Genestealer Cults
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Books

BookKindEditionVersionLast update
  Genestealer Cults
  Genestealer CultsFaction Pack111.1July 2026
  Astra Militarum
  Astra MilitarumFaction Pack111.1July 2026
  Tyranids
  TyranidsFaction Pack111.1July 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.1

FAQ

Faction Pack: Genestealer Cults

Q:When setting up a unit using the Cult Ambush army rule, if my opponent has an ability that places restrictions on where my Reserves units can be set up (e.g. a Space Marine INFILTRATOR SQUAD’s Omni-scramblers ability), do I have to meet those restrictions when setting up my unit (e.g. for Omni-scramblers, not within 12” of that Infiltrator Squad)?
A:
Yes.
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: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.

Keywords

ACOLYTE HYBRIDS (2);
ARTILLERY (18);
ASTRA MILITARUM (100);
BATTLELINE (7);
BURROWER (1);
BURROWERS (2);
CADIAN (2);
CATACHAN (1);
CHARACTER (30);
COMMAND SQUAD (4);
DEDICATED TRANSPORT (7);
ENDLESS MULTITUDE (1);
EPIC HERO (3);
FLY (5);
FORTIFICATION (6);
FRAME (68);
GENESTEALER CULTS (25);
GREAT DEVOURER (38);
GRENADES (35);
HIVE TYRANT (1);
IMPERIUM (100);
INFANTRY (54);
KRIEG (1);
MOBILE (1);
MONSTER (5);
MOUNTED (8);
OFFICER (8);
PLATOON (8);
PSYKER (6);
REGIMENT (27);
SMOKE (59);
SQUADRON (43);
SYNAPSE (5);
TAUROS (2);
TITANIC (17);
TRANSPORT (15);
TYRANIDS (14);
VANGUARD INVADER (14);
VEHICLE (67);
WALKER (4)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

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

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

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

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

Army Rules

Cult Ambush

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

If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.
  • Incursion: 6 Resurgence points
  • Strike Force: 10 Resurgence points
  • Onslaught: 14 Resurgence points

Each time a unit from your army is destroyed, if every model (excluding CHARACTER models) in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength (not including attached CHARACTER models).

Aberrants
5 models4 Resurgence points
10 models8 Resurgence points
Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs
5 models2 Resurgence points
10 models4 Resurgence points
Atalan Jackals
5 models2 Resurgence points
10 models6 Resurgence points
Neophyte Hybrids
10 models3 Resurgence points
20 models6 Resurgence points
Purestrain Genestealers
5 models2 Resurgence points
10 models6 Resurgence points

If you do:
  • Add a new unit to your army identical to your destroyed unit (excluding CHARACTER models), 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.
  • Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

Units in Cult Ambush
Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. Units in Cult Ambush are not automically destroyed at the end of the third battle round.

Cult Ambush Markers
Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 8" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush to make an ingress move. For that ingress move, set that unit up with at least one model in that unit in base contact with 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). Units in Cult Ambush can make an ingress move in the first battle round using this rule.
UNIQUE: HOSTS

Host of Ascension3DP

Detachment Rule

A Perfect Ambush

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

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

Enhancements

  • Prowling Agitant 15 pts

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

GENESTEALER CULTS model only. In your opponent's Movement phase, if an enemy unit ends a move within 8" of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to D6".

  • A Chink in Their Armour 20 pts

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

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

  • Our Time Is Nigh 20 pts

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

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

  • Assassination Edict 15 pts

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

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


Stratagems

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

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

EFFECT: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.
PRIMED AND READIED
2CP
Host of Ascension – Battle Tactic Stratagem
The broodkin have been trained and equipped for this moment, with weapons readied for Ascension.
WHEN: Your Shooting phase or the Fight phase.

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

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

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

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

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

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

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

TARGET: One GENESTEALER CULTS INFANTRY unit from your army that is not within Engagement Range of one or more enemy units.

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

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

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

Xenocreed Congregation2DP

Detachment Rule

Unquestioning Fanaticism

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

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

Enhancements

  • Gene-sire’s Reliquant 5 pts

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

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

  • Denunciator of Tyrants 25 pts

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

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

  • Deeds That Speak to the Masses 25 pts

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

MAGUS, PRIMUS or ACOLYTE ICONWARD model only. You start the battle with 2 additional Resurgence points.

