From dark depths and shadowy streets emerge the Genestealer Cultists, malformed figures united by a sinister worship of inscrutable star-born entities. Secretive, stealthy and utterly malignant, they are the cankers growing unseen in the hidden spaces of the Imperium.

This section contains all of the datasheets that you will need in order to fight battles with your Genestealer Cults miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Genestealer Cults units – these are described below and are referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Genestealer Cults
  Genestealer CultsCodex9Indomitus 1.2January 2023
  Arks of Omen: Vashtorr
  Arks of Omen: VashtorrExpansion9March 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  Shadow Throne
  Shadow ThroneBoxset9December 2021
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020

FAQ

Codex: Genestealer Cults

Q:Can a CROSSFIRE unit that is embarked on an open-topped transport like a Goliath Truck gain bonuses when shooting at an Exposed target? If so, where do I measure from, as the CROSSFIRE models are not actually on the battlefield to measure to and from?
A:
Yes, CROSSFIRE units can still gain the benefits from shooting at Exposed units while shooting from an open-topped transport, and you measure from any point of that transport’s hull when determining if the target is Exposed.
Q:Models cannot normally fire Pistol weapons alongside other types of weapon, but are liberator wyrmtooth rounds an exception? That is, can a model equipped with the Wyrmtooth Rounds Relic shoot one or more of its liberator autostubs using that weapon’s normal (Pistol) profile, and also shoot one or more of its liberator autostubs using the liberator wyrmtooth rounds (Heavy 1) profile each time it is selected to shoot?
A:
No.
Q:If a RUSTED CLAW unit uses the Drive-by Demolitions Stratagem to shoot with a demolition charge and a hit is scored, is a crossfire marker placed on the target unit?
A:
Yes.
Q:Units set up underground using the Conceal ability can use any Command phase abilities they have the first time they are set up on the battlefield – does this apply to the Reductus Saboteur’s Plant Explosives ability?
A:
Yes.

Expansion: Imperium Nihilus: Vigilus Defiant

Q:When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
Q:When using the Anointed Throng’s Devotion Till Death Stratagem, can a model slain in this manner pile in and fight even if this move would take the model out of coherency?
A:
No. It must end its pile-in move closer to the nearest enemy model, but if this would take it out of unit coherency, the move cannot be made.

The <CULT> Keyword

GENESTEALER CULTS datasheets in this section have the <CULT> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All GENESTEALER CULTS units belong to a cult. When you include such a unit in your army, you must nominate which cult it belongs to and then replace the <CULT> keyword in every instance on its datasheet with the name of your chosen cult. This could be one of the cults detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a PRIMUS model in your army, and you decide he belongs to the Cult of the Twisted Helix, his <CULT> keyword becomes TWISTED HELIX and his Cult Demagogue ability reads ‘While a friendly TWISTED HELIX CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you can only include units from one <CULT> in the same Detachment.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

Conceal

Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious day of ascension arrives.

During deployment, you can set up this unit in ambush instead of setting it up on the battlefield. If this unit is an INFANTRY or BIKER unit, you can set up this unit underground instead of setting it up on the battlefield or in ambush.

Ambush
Ambush marker
If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone.

Units set up in ambush are considered to be set up on the battlefield (unless they are embarked within a TRANSPORT model that is set up in ambush), even though their models are not actually on the battlefield. Enemy models cannot be set up or moved within 9" of the centre of any of your ambush markers.

Underground
If this unit is set up underground, then in the Reinforcements step of one of your Movement phases, you can set up this unit under one of the following conditions:
  • You can set up this unit anywhere on the battlefield that is more than 8" away from any enemy models.
  • You can set up this unit anywhere on the battlefield that is more than 6" away from any enemy models, but that unit is not eligible to declare a charge this turn.
If a unit set up underground has any abilities that are used in your Command phase (e.g. Meticulous Planner), then the first time that unit is set up on the battlefield, it can use any or all of those abilities as if it were your Command phase.

Units set up underground are considered to be set up in a location other than the battlefield, therefore this must be determined in the Declare Reserves and Transports step of a mission sequence that includes such a step.

