Genestealer Cults – Datasheets


Characters


Abominant
(⌀40mm)
M
6"
T
6
Sv
5+
W
5
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power sledgehammer
Power sledgehammer
Melee
3
3+
12
-2
D6+1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Feel No Pain 4+, Leader
The Chosen One: While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Regenerating Gene-mass: The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.
UNIT COMPOSITION
  • 1 Abominant
This model is equipped with: power sledgehammer.
1 model
75
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, ABOMINANT
FACTION KEYWORDS:
GENESTEALER CULTS


Acolyte Iconward
(⌀32mm)
M
6"
T
4
Sv
5+
W
3
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
3+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Cult claws
Cult claws
Melee
4
3+
4
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
Nexus of Devotion: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Summon the Cult: Once per battle, when you have to remove a Cult Ambush marker because your opponent has moved too close to it, if one or more models from your army with this ability are on the battlefield, you can use this ability. If you do, instead of removing that marker, you can place it anywhere on the battlefield that is within 12" of a model from your army with this ability and more than 9" horizontally away from all enemy units (if this is not possible, this ability is not considered to have been used and that marker is removed as normal).
UNIT COMPOSITION
  • 1 Acolyte Iconward
This model is equipped with: autopistol; cult claws.
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, GREAT DEVOURER, ACOLYTE ICONWARD
FACTION KEYWORDS:
GENESTEALER CULTS


Biophagus
(⌀25mm)
M
6"
T
3
Sv
5+
W
3
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
3+
3
0
1
Chemical vials [anti-infantry 2+]
Chemical vials [anti-infantry 2+]
6"
1
3+
1
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Injector goad [anti-infantry 2+]
Injector goad [anti-infantry 2+]
Melee
1
3+
2
0
D3
WARGEAR OPTIONS
  • This model can be equipped with 1 alchemicus familiar.

ABILITIES
CORE: Deep Strike, Leader
Twisted Science: While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
Biological Warfare: Once per battle, when this model’s unit is selected to fight, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Damage characteristics of its injector goad by 3.
WARGEAR ABILITIES
Alchemicus Familiar: Once per battle, when the bearer’s unit is selected to fight, the bearer can use its alchemicus familiar. If it does, until the end of the phase, melee weapons equipped by models in that unit have the [ANTI-INFANTRY 2+] ability.

Designer’s Note: Place an Alchemicus Familiar token next to the bearer, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Biophagus
This model is equipped with: autopistol; chemical vials; injector goad.
1 model
60
LEADER
This model can be attached to the following units: You can attach this model to a GENESTEALER CULTS BATTLELINE unit, even if a PRIMUS, MAGUS or ACOLYTE ICONWARD model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, BIOPHAGUS
FACTION KEYWORDS:
GENESTEALER CULTS


Clamavus
(⌀32mm)
M
6"
T
3
Sv
5+
W
3
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
3+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
Voice of New Truths (Aura): While an enemy unit is within 12" of this model, subtract 1 from Battle-shock tests taken for that unit and, if that unit fails a Battle-shock test, it suffers 1 mortal wound.
Scrambler Array: Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model.
UNIT COMPOSITION
  • 1 Clamavus
This model is equipped with: autopistol; close combat weapon.
1 model
50
LEADER
This model can be attached to the following units: You can attach this model to a GENESTEALER CULTS BATTLELINE unit, even if a PRIMUS, MAGUS or ACOLYTE ICONWARD model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, CLAMAVUS
FACTION KEYWORDS:
GENESTEALER CULTS


Jackal Alphus
(⌀60 x 35mm)
M
12"
T
4
Sv
5+
W
4
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
3+
3
0
1
Cult sniper rifle [heavy, precision]
Cult sniper rifle [heavy, precision]
36"
1
3+
5
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader, Scouts 9"
Priority Target: Each time this model makes an attack with its cult sniper rifle that targets an enemy unit, if it scores a hit, until the end of the phase, each time another GENESTEALER CULTS model from your army makes a ranged attack that targets that enemy unit, re-roll a Hit roll of 1.
Master Outrider: In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Jackal Alphus
This model is equipped with: autopistol; cult sniper rifle; close combat weapon.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, GRENADES, GREAT DEVOURER, JACKAL ALPHUS
FACTION KEYWORDS:
GENESTEALER CULTS