  • Incendiary Inspiration 15 pts

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

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


Stratagems

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

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

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

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

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

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

EFFECT:
  • If your unit made an advance/fall-back move this turn, that advance/fall-back move does not prevent your unit from being eligible to declare a charge.
  • When your unit declares a charge, you can use this part of this stratagem. If you do:
    • Your unit can re-roll charge rolls.
    • Your unit must end that charge move engaged with an enemy unit engaged with a friendly CHARACTER unit.
TRANSCENDENT CELERITY
1CP
Xenocreed Congregation – Strategic Ploy Stratagem
Owing to their hypersensory reactions, the cult’s rate of fire increases.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] ability.
THE DOWNTRODDEN RISE
2CP
Xenocreed Congregation – Strategic Ploy Stratagem
Such is the creed's inspirational call to arms that as the foe foil one incursion, another rises for the cause.
WHEN: End of your opponent’s Movement phase.

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

EFFECT: Until the end of the phase, you can set up your unit on the battlefield without using a Cult Ambush marker. When doing so, set up your unit anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
THE PATH OF ANGUISH
1CP
Xenocreed Congregation – Strategic Ploy Stratagem
Bloody persecution by the oppressors is grist for the mill of the cult's violent and zealous creed.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

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

Biosanctic Broodsurge2DP

Detachment Rule

Hypermorphic Fury

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

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

Enhancements

  • Predatory Instincts 20 pts

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

ABOMINANT, BIOPHAGUS or PATRIARCH model only.

  • Models in the bearer’s unit have the Infiltrators ability.
  • You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
    • That use is -1 CP.
    • That use does not prevent any uses of that stratagem on other units this phase.

  • Biomorph Adaptation 25 pts

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

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

  • Mutagenic Regeneration 10 pts

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

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

  • Alien Majesty 15 pts

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

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


Stratagems

EVASIVE VANGUARD
1CP
Biosanctic Broodsurge – Strategic Ploy Stratagem
Adaptive and intelligent, the purest of a cult's broods can evade their foes to find new avenues of ingress.
WHEN: Any phase, just after an enemy unit ends a move within 8" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.

TARGET: Select one of those Cult Ambush markers.

EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 8" horizontally away from all enemy units.
SAINTLY PAROXYSM
1CP
Biosanctic Broodsurge – Epic Deed Stratagem
There are few more holy virtues in the cult’s eyes than to use one’s final act to lay low the oppressor.
WHEN: Fight phase, just after an enemy unit destroys a GENESTEALER CULTS CHARACTER model from your army.

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

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

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

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

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

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

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

EFFECT: Your unit has +2 to charge rolls.
BIO-HORROR REVELATION
1CP
Biosanctic Broodsurge – Strategic Ploy Stratagem
Face to face with hideous genetic monstrosities, their full horror can shake even the most stoic soul.
WHEN: Start of your opponent's Shooting phase.

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

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

Outlander Claw2DP

Detachment Rule

Rapid Takeover

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

While a GENESTEALER CULTS MOUNTED/VEHICLE model from your army is not Battle-shocked, add 1 to its Objective Control characteristic. 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 you control, that objective remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Enhancements

  • Serpentine Tactics 10 pts

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

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

  • Cartographic Data-leech 10 pts

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

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

  • Starfall Shells 10 pts

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

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

  • Assault Commando 15 pts

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

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


Stratagems

ALONG SHADOWED TRAILS
1CP
Outlander Claw – Strategic Ploy Stratagem
With raw speed and subtle misdirection, Atalan Jackals outflank those who believe them trapped.
WHEN: Any phase, just after an enemy unit ends a move within 8" of one or more of your Cult Ambush markers.

TARGET: Select one of those Cult Ambush markers.

EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 8" horizontally away from all enemy units.
DEVOTED CREW
1CP
Outlander Claw – Battle Tactic Stratagem
With evasive manoeuvres and split-second repairs, Outlander Claws marshal their rugged vehicles through the worst the foe can throw at them.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

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

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

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

TARGET: One ACHILLES RIDGERUNNERS or ATALAN JACKALS unit from your army that is within 8" of that enemy unit.

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

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

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

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

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

Brood Brother Auxilia2DP

Detachment Rule

Integrated Tactics

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

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

BROOD BROTHERS

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

Enhancements

  • Martial Espionage 25 pts

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

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

  • Adaptive Reprisal 15 pts

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

GENESTEALER CULTS INFANTRY model only. When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.