Revealing Ambush Markers
In the first battle round:
  • If you have the first turn, you must reveal all of your ambush markers at the start of your Command phase.
  • If you do not have the first turn, you must reveal all of your ambush markers at the end of your opponents Movement phase.
To reveal an ambush marker, select one unit from your army that was set up in ambush and has not yet been set up from an ambush marker:
  • Set up one model from that unit within 1" of the centre of that ambush marker, wholly within your deployment zone and more than 9" away from any enemy models. Then remove that ambush marker.
  • Set up the remaining models in that unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" away from any enemy models.
Units set up from an ambush marker do not count as Reinforcements. After all units from your army that were set up in ambush have been set up from an ambush marker, remove any remaining ambush markers you placed on the battlefield.

Unquestioning Loyalty

Genestealer Cults broodkin are so fanatically loyal that they do not hesitate to sacrifice themselves to protect their leaders.

Each time a saving throw made for a <CULT> CHARACTER model from your army is failed, you can select one other friendly <CULT> or BROOD BROTHERS model with this ability within 3" of that CHARACTER model and take an Unquestioning Loyalty test. To do so, roll one D6, adding 1 to the result if that CHARACTER model is a PATRIARCH model: on a 4+, the test is passed and that CHARACTER model does not suffer damage. Instead, the friendly model you selected is destroyed and the attack sequence ends.

Summon the Cult

Even as battle rages, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.

Each time a NEOPHYTE HYBRIDS unit from your army summons the cult, D6 destroyed models can be added back to that unit. Each time any other GENESTEALER CULTS unit from your army summons the cult, D3 destroyed models can be added back to that unit with their full wounds remaining. If a unit could summon the cult more than once (e.g. a unit equipped with a cult icon is also in range of an ACOLYTE ICONWARD’s Nexus of Devotion ability), the results are cumulative. However, no more than 6 models can be added back to a NEOPHYTE HYBRIDS unit per turn, and no more than 3 models can be added back to any other GENESTEALER CULTS unit per turn. These returned models can only be set up within Engagement Range of enemy units that are already within Engagement Range of the unit they are being added back to.

Crossfire

The inhuman coordination of Genestealer Cultists more than makes up for their motley assortment of weapons and vehicles.

If every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units specified here), and every unit from your army that belongs to a cult belongs to the same cult, this unit can use this ability and the following rules apply. Note that there are rules that enhance or otherwise interact with these Crossfire rules. No matter the source, you can only use such rules if every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units, and every unit from your army that belongs to a cult belongs to the same cult.

Crossfire Markers
Crossfire marker
In your Shooting phase, each time a CROSSFIRE unit is selected to shoot, if all of those attacks target one enemy unit without a crossfire marker, after resolving those attacks, the target gains a crossfire marker if any of the following conditions were satisfied:
  • Five or more of those attacks scored a hit.
  • One or more of those attacks with a Damage characteristic other than 1 scored a hit.
At the end of your turn, remove all crossfire markers enemy units have.

Effects of Crossfire
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, add 1 to that attack’s hit roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker and was Exposed when it was selected as the target (see below), add 1 to that attack’s wound roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, was Exposed when it was selected as the target, and was within 12" when it was selected as the target, the target does not receive the benefits of cover against that attack.

Exposed
To determine if a target unit is Exposed, draw a line from any part of the base (or hull) of one model in the attacking CROSSFIRE unit to any part of the base (or hull) of one model in another friendly CROSSFIRE unit that is visible to that model (as shown in the diagrams below). The target unit is Exposed if both of the following conditions are satisfied:
  • That line passes over any part of the base (or hull) of one or more models in the target unit.
  • That line does not pass over a terrain feature with the Obscuring terrain trait (unless those CROSSFIRE units or the target unit are on or within that terrain feature, or the target unit could still be targeted even if a terrain feature with the Obscuring terrain trait was between it and an attacking model, e.g. it is an AIRCRAFT unit, it has a Wounds characteristic of 18 or more, etc.).