Kelermorph
(⌀32mm)
M
6"
T
3
Sv
5+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Liberator autostubs [devastating wounds, pistol, precision, sustained hits d3]
Liberator autostubs [devastating wounds, pistol, precision, sustained hits d3]
12"
6
2+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Lone Operative
Cometh the Hour, Cometh the Hero: When this model is set up using the Deep Strike ability, if it is set up within 3" horizontally of a friendly GENESTEALER CULTS BATTLELINE unit, it can be set up anywhere on the battlefield that is more than 3" horizontally from all enemy models, but if it is set up within 9" horizontally of an enemy unit it is not eligible to declare a charge this turn.
Gunslinger: Each time an enemy unit targets a friendly GENESTEALER CULTS BATTLELINE unit within 3" of this model with ranged attacks, after that enemy unit has finished making its attacks, this model can shoot as if it were your Shooting phase.
UNIT COMPOSITION
  • 1 Kelermorph
This model is equipped with: liberator autostubs; close combat weapon.
1 model
55
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, KELERMORPH
FACTION KEYWORDS:
GENESTEALER CULTS


Locus
(⌀32mm)
M
6"
T
4
Sv
5+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Locus blades
Locus blades
Melee
5
2+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Fights First, Leader
Sudden Assault: While this model is leading a unit, models in that unit have the Fights First ability.
Bodyguard: While this model is leading a unit, other CHARACTER models attached to that unit have the Feel No Pain 4+ ability.
UNIT COMPOSITION
  • 1 Locus
This model is equipped with: Locus blades.
1 model
45
LEADER
This model can be attached to the following units: You can attach this model to a GENESTEALER CULTS BATTLELINE unit, even if a PRIMUS, MAGUS or ACOLYTE ICONWARD model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, LOCUS
FACTION KEYWORDS:
GENESTEALER CULTS


Magus
(⌀32mm)
M
6"
T
3
Sv
5+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
3+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Magus stave [psychic]
Magus stave [psychic]
Melee
3
3+
5
-1
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
Spiritual Leader: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against Psychic Attacks.
Mind Control (Psychic): At the start of your opponent’s Shooting phase, one PSYKER model from your army with this ability can use it. If used, select one enemy unit within 12" of and visible to that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, that enemy unit is not eligible to shoot this phase.
Psychic Familiar: Once per battle, at the start of any of your opponent’s Shooting phases, this model can use its psychic familiar. If it does, until the end of the phase, double the range of its Mind Control ability.

Designer’s Note: Place a Psychic Familiar token next to the model, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Magus
This model is equipped with: autopistol; Magus stave.
1 model
50
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GREAT DEVOURER, MAGUS
FACTION KEYWORDS:
GENESTEALER CULTS


Nexos
(⌀40mm)
M
6"
T
3
Sv
5+
W
3
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
3+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
Battlefield Analysis: Once per turn, you can select one model or unit from your army with this ability as the target of a Stratagem for 0CP, even if you have already selected a model or unit from your army as the target of that Stratagem this phase.
Cult Infiltration: At the start of each player’s Command phase, if this model is on the battlefield, you can select one of your Cult Ambush markers that is on the battlefield and move it up to 6".
UNIT COMPOSITION
  • 1 Nexos
This model is equipped with: autopistol; close combat weapon.
1 model
60
LEADER
This model can be attached to the following units: You can attach this model to a GENESTEALER CULTS BATTLELINE unit, even if a PRIMUS, MAGUS or ACOLYTE ICONWARD model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, NEXOS
FACTION KEYWORDS:
GENESTEALER CULTS


Patriarch
(⌀50mm)
M
8"
T
5
Sv
4+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Patriarch’s claws [devastating wounds, twin-linked]
Patriarch’s claws [devastating wounds, twin-linked]
Melee
5
2+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Infiltrators, Leader
Might From Beyond: While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
Cosmic Horror (Psychic): At the start of the Fight phase, each enemy unit within 6" of this model must take a Battle-shock test.
Psychic Familiar: Once per battle, at the start of the Fight phase, this model can use its psychic familiar. If it does, until the end of the phase, double the range of its Cosmic Horror ability.