  • The Hero Returned 20 pts

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

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

  • Firepoint Commander 10 pts

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

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


Stratagems

IN THE SHADOW OF IRON
1CP
Brood Brother Auxilia – Strategic Ploy Stratagem
Hulking armoured war engines provide ideal cover to launch a well-timed ambush.
WHEN: Any phase, just after an enemy unit ends a move within 8" of one or more of your Cult Ambush markers.

TARGET: One ASTRA MILITARUM VEHICLE unit from your army.

EFFECT: Select one of those Cult Ambush markers. You can set up that Cult Ambush marker anywhere on the battlefield that is more than 8" horizontally away from all enemy units and wholly within 6" of your unit.
REGIMENTAL REINFORCEMENTS
1CP
Brood Brother Auxilia – Strategic Ploy Stratagem
Xeno-tainted soldiers have long learned to lurk in the shadows, ready to attack when the cult calls.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an ASTRA MILITARUM INFANTRY REGIMENT unit from your army (excluding ARTILLERY and CHARACTER units) is destroyed.

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

EFFECT: Roll one D6: on a 3+, place one Cult Ambush marker anywhere on the battlefield that is more than 8" horizontally away from all enemy units (if this is not possible, no marker is placed) and add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.

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

TARGET: That ASTRA MILITARUM unit.

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

TARGET: One ASTRA MILITARUM unit from your army.

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

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

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

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

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

Final Day2DP

Every Genestealer Cultist wishes to witness the Star Children’s arrival and ascend to join them in blessed oneness. They believe this will be a transcendent experience, a sublime reward for their devotion. The reality is altogether more hideous. As the Tyranids approach through the void, the utterly alien Hive Mind assimilates the more nuanced Broodmind of the cult. Many faithful die from psionic shock. Others are freed from Tyranid mind control only to go mad with horror as the truth is revealed. The rest become short-lived puppets for the first waves of Tyranid vanguard organisms descending on their world. Exerting its will to make them fight harder and move faster, the Hive Mind swiftly burns out these surviving faithful, harvesting each flicker of bioenergy to reinvigorate its more valuable Tyranid organisms.

Detachment Rule


Psionic Parasitism

With each tug on the synaptic leash, the Hive Mind drains more of its hapless worshippers.

At the end of your Movement phase, for each TYRANIDS SYNAPSE unit from your army, you can select one friendly GENESTEALER CULTS unit (excluding PURESTRAIN GENESTEALER and PATRIARCH units) and one friendly TYRANIDS unit each within 9" of and visible to that SYNAPSE unit. If you do, that GENESTEALER CULTS unit from your army suffers D3+1 mortal wounds and one model in the selected TYRANIDS unit regains up to that many lost wounds and until the start of your next Movement phase, each time a model in the selected TYRANIDS unit makes an attack, add 1 to the Hit roll.

TYRANIDS units from your army have the following ability:

Catalyst (Aura): While an enemy unit is within 6" of this unit, each time a friendly GENESTEALER CULTS unit makes an attack that targets that enemy unit, add 1 to the Hit roll.

The Star Children’s Blessings
You can include TYRANIDS VANGUARD INVADER units (excluding AIRCRAFT, BROODLORD and GENESTEALERS units) in your army. The combined points cost of such units depends on your battle size:
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts

No TYRANIDS models from your army can be your WARLORD.

Enhancements

  • Synaptic Auger 15 pts

Invisible psionic tendrils drift around this bioform’s cranium, stabbing out to force alien demands into fragmenting hybrid minds and suck the bioenergy from them in merciless draughts.

TYRANIDS model only. Each time the bearer would regain one or more lost wounds from the Psionic Parasitism Detachment rule, it regains up to twice that number of lost wounds instead.

  • Enraptured Damnation 10 pts

Though hollowing them out like acid, the insidious power of the Hive Mind blazes from this delirious fanatic and forces their enemies to recoil.

GENESTEALER CULTS model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

  • Vanguard Tyrant 25 pts

Adapted by the Hive Mind to lead the first invasion swarms, this leader organism’s bioweapons emphasise vicious shock assault and maximum bloodshed.

WINGED HIVE TYRANT model only. Improve the Strength and Armour Penetration characteristics of melee weapons equipped by the bearer by 1.

  • Inhuman Integration 20 pts

This cult leader’s powerful psyche has withstood Hive Mind integration better than most, at least for now. It even relays a crude approximation of synaptic signals to their underlings. Of course, this only makes them and their followers more selflessly obedient drones.