Crossfire-Exposed


Weapon Definitions

Industrial Weapons

The following weapons are industrial weapons, as are Relics that replace any of these weapons:
  • Atalan incinerator
  • Atalan power weapon
  • Blasting charges
  • Cache of demolition charges
  • Clearance incinerator
  • Demolition charge
  • Drilldozer blade
  • Heavy mining laser
  • Heavy power weapon
  • Heavy rock cutter
  • Heavy rock drill
  • Heavy rock saw
  • Heavy seismic cannon
  • Mining laser
  • Power pick
  • Power sledgehammer
  • Seismic cannon

Detachment Rules

A GENESTEALER CULTS Detachment is one that only includes models with the GENESTEALER CULTS keyword (excluding models with the UNALIGNED keyword).
  • GENESTEALER CULTS Detachments gain the Gene-sect, Broodcoven and Brood Brothers abilities.
  • GENESTEALER CULTS units in GENESTEALER CULTS Detachments gain the Cult Creed ability.
  • GENESTEALER CULTS Troops units in GENESTEALER CULTS Detachments gain the Objective Secured ability.

Gene-sect

Each gene-sect spawns remarkable individuals with focused skills whose presence smoothens the road to ascension. Much like hives of insects, each sect produces such beings seemingly spontaneously, and in only such numbers as are needed.

  • You can include a maximum of one of each GENESTEALER CULTS CHARACTER model in this Detachment.
  • For each GENESTEALER CULTS model with the HQ Battlefield Role that takes up a Battlefield Role slot in this Detachment, one other GENESTEALER CULTS CHARACTER model can be included in this Detachment without taking up a Battlefield Role slot.

Broodcoven

The hierarchy of the broodkin is as fixed as it is instinctive. The Patriarch rules unquestioned over all, while the Primus and the Magus are empowered as its left and right talons. None gainsay their right to command.

  • If your army includes any PATRIARCH models, you cannot select any other GENESTEALER CULTS model as your WARLORD.
  • If your army does not include any PATRIARCH models but does include any PRIMUS or MAGUS models, you cannot select any other GENESTEALER CULTS model as your WARLORD.
  • GENESTEALER CULTS CHARACTER models in this Detachment that do not have the HQ Battlefield Role cannot have a Warlord Trait.

Cult Creed

While all Genestealer Cults serve the will of the Star Children, each does so differently, having been moulded by the world and culture it parasitises. These differences manifest in the form of unique talents, traits and tactics.

All GENESTEALER CULTS units with this ability, and all the models in them, gain a Cult Creed provided every unit in their Detachment that belongs to a cult belongs to the same cult. The Cult Creed gained depends upon which cult they belong to, as shown below.

Example: A RUSTED CLAW unit with the Cult Creed ability gains the Nomadic Survivalists Cult Creed.

If your cult does not have an associated Cult Creed, it is known as a Myriad Cult and you must instead create your own Cult Creed for them, as described here; this allows you to customise the rules for your Myriad Cult. In either case, write down all of your Detachments’ Cult Creeds on your army roster.

Brood Brothers

Through cunning and unholy good fortune, a Genestealer Cult can send its questing tendrils writhing into even the highest ranks of the military forces that should be standing guard against it. So does the Patriarch seize new and potent weapons of revolution.

When mustering a Battle-forged army, for each GENESTEALER CULTS Detachment you include in your army, you can also include one ASTRA MILITARUM Detachment, even though the units in such Detachments do not have any Faction keywords in common (this does not prevent your army from being Battle-forged). These ASTRA MILITARUM Detachments are also known as BROOD BROTHERS Detachments and have the following rules:
  • You can only include units with the REGIMENTAL or UNALIGNED keyword in a BROOD BROTHERS Detachment.
  • When you include an ASTRA MILITARUM unit in a BROOD BROTHERS Detachment, replace the ASTRA MILITARUM and REGIMENTAL keywords in every instance on its datasheet with the BROOD BROTHERS keyword.
  • BROOD BROTHERS models cannot be selected as your WARLORD or have a Warlord Trait.
  • BROOD BROTHERS models cannot be given any Relics.
The inclusion of BROOD BROTHERS units in your army does not prevent GENESTEALER CULTS units from your army from using the Crossfire ability, provided that the total Power Rating (or points values in a game that uses them) of BROOD BROTHERS units from your army is no more than 25% of your army’s total.

