Genestealer Cults – Neophyte Hybrids
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Neophyte Hybrids
(⌀25mm32mm if equipped with Heavy Mining Weapon)
M
6"
T
3
SV
5+
W
1
LD
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Anointed pistol pistol
Anointed pistol pistol
12"
1
4+
4
0
1
Autopistol pistol
Autopistol pistol
12"
1
4+
3
0
1
Hybrid firearm rapid fire 1
Hybrid firearm rapid fire 1
24"
1
4+
3
0
1
Flamer ignores cover torrent
Flamer ignores cover torrent
12"
D6
N/A
4
0
1
Grenade launcher – frag blast
Grenade launcher – frag blast
24"
D3
4+
4
0
1
Grenade launcher – krak
Grenade launcher – krak
24"
1
4+
9
-2
D3
Heavy stubber rapid fire 3
Heavy stubber rapid fire 3
36"
3
4+
4
0
1
Mining laser heavy
Mining laser heavy
24"
1
5+
10
-3
D6+1
Seismic cannon heavy rapid fire 2
Seismic cannon heavy rapid fire 2
24"
2
5+
6
-1
D3
Webber devastating wounds torrent
Webber devastating wounds torrent
12"
D6
N/A
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword
Chainsword
Melee
2
4+
3
0
1
Power weapon
Power weapon
Melee
1
4+
4
-2
1
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
WARGEAR OPTIONS
  • One Neophyte Hybrid equipped with a Hybrid firearm can be equipped with 1 cult icon.
  • For every 10 models in this unit, up to 2 Neophyte Hybrids can each have their Hybrid firearm replaced with one of the following:
    • Heavy stubber*
    • Mining laser*
    • Seismic cannon*
  • For every 10 models in this unit, up to 2 Neophyte Hybrids can each have their Hybrid firearm replaced with one of the following:
    • Flamer*
    • Grenade launcher*
    • Webber*
  • The Neophyte Leader’s Hybrid firearm and close combat weapon can be replaced with 1 of the following:
    • 1 anointed pistol and 1 chainsword
    • 1 anointed pistol and 1 power weapon

* To a maximum of 1 per 10 models in this unit.
ABILITIES
CORE: Deep Strike
FACTION: Cult Ambush
A Plan Generations in the Making: At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
WARGEAR ABILITIES
Cult Icon: In your Command phase, you can return up to 3 destroyed models to the bearer’s unit. If the bearer’s unit is within range of an objective marker you control, you can return up to D3+3 destroyed models to that unit instead. This ability cannot be used to return destroyed CHARACTER models in Attached units and any [ONE SHOT] weapons equipped by returned models that were shot before they were destroyed are still considered to have been shot.
UNIT COMPOSITION
  • 1 Neophyte Leader
  • 9-19 Neophyte Hybrids
Every model is equipped with: autopistol; Hybrid firearm; close combat weapon.
YOUR UNIT COSTS
10 models
70
20 models
135
KEYWORDS: INFANTRY; BATTLELINE; GRENADES; GREAT DEVOURER; NEOPHYTE HYBRIDS
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
EXPLOSIVES
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
EVASIVE VANGUARD
1CP
Biosanctic Broodsurge – Strategic Ploy
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
OUT OF HIDING
1CP
Cult Unveiled – Strategic Ploy
FOR THE BROOD
1CP
Cult Unveiled – Strategic Ploy
PLANNED EXTRACTION
1CP
Cult Unveiled – Strategic Ploy
LURKING MENACE
1CP
Cult Unveiled – Battle Tactic
DIVINE IMPERATIVE
1CP
Final Day – Battle Tactic
RESISTANCE TUNNELS
1CP
Final Day – Strategic Ploy
HYPERFEROCITY
1CP
Final Day – Battle Tactic
TUNNEL CRAWLERS
1CP
Host of Ascension – Strategic Ploy
LYING IN WAIT
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
THE DOWNTRODDEN RISE
2CP
Xenocreed Congregation – Strategic Ploy
TRANSCENDENT CELERITY
1CP
Xenocreed Congregation – Strategic Ploy
THE PATH OF ANGUISH
1CP
Xenocreed Congregation – Strategic Ploy
TIRELESS FERVOUR
1CP
Xenocreed Congregation – Strategic Ploy
FRENZIED DEVOTION
1CP
Xenocreed Congregation – Battle Tactic
EYES OF THE CULT
1CP
Xenocult Masses Stratagem
FANATICAL HAIL
1CP
Xenocult Masses Stratagem
SLUNK FROM THE UNDERBELLY
1CP
Xenocult Masses Stratagem
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
A Perfect Ambush
Unquestioning Fanaticism
Integrated Tactics
Psionic Parasitism
Harassing Fire
ENHANCEMENTS
Devious Disguises
15
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.
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 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).

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

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

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

Monster Epic Hero
Monster Character
Dedicated Transports

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

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.
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:
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).
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.
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.
[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).
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.
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.
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.
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.
Army List
Datasheets collated

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Before selecting targets for this weapon, select one of its profiles to make attacks with.
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).
01.05.01 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.
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).
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.
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.
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.
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 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.
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.
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.
[TORRENT]24.37

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.
EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
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.
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.
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.
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.
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.
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 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.
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.
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.
Unquestioning Fanaticism
Xenocreed Congregation Detachment

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.
Harassing Fire
Cult Unveiled Detachment

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.
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
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.
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
  • Devious DisguisesUPGRADE
    15 pts
Xenocult Masses Detachment

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.

© Vyacheslav Maltsev 2013-2026