Designer’s Note: Place a Psychic Familiar token next to the model, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Patriarch – EPIC HERO
This model is equipped with: Patriarch’s claws.
1 model
85
LEADER
This model can be attached to the following unit:
SUPREME COMMANDER
If this model is in your army, it must be your Warlord.
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GREAT DEVOURER, EPIC HERO, PATRIARCH
FACTION KEYWORDS:
GENESTEALER CULTS


Primus
(⌀32mm)
M
6"
T
3
Sv
5+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Scoped needle pistol [anti-infantry 2+, ignores cover, pistol]
Scoped needle pistol [anti-infantry 2+, ignores cover, pistol]
18"
1
2+
1
0
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Cult bonesword
Cult bonesword
Melee
5
2+
5
-2
1
Toxin injector claw [anti-infantry 2+, extra attacks]
Toxin injector claw [anti-infantry 2+, extra attacks]
Melee
2
2+
2
0
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
Cult Demagogue: While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Decoys and Misdirection: If your army includes one or more models with this ability, after both players have deployed their armies, select up to three GENESTEALER CULTS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
UNIT COMPOSITION
  • 1 Primus
This model is equipped with: scoped needle pistol; cult bonesword; toxin injector claw.
1 model
90
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, PRIMUS
FACTION KEYWORDS:
GENESTEALER CULTS


Reductus Saboteur
(⌀32mm)
M
6"
T
3
Sv
5+
W
3
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
3+
3
0
1
Demolition charges [assault, blast, one shot]
Demolition charges [assault, blast, one shot]
6"
D6+3
2+
12
-2
2
Remote explosives [blast, indirect fire]
Remote explosives [blast, indirect fire]
24"
D6+3
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Infiltrators, Lone Operative, Stealth
Primed and Ready: In your Shooting phase, you can select one model from your army with this ability as the target of the Grenade Stratagem for 0CP, provided that model has not already been the target of that Stratagem this phase. This can allow you to use the Grenade Stratagem for a second time this phase.
Planted Explosives: Once per battle, when an enemy unit ends a Normal, Advance or Fall Back move within 12" of this model, this model can use its Reductus mine. If it does, roll one D6: on a 2+, that enemy unit suffers D3+3 mortal wounds. Only one model from your army with this ability can use it in the same battle round.

Designer’s Note: Place a Reductus Mine token next to the model, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Reductus Saboteur
This model is equipped with: autopistol; demolition charges; remote explosives; close combat weapon.
1 model
65
KEYWORDS: INFANTRY, CHARACTER, GRENADES, GREAT DEVOURER, REDUCTUS SABOTEUR
FACTION KEYWORDS:
GENESTEALER CULTS


Sanctus
(⌀32mm)
M
6"
T
3
Sv
5+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cult sniper rifle [anti-psyker 2+, heavy, precision]
Cult sniper rifle [anti-psyker 2+, heavy, precision]
36"
1
3+
5
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Sanctus bio-dagger [anti-infantry 3+, precision]
Sanctus bio-dagger [anti-infantry 3+, precision]
Melee
6
2+
3
-2
1
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • This model’s Sanctus bio-dagger can be replaced with 1 cult sniper rifle and 1 close combat weapon.

ABILITIES
CORE: Deep Strike, Infiltrators, Lone Operative, Stealth
Psychic Spoor: At the start of the first battle round, select one enemy unit to be this model’s prey. Each time this model makes an attack that targets its prey, that attack has the [IGNORES COVER] and [DEVASTATING WOUNDS] abilities.
Creeping Shadow: This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
UNIT COMPOSITION
  • 1 Sanctus
This model is equipped with: Sanctus bio-dagger.
1 model
50
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, SANCTUS
FACTION KEYWORDS:
GENESTEALER CULTS

Battleline


Acolyte Hybrids
(⌀32mm)
M
6"
T
4
Sv
5+
W
1
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
Demolition charges [assault, blast, hazardous, one shot]
Demolition charges [assault, blast, hazardous, one shot]
6"
D6+3
5+
12
-2
2
Hand flamer [ignores cover, pistol, torrent]
Hand flamer [ignores cover, pistol, torrent]
12"
D6
N/A
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Cult claws and knife
Cult claws and knife
Melee
3
3+
4
-1
1
Heavy mining tool
Heavy mining tool
Melee
2
3+
10
-2
3
Leader’s cult weapons
Leader’s cult weapons
Melee
5
3+
5
-2
1
One Shot: The bearer can only shoot with this weapon once per battle.
WARGEAR OPTIONS
  • Any number of models can each have their autopistol replaced with 1 hand flamer.
  • For every 5 models in this unit, up to 2 Acolyte Hybrids can each have their autopistol and cult claws and knife replaced with one of the following:
    • 1 demolition charges and 1 cult claws and knife
    • 1 heavy mining tool
  • One Acolyte Hybrid’s autopistol can be replaced with 1 cult icon.
  • The Acolyte Leader’s cult claws and knife can be replaced with 1 Leader’s cult weapons.

ABILITIES
CORE: Deep Strike
FACTION: Cult Ambush
Vile Insurrectionists: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, re-roll a Wound roll of 1 as well.
WARGEAR ABILITIES
Cult Icon: In the Reinforcements step of your Movement phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached units.
UNIT COMPOSITION
  • 1 Acolyte Leader
  • 4-9 Acolyte Hybrids
Every model is equipped with: autopistol; cult claws and knife.
5 models
85
10 models
170
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, GREAT DEVOURER, ACOLYTE HYBRIDS
FACTION KEYWORDS:
GENESTEALER CULTS


Neophyte Hybrids
(⌀25mm)
M
6"
T
3
Sv
5+
W
1
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
Hybrid firearm [rapid fire 1]
Hybrid firearm [rapid fire 1]
24"
1
4+
3
0
1
Leader pistol [pistol]
Leader pistol [pistol]
12"
1
4+
4
0
1
Flamer [ignores cover, torrent]
Flamer [ignores cover, torrent]
12"
D6
N/A
4
0
1
Grenade launcher – frag [blast]
Grenade launcher – frag [blast]
24"
D3
4+
4
0
1
Grenade launcher – krak
Grenade launcher – krak
24"
1
4+
9
-2
D3
Heavy stubber [rapid fire 3]
Heavy stubber [rapid fire 3]
36"
3
4+
4
0
1
Mining laser [heavy]
Mining laser [heavy]
24"
1
5+
12
-3
D6+1
Seismic cannon [heavy, rapid fire 2]
Seismic cannon [heavy, rapid fire 2]
24"
4
5+
6
-1
D3
Webber [devastating wounds, torrent]
Webber [devastating wounds, torrent]
12"
D6
N/A
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword
Chainsword
Melee
2
4+
3
0
1
Power weapon
Power weapon
Melee
1
4+
4
-2
1
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
WARGEAR OPTIONS
  • For every 10 models in this unit, up to 2 Neophyte Hybrids can each have their Hybrid firearm replaced with one of the following:
    • Flamer
    • Grenade launcher
    • Webber
  • For every 10 models in this unit, up to 2 Neophyte Hybrids can each have their Hybrid firearm replaced with one of the following:
    • Heavy stubber
    • Mining laser
    • Seismic cannon
  • One Neophyte Hybrid equipped with a Hybrid firearm can be equipped with 1 cult icon.
  • The Neophyte Leader’s Hybrid firearm and close combat weapon can be replaced with 1 of the following:
    • 1 Leader pistol and 1 chainsword
    • 1 Leader pistol and 1 power weapon

ABILITIES
CORE: Deep Strike
FACTION: Cult Ambush
A Plan Generations in the Making: At the start of your Command phase, roll one D6 for each objective marker you control that has one or more units from your army with this ability within range of it. If one or more of the results is a 4+, you gain 1CP.
WARGEAR ABILITIES
Cult Icon: In the Reinforcements step of your Movement phase, you can return up to 3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to D3+3 destroyed models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached units.
UNIT COMPOSITION
  • 1 Neophyte Leader
  • 9-19 Neophyte Hybrids
Every model is equipped with: autopistol; Hybrid firearm; close combat weapon.
10 models
90
20 models
180
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, GREAT DEVOURER, NEOPHYTE HYBRIDS
FACTION KEYWORDS:
GENESTEALER CULTS

Dedicated Transports


Goliath Truck
(⌀Use model)
M
12"
T
9
Sv
3+
W
10
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Demolition charge cache [assault, blast, hazardous]
Demolition charge cache [assault, blast, hazardous]
6"
D6+3
5+
12
-2
2
Heavy stubber [rapid fire 3]
Heavy stubber [rapid fire 3]
36"
3
4+
4
0
1
Twin autocannon [twin-linked]
Twin autocannon [twin-linked]
48"
2
4+
9
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Goliath wheels
Goliath wheels
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3, Firing Deck 12
Fire Support: In your Shooting phase, after this model has shot, select one enemy unit it scored one or more hits against this phase. Until the end of the phase, each time a friendly model that disembarked from this TRANSPORT this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Goliath Truck
This model is equipped with: heavy stubber; twin autocannon; demolition charge cache; Goliath wheels.
1 model
90
TRANSPORT
This model has a transport capacity of 12 GENESTEALER CULTS INFANTRY models. It cannot transport a PATRIARCH.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, GREAT DEVOURER, GOLIATH TRUCK
FACTION KEYWORDS:
GENESTEALER CULTS

Fortifications


Tectonic Fragdrill
(⌀Use model)
M
-
T
11
Sv
3+
W
14
Ld
7+
OC
0
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Fragdrill
Fragdrill
Melee
6
6+
12
-2
D6
WARGEAR OPTIONS
  • None

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D3
Tectonic Fragdrill: Friendly GENESTEALER CULT INFANTRY models can be set up or end any type of move on top of the floor sections of this FORTIFICATION.
Underground Egress: Each time one of your Cult Ambush markers is removed as the result of an enemy unit ending any kind of move within 9" of it, you can instead move that marker so that it is wholly within 9" of this FORTIFICATION and more than 9" horizontally away from all enemy units (if this is not possible, that marker is removed as normal).
Manufactorum Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Tectonic Fragdrill
This model is equipped with: fragdrill.
1 model
125
KEYWORDS: FORTIFICATION, VEHICLE, TECTONIC FRAGDRILL
FACTION KEYWORDS:
GENESTEALER CULTS

Other


Aberrants
(⌀32mm)
M
6"
T
6
Sv
5+
W
3
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Heavy power weapon
Heavy power weapon
Melee
3
3+
8
-2
3
Hypermorph tail [extra attacks]
Hypermorph tail [extra attacks]
Melee
1
3+
5
0
1
Heavy improvised weapon
Heavy improvised weapon
Melee
5
3+
6
0
2
WARGEAR OPTIONS
  • The Aberrant Hypermorph’s heavy power weapon can be replaced with 1 heavy improvised weapon.

ABILITIES
CORE: Deep Strike, Feel No Pain 4+
FACTION: Cult Ambush
Hulking Bodyguards: While a CHARACTER is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll.
UNIT COMPOSITION
  • 1 Aberrant Hypermorph
  • 4-9 Aberrants
The Aberrant Hypermorph is equipped with: heavy power weapon; hypermorph tail.

Every Aberrant is equipped with: heavy power weapon.
5 models
180
10 models
360
KEYWORDS: INFANTRY, GREAT DEVOURER, ABERRANTS
FACTION KEYWORDS:
GENESTEALER CULTS


Achilles Ridgerunners
(⌀120 x 92mm)
M
12"
T
7
Sv
3+
W
8
Ld
7+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Achilles missile launcher
Achilles missile launcher
36"
3
4+
9
-2
3
Heavy mining laser [blast]
Heavy mining laser [blast]
36"
D3
4+
12
-3
D6+1
Heavy mortar [blast, indirect fire]
Heavy mortar [blast, indirect fire]
48"
D6+3
4+
6
0
1
Twin heavy stubber [rapid fire 3, twin-linked]
Twin heavy stubber [rapid fire 3, twin-linked]
36"
3
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ridgerunner wheels
Ridgerunner wheels
Melee
3
4+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their flare launcher replaced with one of the following:
    • 1 spotter
    • 1 survey augur
  • Any number of models can each have their heavy mining laser replaced with one of the following:
    • 1 achilles missile launcher
    • 1 heavy mortar

ABILITIES
CORE: Deadly Demise 1, Scouts 9"
Crossfire: Each time this unit has shot, select one enemy unit that was hit by one or more attacks made by this unit this phase. Until the end of the phase, each time a friendly GENESTEALER CULTS unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per phase.
WARGEAR ABILITIES
Flare Launcher: The bearer’s unit has the SMOKE keyword.
Spotter: The bearer’s ranged weapons have a Ballistic Skill characteristic of 3+.
Survey Augur: Each time the bearer’s unit has shot, select one enemy unit that was hit by one or more attacks made by the bearer this phase. Until the end of the phase, each time a friendly GENESTEALER CULTS model makes an attack against that unit, that attack has the [IGNORES COVER] ability.
UNIT COMPOSITION
  • 1-2 Achilles Ridgerunners
Every model is equipped with: heavy mining laser; twin heavy stubbers; Ridgerunner wheels; flare launcher.
1 model
75
2 models
150
KEYWORDS: VEHICLE, GREAT DEVOURER, ACHILLES RIDGERUNNERS
FACTION KEYWORDS:
GENESTEALER CULTS


Atalan Jackals
M
12"
T
4
Sv
5+
W
2
Ld
7+
OC
1
ATALAN JACKAL(⌀60 x 35mm)
12"
4
5+
4
7+
1
ATALAN WOLFQUAD(⌀60mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Atalan small arms [pistol]
Atalan small arms [pistol]
12"
2
4+
4
0
1
Atalan incinerator [ignores cover, torrent]
Atalan incinerator [ignores cover, torrent]
12"
D6
N/A
5
-1
1
Grenade launcher – frag [blast]
Grenade launcher – frag [blast]
24"
D3
4+
4
0
1
Grenade launcher – krak
Grenade launcher – krak
24"
1
4+
9
-2
D3
Heavy stubber [rapid fire 3]
Heavy stubber [rapid fire 3]
36"
3
4+
4
0
1
Mining laser
Mining laser
24"
1
4+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Atalan power weapon
Atalan power weapon
Melee
2
4+
4
-2
1
Close combat weapon
Close combat weapon
Melee
2
4+
3
0
1
WARGEAR OPTIONS
  • Any number of Atalan Jackals can each replace their close combat weapon with 1 Atalan power weapon.
  • Any number of Atalan Wolfquads can each have their heavy stubber replaced with one of the following:
    • 1 Atalan incinerator
    • 1 mining laser
  • For every 4 Atalan Jackals in this unit, 1 Atalan Jackal’s Atalan small arms can be replaced with 1 grenade launcher.

ABILITIES
CORE: Scouts 9"
FACTION: Cult Ambush
Outrider Gangs: Each time you use the Cult Ambush ability to set this unit back up on the battlefield, in addition to the normal rules, all of its models must be set up wholly within 9" of a battlefield edge and at least one of its models must be touching one of your Cult Ambush markers (that marker is then removed from the battlefield). If this cannot be done, this unit cannot be set back up.
Demolition Run: Once per battle round, after this unit ends a Normal move, you can select one enemy unit within 6" of and visible to this unit and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1-2 Atalan Wolfquads*
  • 4-8 Atalan Jackals
* This unit can only contain 2 Atalan Wolfquads if it also contains 8 Atalan Jackals.

Every Atalan Jackal is equipped with: Atalan small arms; close combat weapon.

Every Atalan Wolfquad is equipped with: Atalan small arms; heavy stubber; close combat weapon.
5 models
90
10 models
180
KEYWORDS: MOUNTED, GRENADES, GREAT DEVOURER, ATALAN JACKALS
FACTION KEYWORDS:
GENESTEALER CULTS


Goliath Rockgrinder
(⌀Use model)
M
12"
T
10
Sv
3+
W
10
Ld
7+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Clearance incinerator [ignores cover, torrent]
Clearance incinerator [ignores cover, torrent]
12"
2D6
N/A
6
-1
1
Demolition charge cache [assault, blast, hazardous]
Demolition charge cache [assault, blast, hazardous]
6"
D6+3
5+
12
-2
2
Heavy mining laser [blast]
Heavy mining laser [blast]
36"
D3
4+
12
-3
D6+1
Heavy seismic cannon [rapid fire 2]
Heavy seismic cannon [rapid fire 2]
24"
4
4+
8
-2
D3
Heavy stubber [rapid fire 3]
Heavy stubber [rapid fire 3]
36"
3
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Drilldozer blade [sustained hits 1]
Drilldozer blade [sustained hits 1]
Melee
6
3+
10
-2
2
WARGEAR OPTIONS
  • This model’s heavy mining laser can be replaced with one of the following:
    • 1 clearance incinerator
    • 1 heavy seismic cannon

ABILITIES
CORE: Deadly Demise D3, Firing Deck 6
Grinding Clearance: Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Goliath Rockgrinder
This model is equipped with: heavy mining laser; heavy stubber; drilldozer blade; demolition charge cache.
1 model
130
DAMAGED: 1-3 WOUNDS REMAINING
While this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 6 GENESTEALER CULTS INFANTRY models. It cannot transport a PATRIARCH.
KEYWORDS: VEHICLE, TRANSPORT, GREAT DEVOURER, GOLIATH ROCKGRINDER
FACTION KEYWORDS:
GENESTEALER CULTS


Hybrid Metamorphs
(⌀32mm)
M
6"
T
4
Sv
5+
W
1
Ld
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol [pistol]
Autopistol [pistol]
12"
1
4+
3
0
1
Hand flamer [ignores cover, pistol, torrent]
Hand flamer [ignores cover, pistol, torrent]
12"
D6
N/A
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Leader’s cult weapons
Leader’s cult weapons
Melee
5
3+
5
-1
2
Metamorph mutations – strike
Metamorph mutations – strike
Melee
3
3+
5
-1
2
Metamorph mutations – sweep
Metamorph mutations – sweep
Melee
5
3+
4
-1
1
WARGEAR OPTIONS
  • Any number of models can each have their autopistol replaced with 1 hand flamer.
  • One Hybrid Metamorph’s autopistol can be replaced with 1 cult icon.

ABILITIES
CORE: Deep Strike, Scouts 6"
FACTION: Cult Ambush
Savage Amalgam: Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 3+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and it is then removed from play.
WARGEAR ABILITIES
Cult Icon: In the Reinforcements step of your Movement phase, you can return up to D3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to 3 destroyed models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached units.
UNIT COMPOSITION
  • 1 Metamorph Leader
  • 4-9 Hybrid Metamorphs
The Metamorph Leader is equipped with: autopistol; Leader’s cult weapons.

Every Hybrid Metamorph is equipped with: autopistol; Metamorph mutations.
5 models
80
10 models
160
KEYWORDS: INFANTRY, GRENADES, GREAT DEVOURER, HYBRID METAMORPHS
FACTION KEYWORDS:
GENESTEALER CULTS


Purestrain Genestealers
(⌀32mm)
M
8"
T
4
Sv
5+
W
2
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Cult claws and talons
Cult claws and talons
Melee
4
2+
4
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Infiltrators
FACTION: Cult Ambush
Swift and Deadly: This unit is eligible to declare a charge in a turn in which it Advanced.
UNIT COMPOSITION
  • 5-10 Purestrain Genestealers
Every model is equipped with: cult claws and talons.
5 models
75
10 models
150
KEYWORDS: INFANTRY, GREAT DEVOURER, PURESTRAIN GENESTEALERS
FACTION KEYWORDS:
GENESTEALER CULTS
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.

  • 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.
Mortal Wounds

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

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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, 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.
  • 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.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
TUNNEL CRAWLERS
1CP
Ascension Day – Strategic Ploy Stratagem
Squirming, crawling and scrabbling through confined spaces is second nature to many broodkin, and is a skill they use to 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 3" horizontally away from all enemy models.

RESTRICTIONS: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.
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.
COORDINATED TRAP
2CP
Ascension Day – Battle Tactic Stratagem
Flowing like a dark tide down hidden tunnels, along rubble-choked gulleys or through sagging and rusted vents, the faithful utterly encircle their enemies.
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, and one enemy unit.

EFFECT: 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.
UNQUESTIONING LOYALTY
1CP
Ascension Day – Epic Deed Stratagem
Broodkin are so fanatically loyal that they do not hesitate to sacrifice themselves to protect their leaders.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a CHARACTER model in your unit would lose a wound, select one friendly GENESTEALER CULTS unit within 3" of it (excluding VEHICLE units). Your CHARACTER model does not lose that wound and that selected unit suffers one mortal wound instead.
A PERFECT AMBUSH
1CP
Ascension Day – Battle Tactic Stratagem
These Cultists have tracked their enemies tirelessly, as predatory beasts stalk their prey. Only when their position is perfect do they strike, engulfing their victims in a hail of unexpected firepower.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, improve the Ballistic Skill and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1.
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.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
ONE WITH THE DARKNESS
1CP
Ascension Day – Strategic Ploy Stratagem
In dark nooks and crevices the true believers of the cult whisper and skulk, all but invisible to those who approach.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, your unit has the Stealth ability and can only be selected as the target of a ranged attack if the attacking model is within 12"

The GENESTEALER CULTS and BATTLELINE keywords are used in the following Genestealer Cults datasheets:

RETURN TO THE SHADOWS
1CP
Ascension Day – Strategic Ploy Stratagem
Ever cunning and duplicitous, broods of the faithful often vanish back into tunnels and vents after their initial strike, ready to regroup and attack again elsewhere.
WHEN: End of your opponent’s turn.

TARGET: Up to two GENESTEALER CULTS BATTLELINE units from your army, or one other GENESTEALER CULTS INFANTRY unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must have the Deep Strike ability and cannot be within Engagement Range of any enemy units when targeted.
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.
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.
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.
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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

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 as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
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.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
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.

  • 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.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

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

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
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.
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.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
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
2CP
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.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
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).
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
They Came From Below
Ascension Day Detachment

For generations an insidious threat has lain hidden within the shadows. Now their time is nigh, and from out of the tunnels and sewers they rise to topple their oppressors in brutally violent insurrection. None can escape the sudden ambushes that herald the Day of Ascension!

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.
  • Focus of Adoration
    10 pts
Ascension Day Detachment

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

GENESTEALER CULTS model only. While the bearer is leading a unit, you can target that 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.

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.
  • Prowling Agitant
    15 pts
Ascension Day Detachment

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".

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.
  • Inscrutable Cunning
    30 pts
Ascension Day Detachment

Every variable has been factored into this strategist’s master plan.

GENESTEALER CULTS model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability and each time you select that unit as the target of a Stratagem, roll one D6: on a 4+, you gain 1CP.

  • Meticulous Planner
    40 pts
Ascension Day Detachment

No other force spends as long laying meticulous preparations for the battles to come as the Genestealer Cults. Their plans to counter the foe are works of dark genius.

GENESTEALER CULTS model only. Once per battle, just after your opponent uses a Stratagem, if the bearer is on the battlefield, it can use this ability. If it does, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1CP.

The BATTLELINE keyword is used in the following Genestealer Cults datasheets:

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 a BATTLELINE unit, and 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 and with all of its wounds remaining, and you can 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).

If an enemy model (excluding AIRCRAFT models) 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 opponent’s next Movement phase, for each of your Cult Ambush markers that is still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit on the battlefield more than 9" horizontally away from all enemy models and 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).

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 1VP 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.

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

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).

The GRENADES keyword is 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.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
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.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.

The MOUNTED keyword is used in the following Genestealer Cults datasheets:

Characters
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

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.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
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.
Alternative models by Artel W:

Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

The PSYKER keyword is used in the following Genestealer Cults datasheets:

Characters

The PSYKER keyword is used in the following Genestealer Cults datasheets:

Characters
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
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.
Extra Attacks

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.
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.
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
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.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

The BATTLELINE keyword is used in the following Genestealer Cults datasheets:

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.
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.
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.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
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.
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. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. 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.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.

The VEHICLE keyword is used in the following Genestealer Cults datasheets:

Dedicated Transports
Fortifications

The TRANSPORT keyword is used in the following Genestealer Cults datasheets:

Dedicated Transports
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

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