You cannot include any of the following units in a BROOD BROTHERS Detachment:

BROOD BROTHERS units in a BROOD BROTHERS Detachment gain the following Regimental Doctrine instead of Born Soldiers:

Loyalty to the Cult
  • Add 2 to the Leadership characteristic of models in a unit with this Regimental Doctrine.
  • INFANTRY units with this Regimental Doctrine gain the Unquestioning Loyalty ability.

Cults

If your army is Battle-forged, <CULT> units in GENESTEALER CULTS Detachments gain access to the following cult rules, provided every model in that Detachment that is from a cult is drawn from the same cult. Such a Detachment is referred to as a Cult Detachment.

CULT CREEDS
All <CULT> units in a Cult Detachment will gain a Cult Creed. The creed gained depends upon which cult they are from. Below you will find the Cult Creeds associated with each cult, as well as the list of Myriad Cult Creeds that you must use if your cult does not have an associated Cult Creed.

WARLORD TRAITS
Each cult has an associated Cult Warlord Trait. If a GENESTEALER CULTS <CULT> CHARACTER model gains a Warlord Trait, they can have the relevant Cult Warlord Trait instead of a Genestealer Cults Warlord Trait.

STRATAGEMS
Each cult has an associated Cult Stratagem. If your army includes a Cult Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to the relevant Cult Stratagem.

SACRED RELICS OF THE CULT
Each cult has an associated Sacred Relic of the Cult. If your army is led by a GENESTEALER CULTS <CULT> WARLORD, you can, when mustering your army, give the relevant Cult Relic to a GENESTEALER CULTS <CULT> CHARACTER model from your army instead of giving them a Sacred Relic of the Cult.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Sacred Relics of the Cult your models have on your army roster.

PSYCHIC POWERS
Each cult has an associated cult psychic power. GENESTEALER CULTS <CULT> PSYKER models in Cult Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments) know the relevant cult psychic power in addition to any other psychic powers they know.

Cult of the Four-armed Emperor

The methods of the Cult of the Four-armed Emperor exemplify those traits that make the Genestealer Cults such a grievous threat. They lay their plans with horrible, inhuman patience and exploit Humanity’s bloated bureaucracy and innate greed for their own ends. They are true and terrible parasites who have spread further through the Imperium than even the most alarmist doomsayers dare to suggest.

CULT CREED: SUBTERRANEAN AMBUSHERS

Hailing from the Trysst mining dynasty of Ghosar Quintus, the Cult of the Four-armed Emperor lie in wait beneath their host planet’s surface before launching a long-planned and decisive ambush. Some of their number never see the light until the day of insurrection; when the moment comes, these troglodytes attack with speed and savagery.

  • You can re-roll charge rolls made for units with this creed.
  • Each time a ranged attack is made against a unit with this creed, if the attacker is more than 12" away, then the unit with this creed is treated as having the benefits of Light Cover against that attack.

WARLORD TRAIT: INSCRUTABLE CUNNING

Those warlords who serve the Four-armed Emperor prepare the battlefield on which they fight with inhuman levels of focus.

Once per battle round, when you use a Genestealer Cults Strategic Ploy Stratagem or Battle Tactic Stratagem, if that Stratagem is used on a CULT OF THE FOUR-ARMED EMPEROR unit within 12" of this WARLORD, you can reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs. You can only use this ability on each Stratagem once.

A PLAN GENERATIONS IN THE MAKING0CP
Cult of the Four-armed Emperor – Strategic Ploy Stratagem

No other military force spends as long laying thorough and meticulous preparations for the battles to come as does the Cult of the Four-armed Emperor. Their plans to counter the foe are works of dark genius.

Use this Stratagem after your opponent uses a Stratagem (excluding Command Re-roll). Until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1. You can only use this Stratagem once.

RELIC: SWORD OF THE FOUR-ARMED EMPEROR

This peculiar sword has not one blade, but four bound as one. When its handle is given a sharp twist, the blade splits and splits again until it resembles a sheaf of gleaming tentacles - or a striking hydra - more than it does a conventional blade. It symbolises the cult’s ability to shroud themselves in normality until the time comes to reveal the hideous and lethal truth.

CULT OF THE FOUR-ARMED EMPEROR model equipped with a cult bonesword or Locus blades only. This Relic replaces a cult bonesword or Locus blades and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Sword of the Four-armed Emperor
Sword of the Four-armed Emperor
Melee
Melee
+1
-4
1
Abilities: Each time the bearer fights, it makes 4 additional attacks with this weapon. Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.

PSYCHIC POWER: UNDERMINE

Just as the dark depths below serve to shelter the Cult of the Four-armed Emperor, so too can they be psychically opened into an abyss that swallows their enemies whole.

Malediction: Undermine has a warp charge value of 7. If manifested, select one enemy unit (excluding units that can FLY) within 18" of and visible to this PSYKER. Until the start of your next Psychic phase:
  • Subtract 3" from the Move characteristic of models in that unit (to a minimum of 0").
  • Halve Advance rolls made for that unit.
  • Subtract 2 from charge rolls made for that unit.

The Hivecult

Unusually warlike and overt in their practices, the Hivecult combine the fanaticism of the broodkin with the destructive might and martial training of the conventional Imperial military. The result is a force of unrelenting destruction and conquest. Who knows how many worlds the Hivecult have already claimed in the name of the Star Children, or how many more will fall to their onslaught?

CULT CREED: DISCIPLINED MILITANTS

The brothers and sisters of the Hivecult are no strangers to war. They fight in tight-knit units, whether they hail from hive ganger cultures or the military organisations of the Imperium. Each is well drilled in the use of sidearms as well as repurposed industrial tools, and in battle they attack with an uncanny discipline that sees them triumph against the odds.

  • Units with this creed are eligible to shoot in a turn in which they Fell Back, but if they do so, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.
  • Units with this creed can perform actions in a turn in which they Fell Back or Advanced. While a unit with this creed is performing an action, that unit can shoot without that action failing.

WARLORD TRAIT: HIVELORD (AURA)

The warlords of the Hivecult often hail from gunrunning gangs and black market military groups in which firepower is valued above all else.

While a friendly HIVECULT CORE unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.

FIRE DISCIPLINE1CP
The Hivecult – Battle Tactic Stratagem

Well trained by the Astra Militarum and the hivelords of their home worlds, the soldiery of the Hivecult know well how to catch their enemies in winnowing firestorms.

Use this Stratagem in your Shooting phase, when a HIVECULT CORE CROSSFIRE unit from your army is selected to shoot. Select one enemy unit without a crossfire marker; that enemy unit gains a crossfire marker before any attacks are resolved against it. Until the end of the phase, models in that CROSSFIRE unit can only target that enemy unit.

RELIC: VOCKOR’S TALISMAN

This talisman drives the wielder to acts of great bloodshed. It is said to contain the departed spirit of Vockor Mai, known as the White Creeper, the scourge of New Gidlam’s aristocracy. When Vockor Mai’s charismatic allure proved ineffective against the hivelord Thorne due to a protective artefact, Mai crept into the mans bathhouse and slashed his throat with the razored edge of this metallic wyrm-form. In the legends of the Hivecult, the talisman harbours some of that malevolent and murderous intent to this day, and glows hot in the presence of those who have earned the cult’s ire.

HIVECULT model only. Each time the bearer makes a melee attack, on an unmodified wound roll of 5+, saving throws (including invulnerable saving throws) cannot be made against that attack.

PSYCHIC POWER: SYNAPTIC BLAST

When the forces of the Hivecult fight, their residual psychic energy is palpable to their psykers, who allow its immense power to flow through them before unleashing it upon the enemy in a devastating blast.

Witchfire: Synaptic Blast has a warp charge value of 5. If manifested, roll one D6, adding 2 to the result for each friendly HIVECULT CORE unit within 6" of this PSYKER:
  • If the result is less than the Movement characteristic of the closest enemy unit within 18" of and visible to this PSYKER, that enemy unit suffers D3 mortal wounds.
  • If the result is equal to or greater than the Movement characteristic of the closest enemy unit within 18" of and visible to this PSYKER, that enemy unit suffers 3 mortal wounds.

The Bladed Cog

If every world within the Imperium can be viewed as a single component within a greater machine, then the Bladed Cog seek to weaponise those components one at a time, the better to destroy the entire edifice. Their masters leash iron and flesh alike to the cause, and their cybernetically enhanced broods are as resilient as they are deadly.

CULT CREED: CYBORGISED HYBRIDS

The Cult of the Bladed Cog proliferates amongst the disaffected labourers and brainwashed defence maniples of the Imperium’s many forge worlds. In perverting the technological marvels of the Omnissiah, they not only gain access to a ready flow of esoteric weapons of war, but also the means by which to pursue their ultimate quest. The Bladed Cog seek to fashion the ultimate warrior-hybrid of brood-cursed flesh and engineered metal, and care not how many of the luckless faithful must be mangled and slain to achieve their insane ends.

  • Models with this creed have a 6+ invulnerable save.
  • Each time a unit with this creed is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
  • Add 3" to the Range characteristic of ranged weapons that models with this creed are equipped with (excluding Grenades and cache of demolition charges).

WARLORD TRAIT: SINGLE-MINDED OBSESSION (AURA)

The warlords of the Bladed Cog share their host civilisation’s hyper-focused attitude to war, identifying the most threatening or valuable target amongst the enemy ranks and seeking their destruction above all else.

Before the battle, select one enemy unit from your opponent’s army. While a friendly BLADED COG CORE unit is within 6" of this WARLORD, each time a model in that unit makes an attack against that enemy unit, you can re-roll the wound roll.

XENOFORM BIONICS1CP/2CP
Bladed Cog – Requisition Stratagem

The torturous cyborg enhancements of these warriors are freakishly alien in both conception and application, and all the more effective for it.

Use this Stratagem before the battle, when you are mustering your army. Select one BLADED COG INFANTRY or BLADED COG BIKER unit from your army. Models in that unit have a 5+ invulnerable save. If that unit has a Power Rating of 6 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.

RELIC: MARK OF THE CLAWED OMNISSIAH

Resembling a many-clawed incarnation of the Omnissiah, this custom electoo fizzes with potent bioelectricity, surrounding its wearer with a crackling force field that can turn aside even a pinpoint shot from a lascannon. In times of great physical exertion, it can also release a burst of power so intense that it fries the synapses of any luckless foes standing too close.

BLADED COG model only.
  • The bearer has a 4+ invulnerable save.
  • At the start of each Fight phase, roll one D6 for each enemy unit within Engagement Range of the bearer: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers 2 mortal wounds; on a 6, that unit suffers 3 mortal wounds.

PSYCHIC POWER: BROODVOLT SURGE (AURA)

Syphoning off the merest portion of the Broodmind’s energetic potential, the psyker melds it with the bioelectric fields of nearby faithful and wreathes them in a crackling protective aura.

Blessing: Broodvolt Surge has a warp charge value of 5. If manifested, until the start of your next Psychic phase, while a friendly BLADED COG unit is within 3" of this PSYKER, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.

The Rusted Claw

Where many Genestealer Cults sing with a near euphoric sense of righteousness and self-belief, the Rusted Claw are grim nihilists. They hold to a creed of universal transience and inevitable entropy, living nomadic lives and striving to erode Imperial civilisation from the roots upward. Hardened by their experiences, Rusted Claw broods are perfect vectors of the Genestealer Curse.

CULT CREED: NOMADIC SURVIVALISTS

The wandering nomads of the Rusted Claw are hardened guerrilla warfare specialists, their degraded appearance belying leathery hides and stone-hard chitin. Skilled at covering rough terrain at speed, they favour swift assaults across multiple fronts, overwhelming their enemies from all sides while shrugging off direct hits from weapons that should surely lay them low.

  • Each time an attack is allocated to a model with this creed, if that attack has an Armour Penetration characteristic of -1 or -2, the Armour Penetration characteristic of that attack is worsened by 1.
  • Each time a unit with this creed makes a Normal Move or Advances in your Movement phase, until the end of your Shooting phase, it counts as having Remained Stationary.

WARLORD TRAIT: ENTROPIC TOUCH

This warlords very touch is metallophagic, unleashing microscopic organisms that gnaw away at the enemy’s armour and cause it to corrode and fall apart.

  • Each time this WARLORD makes a melee attack, an unmodified hit roll of 6 scores 2 additional hits.
  • Improve the Armour Penetration characteristic of melee weapons this WARLORD is equipped with by 1 (excluding Relics).

DRIVE-BY DEMOLITIONS1CP
Rusted Claw – Battle Tactic Stratagem

The riders of the Rusted Claw attack with reckless verve, hurling deadly explosives at nearby foes before speeding off in a cloud of flame and swirling dust.

Use this Stratagem in your Movement phase, after a RUSTED CLAW ATALAN unit from your army makes a Normal Move, Advances or Falls Back. One model in that unit can shoot with a Grenade weapon it is equipped with as if it were your Shooting phase. If it does so:
  • When selecting a target for that attack, enemy units that RUSTED CLAW ATALAN unit moved within 6" of in this phase are eligible targets (even if they are not visible to or in range of the model that has been selected to shoot).
  • Until the end of the phase, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Grenade D6 weapon).

RELIC: THE NOMAD’S MANTLE

They who don this ragged but strangely blessed enviro-suit become one with the dust on the wind and the sun-chased shadows of fleeting clouds. They come and go as they please, and none can stay them.

RUSTED CLAW model only.
  • The bearer is eligible to shoot, charge and manifest psychic powers in a turn in which it Advanced or Fell Back.
  • Each time the bearer makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model, or its base).

PSYCHIC POWER: INESCAPABLE DECAY

With but a glance and a hand gesture from a Rusted Claw psyker, the target is seized by swift entropy. Iron rusts, copper is stained with verdigris and fluids desiccate. Weakened in such a way, the enemy is then set upon and ripped apart by the psyker’s cultist brethren.

Malediction: Inescapable Decay has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, each time a friendly RUSTED CLAW model makes an attack against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.

The Pauper Princes

Religious zeal and unquestioning faith have long been weapons in the arsenal of the Imperium. To the Pauper Princes, however, they are a means to poison the worlds of Mankind one by one. This cult mirrors the Ecclesiarchy in many ways, yet where the Imperial creed must be imposed as much through fear as through genuine devotion, fanatical belief is absolute in every Pauper Princes cultist.

CULT CREED: DEVOTED ZEALOTS

The cultists of the Pauper Princes are so zealous they would gladly hurl themselves on a live frag grenade to protect their leaders. When their organisation is threatened, they fight like madmen to pull down and slaughter those who challenge their ascendancy.

  • Each time a model with this creed makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll.
  • Each time a Combat Attrition test is taken for a unit with this creed, you can ignore any or all modifiers.

WARLORD TRAIT: XENOPROPHET

Any one of this warlords numerous faithful would take a bullet for their prophet without hesitation.

  • Each time you take an Unquestioning Loyalty test after a saving throw made for this WARLORD is failed, do not roll the dice; it is automatically passed.
  • Each time a saving throw made for this WARLORD is failed, for the purposes of the Unquestioning Loyalty ability, you can select one other friendly PAUPER PRINCES or BROOD BROTHERS model with that ability within 6" of this WARLORD instead of 3".
  • While a friendly PAUPER PRINCES CORE unit is within 6" of this WARLORD, models in that unit can use this model’s Leadership characteristic instead of their own.

VENGEANCE FOR THE MARTYRED1CP
Pauper Princes – Battle Tactic Stratagem

Should the faithful of the Pauper Princes fail in their duty to protect the lives of their religious leaders, they are instead driven into a vengeful fervour against those who dare such desecration.

Use this Stratagem when a PAUPER PRINCES CHARACTER model from your army is destroyed by an enemy unit. Until the end of the battle, each time a friendly PAUPER PRINCES model makes a melee attack that targets that enemy unit, add 1 to that attack’s wound roll.

RELIC: RELIQUARY OF SAINT TENNDARC

The sacred remains of Saint Tenndarc are of vast spiritual importance to the Pauper Princes. It is said that Tenndarc, a Magus of the first gene-sect, dove in front of his Patriarch to save him from a sniper’s bullet. He died in the process, but that act of martyrdom has echoed through the cult ever since.

PAUPER PRINCES model only. The bearer has the following ability: ‘Reliquary of Saint Tenndarc (Aura): While a friendly PAUPER PRINCES CORE unit is within 6" of the bearer, models in that unit have a 5+ invulnerable save.’

PSYCHIC POWER: LAST GASP

The psyker sends their powers flowing out to fill the minds of the faithful with visions of ascension and unity. Borne up by fervent rapture, the cultists fight on until - or sometimes even after - the last spark of life has left their bodies.