GENESTEALER CULTS model only. Weapons equipped by models in the bearer’s unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 6" of one or more friendly TYRANIDS units.


Stratagems

HYPERFEROCITY
1CP
Final Day – Battle Tactic Stratagem
Goaded by the newly ascendant Hive Mind, the cultists fight with greater fury even as their muscles tear and organs rupture under the strain.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Wound roll of 1. If one or more friendly TYRANIDS units are within 6" of that enemy unit, you can re-roll the Wound roll instead.
PSI SURGE
1CP
Final Day – Strategic Ploy Stratagem
As the Tyranid invasion gathers pace, the influence of the Hive Mind surges like waves rolling ever higher onto a desolate shore.
WHEN: Start of any phase.

TARGET: One TYRANIDS unit from your army.

EFFECT: Until the start of your next Command phase, increase the range of your unit’s Catalyst ability by 3".

RESTRICTIONS: Each time you use this Stratagem, until the end of your next Command phase, you cannot use this Stratagem again.
AVENGE THE STAR CHILDREN
1CP
Final Day – Battle Tactic Stratagem
Some amongst the cult still retain enough sentience and zeal to feel rage and a need for vengeance if they see the Star Children slain.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought.

TARGET: One TYRANIDS CHARACTER unit from your army that was destroyed by that enemy unit this phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Until the end of the battle, each time a GENESTEALER CULTS model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.
DIVINE IMPERATIVE
1CP
Final Day – Battle Tactic Stratagem
Cultists dash madly into the fighting without a care for their survival, drawn onward to aid the vanguard organisms by a will they cannot resist.
WHEN: Your Charge phase, when a friendly GENESTEALER CULTS unit within 12" of a friendly engaged TYRANIDS unit declares a charge.

TARGET: That GENESTEALER CULTS unit.

EFFECT:
  • Your unit has +1 to charge rolls.
  • You can use this part of this stratagem. If you do:
    • Your unit can re-roll charge rolls.
    • Your unit must end that charge move engaged with an enemy unit engaged with that friendly TYRANIDS unit.
DARTING ATTACKS
1CP
Final Day – Strategic Ploy Stratagem
Like predatory sea beasts lunging from wheeling shoals of fish, the vanguard organisms strike and fade from amidst the cultist hordes repeatedly, picking apart their overwhelmed prey.
WHEN: Your Shooting phase or your Charge phase.

TARGET: One TYRANIDS unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
RESISTANCE TUNNELS
1CP
Final Day – Strategic Ploy Stratagem
Never again will the tunnel networks of the cult provide secret roads for hopeful and idealistic freedom fighters. Yet they can still serve one last time as a means by which the Tyranids and their surviving worshippers can vanish from the battlefield only to strike again elsewhere.
WHEN: End of your opponent’s Fight phase.

TARGET: One GENESTEALER CULTS or TYRANIDS unit from your army that is not within Engagement Range of one or more enemy units.

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

Heroes of the Uprising1DP

CHAMPIONS OF THE GENESTEALER CULT LEAD THE UPRISING WITH UNHOLY CHARISMA AND ALIEN FEROCITY

Detachment Rules

Killer Reputation

What passes for folk heroism amongst the deviants of the Genestealer Cults is part broodmind compulsion and unwilling worship, and part these champions’ ability to commit deeds of great and terrible violence against any who stand in the way of the cult.

Friendly KELERMORPH/LOCUS/REDUCTUS SABOTEUR/SANCTUS models have KILLER.

Friendly KILLER models’ attacks can:
  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1

Enhancements

  • Gene-Tailored Toxins 35 pts

Years of experimentation and stolen biodata have gone into the fabrication of these unique and horrible toxins, which are now used to coat the weapons of the cult’s favoured champions.

LOCUS/SANCTUS model only. This model’s attacks have +1 D.

  • Contraband Munitions 20 pts

Carefully husbanded against the Day of Ascension, these rare and powerful black‑market rounds are issued only to the cult’s finest marksmen.

KELERMORPH/REDUCTUS SABOTEUR model only. This unit’s ranged attacks have +2 S.


Stratagems

LIVING UP TO LEGEND
1CP
Heroes of the Uprising Stratagem
Few sights are more inspiring to the downtrodden yet fanatical masses of the Genestealer Cult than seeing their folk heroes striking down their oppressors.
WHEN: Your Shooting phase or the Fight phase, when a friendly KILLER unit has attacked, if those attacks destroyed an enemy unit or an enemy CHARACTER model.

