ASTRA MILITARUM keyword is used in the following Genestealer Cults datasheets:
The OFFICER keyword is used in the following Astra Militarum datasheets:
The TRANSPORT keyword is used in the following Astra Militarum datasheets:
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’.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.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. |
The CHARACTER keyword is used in the following Genestealer Cults datasheets:
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.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.The BATTLELINE keyword is used in the following Genestealer Cults datasheets:
The ASTRA MILITARUM and CHARACTER keywords are used in the following Genestealer Cults datasheets:
The ACOLYTE HYBRIDS keyword is used in the following Genestealer Cults datasheets:
The TRANSPORT keyword is used in the following Genestealer Cults datasheets:
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.
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’.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.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.
|
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):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.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.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.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.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.The MOUNTED keyword is used in the following Genestealer Cults datasheets:
The and VEHICLE keywords are used in the following Genestealer Cults datasheets:
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.The MOUNTED and CHARACTER keywords are used in the following Genestealer Cults datasheets:
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.The ASTRA MILITARUM and INFANTRY keywords are used in the following Genestealer Cults datasheets:
The MOUNTED and ASTRA MILITARUM keywords are used in the following Genestealer Cults datasheets:
The ASTRA MILITARUM and VEHICLE keywords are used in the following Genestealer Cults datasheets:
The INFANTRY and REGIMENT keywords are used in the following Genestealer Cults datasheets:
The ARTILLERY keyword is used in the following Genestealer Cults datasheets:
The VEHICLE keyword is used in the following Genestealer Cults datasheets:
|
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.
The INFANTRY keyword is used in the following Genestealer Cults datasheets:
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.
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.
Plans must be made against any threats. Tunnels must be dug, supplies cached and traps set.
|
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.The CHARACTER and INFANTRY keywords are used in the following Genestealer Cults datasheets:
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.The SYNAPSE keyword is used in the following Tyranids datasheets:
The datasheets using GREAT DEVOURER keyword can be found in the following Factions:
Xenos: Genestealer Cults, Tyranids.The GREAT DEVOURER keyword is used in the following datasheets:
The GREAT DEVOURER keyword is used in the following Genestealer Cults datasheets: