Genestealer Cults – Biophagus
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Biophagus
(⌀25mm)
M
6"
T
3
SV
5+
W
3
LD
7+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autopistol pistol
Autopistol pistol
12"
1
3+
3
0
1
Chemical vials anti-infantry 2+
Chemical vials anti-infantry 2+
6"
1
3+
1
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Injector goad anti-infantry 2+
Injector goad anti-infantry 2+
Melee
1
3+
2
0
D3
ABILITIES
CORE: Deep Strike, Support
Twisted Science: While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
Biological Warfare: Once per battle, when this model's unit is selected to fight, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Damage characteristics of its injector goad by 3.
WARGEAR ABILITIES
Alchemicus Familiar: Once per battle, when the bearer’s unit is selected to fight, the bearer can use its alchemicus familiar. If it does, until the end of the phase, each time a model in the bearer’s unit makes an attack that targets an INFANTRY unit, add 1 to the Wound roll.

Designer’s Note: Place an Alchemicus Familiar token next to the bearer, removing it once this ability has been used.
UNIT COMPOSITION
  • 1 Biophagus
This model is equipped with: autopistol; chemical vials; injector goad, alchemicus familiar.
1 model
50
LEADER
This model can be attached to the following units: You can attach this model to a ACOLYTE HYBRIDS or NEOPHYTE HYBRIDS unit, even if a PRIMUS, MAGUS or ACOLYTE ICONWARD model has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY; CHARACTER; GREAT DEVOURER; BIOPHAGUS
FACTION KEYWORDS:
GENESTEALER CULTS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
EVASIVE VANGUARD
1CP
Biosanctic Broodsurge – Strategic Ploy
BIO-HORROR REVELATION
1CP
Biosanctic Broodsurge – Strategic Ploy
STIMULATED BIO-SURGE
1CP
Biosanctic Broodsurge – Battle Tactic
GENE-TWISTED MUSCLE
1CP
Biosanctic Broodsurge – Battle Tactic
HYPER-METABOLIC VIGOUR
1CP
Biosanctic Broodsurge – Battle Tactic
SAINTLY PAROXYSM
1CP
Biosanctic Broodsurge – Epic Deed
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
A DARK NETWORK
1CP
Brood Brother Auxilia – Strategic Ploy
SYMBIOTIC DESTRUCTION
1CP
Brood Brother Auxilia – Battle Tactic
DIVINE IMPERATIVE
1CP
Final Day – Battle Tactic
RESISTANCE TUNNELS
1CP
Final Day – Strategic Ploy
HYPERFEROCITY
1CP
Final Day – Battle Tactic
GROWING DREAD
1CP
Genespawn Onslaught – Strategic Ploy
MONSTROUS MOMENTUM
1CP
Genespawn Onslaught – Strategic Ploy
TUNNEL CRAWLERS
1CP
Host of Ascension – Strategic Ploy
COORDINATED TRAP
2CP
Host of Ascension – Battle Tactic
PRIMED AND READIED
2CP
Host of Ascension – Battle Tactic
A DEADLY SNARE
1CP
Host of Ascension – Strategic Ploy
RETURN TO THE SHADOWS
1CP
Host of Ascension – Strategic Ploy
ALONG SHADOWED TRAILS
1CP
Outlander Claw – Strategic Ploy
VENGEANCE FOR THE MARTYR!
1CP
Xenocreed Congregation – Epic Deed
DETACHMENT ABILITY
A Perfect Ambush
Hypermorphic Fury
Integrated Tactics
Psionic Parasitism
Blessed Visages
ENHANCEMENTS
Assassination Edict
15
Prowling Agitant
15
A Chink in Their Armour
20
Our Time Is Nigh
20
Mutagenic Regeneration
10
Alien Majesty
15
Predatory Instincts
20
Cartographic Data-leech
10
Assault Commando
15
Firepoint Commander
10
Adaptive Reprisal
15
The Hero Returned
20
Martial Espionage
25
Enraptured Damnation
10
Inhuman Integration
20
Miasmic Fumes
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.
[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].
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
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.
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:
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).
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.
[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.
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).
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
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.

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.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
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.
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.
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.
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.
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.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
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).
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
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 in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength.

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, 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.

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 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).
EVASIVE VANGUARD
1CP
Biosanctic Broodsurge – Strategic Ploy Stratagem
Adaptive and intelligent, the purest of a cult's broods can evade their foes to find new avenues of ingress.
WHEN: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.

TARGET: Select one of those Cult Ambush markers.

EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
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.
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.
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
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:
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
[BLAST]24.05

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).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

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

EFFECT: Your unit fights next.

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

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

TARGET: 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.

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

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.
A Perfect Ambush
Host of Ascension Detachment

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.
Integrated Tactics
Brood Brother Auxilia Detachment

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:

Battleline
Dedicated Transports
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.
Blessed Visages
Genespawn Onslaught Detachment

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.
  • Assassination Edict
    15 pts
Host of Ascension Detachment

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

  • Prowling Agitant
    15 pts
Host of Ascension Detachment

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

GENESTEALER CULTS model only. 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
Host of Ascension Detachment

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
Host of Ascension Detachment

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.

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
[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.
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.
  • Cartographic Data-leech
    10 pts
Outlander Claw Detachment

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.

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.

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.

SEE ALSO
  • Hazard Rolls 06.03
  • Persisting Rules Effects
  • Assault Commando
    15 pts
Outlander Claw Detachment

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.

  • Firepoint Commander
    10 pts
Brood Brother Auxilia Detachment

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+.

  • Adaptive Reprisal
    15 pts
Brood Brother Auxilia Detachment

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
Brood Brother Auxilia Detachment

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.

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:

  • Martial Espionage
    25 pts
Brood Brother Auxilia Detachment

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.

  • Enraptured Damnation
    10 pts
Final Day Detachment

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.

[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).
  • Inhuman Integration
    20 pts
Final Day Detachment

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.

Army List
Datasheets collated

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CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

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).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
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.
  • Mutagenic Regeneration
    10 pts
Biosanctic Broodsurge Detachment

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
Biosanctic Broodsurge Detachment

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).

02.06.01 Bearer
The bearer of a weapon, enhancement or item of wargear is the model equipped with it.
  • Predatory Instincts
    20 pts
Biosanctic Broodsurge Detachment

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.

[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
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.
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.
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.
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.
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.
Hypermorphic Fury
Biosanctic Broodsurge Detachment

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.
SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
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).
Miasmic Fumes
Genespawn Onslaught Detachment

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.

© Vyacheslav Maltsev 2013-2026