TARGET: That KILLER unit.

EFFECT: Each visible friendly battle-shocked GENESTEALER CULTS unit within 12" of your unit is no longer battle-shocked.
SURGING BROODWORSHIP
1CP
Heroes of the Uprising Stratagem
Feeding back through the unnatural connection of the broodmind, the sheer worshipful belief of the masses in the superhuman abilities of their champions actually manifests to empower those very figureheads.
WHEN: Your Shooting phase or the Fight phase, when a friendly KILLER unit is selected to attack.

TARGET: That KILLER unit.

EFFECT: Attacks made by KILLER models in your unit have [DEVASTATING WOUNDS].
LOYAL TO THE END
1CP
Heroes of the Uprising Stratagem
Even caught firmly within the jaws of death, still this champion of the cult lives up to their reputation for deadly skill and utter devotion to the cause.
WHEN: Fight phase, when an enemy unit targets a friendly KILLER unit.

TARGET: That KILLER unit.

EFFECT: When a KILLER model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6:
  • On a 1, that enemy unit suffers 1 mortal wound.
  • On a 2+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
UNIQUE: PURESTRAIN

Purestrain Broodswarm1DP

PURESTRAIN BROODS ARE UNLEASHED EN MASSE TO TEAR THE HEART FROM THE ENEMY ARMY

Detachment Rules

Enemy Within

Genestealers on the hunt combine malevolent cunning and inhuman agility to strike and fade again and again, until their prey are reduced to panicked disarray.

At the end of your opponent’s Fight phase, friendly unengaged PURESTRAIN GENESTEALER units can be placed in strategic reserves.

This detachment has the PURESTRAIN tag and cannot be taken with another PURESTRAIN detachment.

Enhancements

  • Mark of the Star ChildrenUPGRADE 30 pts

Spontaneous biomorphs amongst this brood of Purestrains render them bigger, stronger, and mark them out as surely being the chosen of the Star Children themselves.

PURESTRAIN GENESTEALERS unit only. This unit has:

  • +1 T.
  • 4+ Sv.
  • This unit’s melee attacks have +1 S.

  • Talons of the Sire 15 pts

The broodmind bond between this Patriarch and its Purestrain spawn is so strong that it can virtually wield them like its own vicious talons.

PATRIARCH model only. This unit’s attacks can re-roll wound rolls of 1.


Stratagems

LURK AND STRIKE
1CP
Purestrain Broodswarm Stratagem
Any sign these vicious aliens are trying to flee is but misdirection as they slip away from their attackers only to pounce once again upon unsuspecting prey.
WHEN: Your Movement phase, when a friendly PURESTRAIN GENESTEALERS unit is selected to make a fall-back move.

TARGET: That PURESTRAIN GENESTEALERS unit.

EFFECT: That move does not prevent your unit from being eligible to declare a charge.
CRAWLING HORROR
1CP
Purestrain Broodswarm Stratagem
Genestealers can constrict themselves into grotesquely narrow spaces, can crawl across vertical surfaces and hang from ceilings in utter silence, and are rarely seen by their prey before it is altogether too late.
WHEN: Start of your opponent’s Movement phase.

TARGET: One friendly PURESTRAIN GENESTEALERS unit.

EFFECT: Your unit has -6" detection range until the end of the turn.
INHUMAN REACTIONS
1CP
Purestrain Broodswarm Stratagem
Purestrain Genestealers think and move with horrifying swiftness, darting through the smoke and shadow of the battlefield, remaining always a few steps ahead of their prey.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged PURESTRAIN GENESTEALERS unit.

TARGET: That PURESTRAIN GENESTEALERS unit.

EFFECT: Your unit can make a normal move of up to D3+3".
UNIQUE: HOSTS

Xenocult Masses1DP

MASSED BROODS OF NEOPHYTE HYBRIDS USE GUERRILLA TACTICS TO UNDERMINE THEIR ENEMIES

Detachment Rules

Hordes of the Faithful

More and yet more Neophytes surge from tunnel mouths, mine entrances and derelict fortifications, drowning the foe in a tide of fanatical killers.

In your Command phase, if a friendly NEOPHYTE HYBRIDS unit is within a terrain area, that unit heals 3 wounds.

This detachment has the HOSTS tag and cannot be taken with another HOSTS detachment.

Enhancements

  • Inspired to Greatness 15 pts

Fighting under the eyes of the very leaders of their cult, the faithful are gripped by an unwavering determination to excel in battle.

MAGUS/PRIMUS model only. This unit’s attacks can re-roll damage rolls.

  • Devious DisguisesUPGRADE 15 pts

Whether it be stolen uniforms, ad‑hoc camouflage or even some chameleonic xenomutation, these Neophytes are able to blend into their surroundings.

NEOPHYTE HYBRIDS unit only. This unit has -3" detection range.


Stratagems

EYES OF THE CULT
1CP
Xenocult Masses Stratagem
Equipped with a wealth of local knowledge, it is no great task for these Neophytes to make out the positions of the unbelievers and report their presence to the cult.
WHEN: Start of your Shooting phase.

TARGET: One friendly NEOPHYTE HYBRIDS unit within a terrain area.

EFFECT: Enemy units within that terrain area have +6" detection range
FANATICAL HAIL
1CP
Xenocult Masses Stratagem
Driven wild with hate and fervour, the hybrids unleash a veritable storm of criss-crossing fire into their loathed foe.
WHEN: Your Shooting phase, when a friendly NEOPHYTE HYBRIDS unit is selected to shoot.

TARGET: That NEOPHYTE HYBRIDS unit.

EFFECT: Select one enemy unit. Your unit’s ranged attacks that target that enemy unit can re-roll hit rolls.
SLUNK FROM THE UNDERBELLY
1CP
Xenocult Masses Stratagem
Used to being downtrodden, to creeping secretively through the shadows and hiding from authority, these Neophyte Hybrids are almost preternaturally skilled at making use of battlefield cover.
WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly NEOPHYTE HYBRIDS unit with every model within a terrain area.

TARGET: That NEOPHYTE HYBRIDS unit.

EFFECT: Ranged attacks that target your unit have -1 AP until that unit has attacked

Crusade Rules

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

This section contains the following additional rules:

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

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

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

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

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

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

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

Agendas

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

GENESTEALER’S KISS

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Path of Ascension

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

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

The Path Begins

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

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

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

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

INFILTRATED INSTITUTION
INDUSTRY
MILITARY
COMMUNITY
POLITICS
RELIGION
RESOURCES

Walking the Path

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

Exploit Advantage

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

Gain Ascension Points

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

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

Gain Control

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

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

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

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

Setback

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

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

Propagate

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

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

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

Path’s End

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

Glorious Ascension

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

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

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

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

Seed the Stars

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

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

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

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

ASCENSION REWARDS

Hive World

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

Forge World

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

Cardinal World

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

Fortress World

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

Agri/Mining World

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

Frontier/Feudal World

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


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

The Great Ordeal

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

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

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

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

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

BATTLE SIZEYOUR CONTROL COUNT
0123
Combat Patrol1CP1CP0CP0CP
Incursion2CP1CP1CP0CP
Strike Force3CP2CP1CP1CP
Onslaught3CP3CP2CP1CP

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

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

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

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

The Cycle Begins Anew

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

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

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

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

Requisitions

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

BLESSED LEADER1RP

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Crusade Relics

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

Artificer Relics

PERVASION VEIL

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

INFANTRY model (excluding PATRIARCH models) only.

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

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

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

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

Antiquity Relics

REVERBERATION COIL

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

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

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

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

Legendary Relics

PENNANT OF ASCENSION (AURA)

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

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

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

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

Battle Scars

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

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

Battle Scars
D6

OUT OF FAVOUR

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

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

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

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

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

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

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

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

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

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

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

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

Battle Traits

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

INFANTRY Units
D6
GUERRILLAS

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

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

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

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

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

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

MOUNTED AND VEHICLE Units
D6
ELUSIVE RAIDERS

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

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

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

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

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

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

THE GENE-BLESSED
D6
PATRIARCH, PURESTRAIN GENESTEALERS, ACOLYTE HYBRIDS and HYBRID METAMORPHS units only
XENOS SAVAGERY

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

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

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

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

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

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

CHARACTER MODELS
D6
BROOD PROPHET (AURA)

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

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

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

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

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

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

Crusade Badges

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

Uprising Hero

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

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


Propagator of Liberation

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



Saint of Ascension

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



Path Of Ascension Tracker

Download blank Path Of Ascension Tracker:

Boarding Actions

Introduction

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

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

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

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

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

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

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

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

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

Cult Unveiled

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

Mustering a Boarding Patrol

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

Forming Boarding Squads


Rules Adaptations


Army Rule

Insidious Ambushers

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

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

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

Detachment Rule

Harassing Fire

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

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

Enhancements

Master Saboteur

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

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

Primary Detonator

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

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

Stratagems

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

TARGET: One GENESTEALER CULTS unit from your army.

