RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Demolition charges assault blast hazardous one shot | |||||||
| Demolition charges assault blast hazardous one shot | 8" | D6 | 5+ | 9 | -2 | 2 | |
| Hand flamer ignores cover pistol torrent | |||||||
| Hand flamer ignores cover pistol torrent | 12" | D6 | N/A | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Cult claws and knife | |||||||
| Cult claws and knife | Melee | 3 | 3+ | 4 | -1 | 1 | |
| Leader’s bio-weapons | |||||||
| Leader’s bio-weapons | Melee | 5 | 3+ | 5 | -2 | 1 | |
| 5 models | 70 |
| 10 models | 140 |



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.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.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).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).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.The GENESTEALER CULTS keyword is used in the following Genestealer Cults datasheets:
The INFANTRY keyword is used in the following Genestealer Cults datasheets:
The CHARACTER keyword is used in the following Genestealer Cults datasheets:
The GREAT DEVOURER keyword is used in the following Genestealer Cults datasheets:

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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.
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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.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.
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High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).The ASTRA MILITARUM keyword is used in the following Genestealer Cults datasheets:
The MONSTER keyword is used in the following Genestealer Cults datasheets:
The VEHICLE keyword is used in the following Genestealer Cults datasheets:
The TYRANIDS keyword is used in the following Genestealer Cults datasheets:
The GENESTEALER CULTS and INFANTRY keywords are used in the following Genestealer Cults datasheets:
The ACOLYTE HYBRIDS keyword is used in the following Genestealer Cults datasheets:
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.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.The TYRANIDS and SYNAPSE keywords are used in the following Genestealer Cults datasheets:
The TYRANIDS and VANGUARD INVADER keywords are used in the following Genestealer Cults datasheets:
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.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).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.The BATTLELINE keyword is used in the following Genestealer Cults datasheets:
The GRENADES keyword is used in the following Genestealer Cults datasheets:
The ACOLYTE HYBRIDS keyword is used in the following Genestealer Cults datasheets:
The GENESTEALER CULTS and BATTLELINE keywords are used in the following Genestealer Cults datasheets:
The ASTRA MILITARUM and CHARACTER keywords are used in the following Genestealer Cults datasheets:
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.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.