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

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

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

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

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

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

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

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

Genespawn Onslaught

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

Mustering a Boarding Patrol

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

Rules Adaptations


Army Rule

Insidious Ambushers

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

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

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

Detachment Rule

Blessed Visages

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

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

Enhancements

Spiteful Imp

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

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

Miasmic Fumes

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

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

Stratagems

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

TARGET: That GENESTEALER CULTS unit.

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

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

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

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

TARGET: That HYBRID METAMORPHS unit.

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

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

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

Infestation Swarm

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

Mustering a Boarding Patrol

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


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

Rules Adaptations


Army Rule

Auspex Ghosts

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

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

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

Detachment Rule

Half-Glimpsed Shadows

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

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

Enhancements

Stalking Menace

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

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

Psi-spoor Sensitivity

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

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

Stratagems

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

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

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

TARGET: That GREAT DEVOURER unit.

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

TARGET: That GREAT DEVOURER unit.

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

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

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

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, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.
  • Incursion: 6 Resurgence points
  • Strike Force: 10 Resurgence points
  • Onslaught: 14 Resurgence points

Each time a unit from your army is destroyed, if every model (excluding CHARACTER models) in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength (not including attached CHARACTER models).

Aberrants
5 models4 Resurgence points
10 models8 Resurgence points
Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs
5 models2 Resurgence points
10 models4 Resurgence points
Atalan Jackals
5 models2 Resurgence points
10 models6 Resurgence points
Neophyte Hybrids
10 models3 Resurgence points
20 models6 Resurgence points
Purestrain Genestealers
5 models2 Resurgence points
10 models6 Resurgence points

If you do:
  • Add a new unit to your army identical to your destroyed unit (excluding CHARACTER models), 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.
  • Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

Units in Cult Ambush
Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. Units in Cult Ambush are not automically destroyed at the end of the third battle round.

Cult Ambush Markers
Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 8" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush to make an ingress move. For that ingress move, set that unit up with at least one model in that unit in base contact with 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). Units in Cult Ambush can make an ingress move in the first battle round using this rule.
20.01.01 Reserves
The term ‘Reserves’ is the same as strategic reserves.
BROOD BROTHERS
Brood Brother Auxilia Detachment
You can include ASTRA MILITARUM units in your army, even though they do not have the GENESTEALER CULTS Faction keyword. The combined points cost of such units you can include in your army is:
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts
A GENESTEALER CULTS model must be your WARLORD, and ASTRA MILITARUM models from your army lose the Voice of Command ability if they have it. You cannot include units with any of the following keywords in your army using this rule: AIRCRAFT; COMMISSAR; EPIC HERO; MILITARUM TEMPESTUS; OGRYN; RATLING; TECH-PRIEST ENGINSEER; MINISTORUM PRIEST.
DEEP STRIKE

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

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

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

EFFECT: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

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

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

Infantry Epic Hero
Mounted Character
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.

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

Mounted Character

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

[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
VENGEANCE FOR THE MARTYR!
1CP
Xenocreed Congregation – Epic Deed Stratagem
Should one of the Patriarch's inner coven fall, those that remain are swift to call for lethal retribution.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a GENESTEALER CULTS CHARACTER model from your army.

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

EFFECT: Until the end of the battle, each time a friendly ACOLYTE HYBRIDS, Hybrid Metamorphs or Neophyte Hybrids model makes an attack that targets that enemy unit, re-roll a Hit roll of 1. If the destroyed model was a MAGUS, PRIMUS or ACOLYTE ICONWARD, you can re-roll the Hit roll instead.

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

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

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

Monster Epic Hero
Infantry Character
Infantry

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

Monster Epic Hero
Infantry Character
Infantry

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

Infantry Character

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

Infantry Character

The COMMAND SQUAD keyword is used in the following Genestealer Cults datasheets:

Infantry Epic Hero

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

The ENDLESS MULTITUDE keyword is used in the following Genestealer Cults datasheets:

Battleline

The EPIC HERO keyword is used in the following Genestealer Cults datasheets:

Infantry Epic Hero
Monster Epic Hero

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

Monster Character
Battleline
Dedicated Transports

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

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

The GENESTEALER CULTS keyword is used in the following Genestealer Cults datasheets:

The HIVE TYRANT keyword is used in the following Genestealer Cults datasheets:

Monster Character

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

Infantry Character

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

Monster Epic Hero

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

Monster Epic Hero
Monster Character
Dedicated Transports

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

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

Infantry Epic Hero
Mounted Character

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

Infantry Epic Hero

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

Monster Character

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

Monster Character
Infantry

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

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

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

Artillery

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

The VANGUARD INVADER keyword is used in the following Genestealer Cults datasheets:

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

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

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

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

RENOWNED HEROES1-3RP

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

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

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

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

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

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
[ONE SHOT]24.26

Some weapons are so rare, or so complex and slow to reload, that they can only be used once.

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
RAPID INGRESS15.07
1CP
Core 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 friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.

The HOSTS tag is used in the following Genestealer Cults detachments:

[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

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

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01

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

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

06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

The PURESTRAIN tag is used in the following Genestealer Cults detachments:

02.06.01 Bearer
The bearer of a weapon, enhancement or item of wargear is the model equipped with it.
INFILTRATORS24.20

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, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04
FIRING DECK24.14

Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.

This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.

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

Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

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

Dedicated Transports
Fortifications
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

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

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
02.05.01 Using Keywords & Mixed Keywords in Units
When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

SEE ALSO
  • Using Keywords & Mixed Keywords in Units 02.05.01

The OFFICER keyword is used in the following Astra Militarum datasheets:

The TRANSPORT keyword is used in the following Astra Militarum datasheets:

[RAPID FIRE]24.30

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

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
Voice of Command

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

If your Army Faction is ASTRA MILITARUM, OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

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

Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Move! Move! Move!

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

Fix Bayonets!

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

Take Aim!

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

First Rank, Fire! Second Rank, Fire!

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

Take Cover!

SV
+1
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!

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

The GENESTEALER CULTS, INFANTRY and CHARACTER keywords are used in the following Genestealer Cults datasheets:

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

Mounted Character
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.

The TYRANIDS and SYNAPSE keywords are used in the following Genestealer Cults datasheets:

Monster Character
Infantry

The TYRANIDS and VANGUARD INVADER keywords are used in the following Genestealer Cults datasheets:

Psionic Parasitism
Final Day Detachment

With each tug on the synaptic leash, the Hive Mind drains more of its hapless worshippers.

At the end of your Movement phase, for each TYRANIDS SYNAPSE unit from your army, you can select one friendly GENESTEALER CULTS unit (excluding PURESTRAIN GENESTEALER and PATRIARCH units) and one friendly TYRANIDS unit each within 9" of and visible to that SYNAPSE unit. If you do, that GENESTEALER CULTS unit from your army suffers D3+1 mortal wounds and one model in the selected TYRANIDS unit regains up to that many lost wounds and until the start of your next Movement phase, each time a model in the selected TYRANIDS unit makes an attack, add 1 to the Hit roll.

TYRANIDS units from your army have the following ability:

Catalyst (Aura): While an enemy unit is within 6" of this unit, each time a friendly GENESTEALER CULTS unit makes an attack that targets that enemy unit, add 1 to the Hit roll.

The Star Children’s Blessings
You can include TYRANIDS VANGUARD INVADER units (excluding AIRCRAFT, BROODLORD and GENESTEALERS units) in your army. The combined points cost of such units depends on your battle size:
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts

No TYRANIDS models from your army can be your WARLORD.

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

Infantry Epic Hero
Monster Epic Hero
Monster Character
The KILLER keyword is used in the following Genestealer Cults datasheets:

04.03.06 Finished Making Its Attacks
When all of an attacking unit’s attacks have been resolved, it has finished making its attacks, and that unit has attacked.
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.
04.03.05 Fought
When all of the attacks made with a melee weapon have been resolved, that weapon has fought.

When all of a model’s selected melee weapons have fought, that model has fought.

When all models in a unit that are making melee attacks have resolved all of those attacks, that unit has fought.

If a unit was selected to fight and none of the models in it make any attacks, it has not fought.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
Setback
The enemy are closing in, and the uprising might not be going entirely to plan. Make a Setback roll by rolling 2D6, applying the modifiers below: on a 13+, you have been set back, triggering the Great Ordeal.

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

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

Infantry Character
REARM AND RESUPPLY1RP

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.

The SYNAPSE keyword is used in the following Tyranids datasheets:

Army List
Datasheets collated

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