Blessing: Last Gasp has a warp charge value of 5. If manifested, select one friendly PAUPER PRINCES CORE unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, each time a model in that unit is destroyed by a melee attack, roll one D6: on a 5+, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 5 mortal wounds per phase as a result of this psychic power).

The Twisted Helix

The Cult of the Twisted Helix are doubly cursed. Though they had a chance to fend off the tendrils of the Genestealer taint, they chose instead to embrace it for curiosity’s sake, and so were damned by their own hand. They have only delved deeper into intellectual abomination ever since; their masters are deranged artists of bioengineering, while the faithful act as their all too willing canvas.

CULT CREED: EXPERIMENTAL SUBJECTS

Twisted Helix cultists excel in the arts of insane alchemy and dark experimentation. Their neatly attired Biophagus progenitors create monstrous hybrids of all sizes and shapes, the energies of forbidden biochemical concoctions boiling through their veins to lend them uncanny strength, speed and resilience.

  • Add 1 to the Strength characteristic of models with this creed.
  • Add 1" to the Move characteristic of models with this creed.
  • Each time an attack is made against a unit with this creed, an unmodified wound roll of 1-2 always fails, irrespective of any abilities that the weapon or the attacker may have.

WARLORD TRAIT: BIO-ALCHEMIST

From syringes and blades to their own claws, this warlord coats their tools and weapons with bioagents of their own brewing that deliver a potent electro-toxic shock to their victims.

Add 1 to the Damage characteristic of melee weapons this WARLORD is equipped with (excluding Relics).

MONSTROUS BIO-HORRORS1CP
Twisted Helix – Strategic Ploy Stratagem

The swollen frames of the Twisted Helix’s Aberrants contain distended adrenal sacs that can drive them into a frenzy of bloodletting, against which few foes can stand.

Use this Stratagem in the Fight phase, when a TWISTED HELIX ABERRANT or TWISTED HELIX ABOMINANT unit from your army is selected to fight. Until the end of the turn:
  • Each enemy model destroyed by an attack made by a model in that unit counts as two for the purposes of Morale tests.
  • Each time a model in that unit fights, it can frenzy. If it does so, until that fight is resolved, add 1 to that model’s Attacks characteristic and change the Damage characteristic of melee weapons it is equipped with to 1.

RELIC: ELIXIR OF THE PRIME SPECIMEN

The constant experimentation conducted by agents of the Twisted Helix has led to a great many claims of having created the perfect bioform. The finest bio-alchemical concoction to come from the distilleries of Vejovium contains the rendered down essence of the Great Spined Beast, manufactured from the corpse of a captured Tyranid wrecker organism that the cult gave much to acquire. Those who imbibe the resultant elixir swell with physical power, their muscle mass increasing to grotesque levels even as their minds fill with bloodlust.

TWISTED HELIX model only. Select one genomic enhancement for the bearer to gain (see the Genomic Enhancement ability, Biophagus datasheet), even though it is not a CORE or ABERRANT unit. If your army includes any BIOPHAGUS units, you can instead select two genomic enhancements for the bearer to gain.

PSYCHIC POWER: MUTAGENIC DEVIATION

The psykers of the Twisted Helix have learned to send trigger impulses through the Broodmind, which awaken rampant mutagenic strains within the bodies of the faithful. Those affected sprout chitinous blades, wicked fangs and lashing tendrils with which to bloodily dismember their foes.

Blessing: Mutagenic Deviation has a warp charge value of 5. If manifested, select one friendly TWISTED HELIX unit within 12" of and visible to this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

Myriad Cults

If your chosen cult does not have an associated Cult Creed, you must instead create their Cult Creed by selecting Myriad Cult Creeds from the list here. Each Myriad Cult Creed has a value displayed with it; when selecting your Myriad Cult Creeds, their combined value cannot exceed 4. When you select a Myriad Cult Creed, replace all instances of the <CULT> keyword (if any) with the name of your Myriad Cult.

SPLINTER CULT4

Many of the seemingly new-spawned or divergent Genestealer Cults that infest Imperial worlds are, in truth, splinters of existing broods working their way under the skin of a new population. These splinter cults retain much of their primogenitors’ culture and way of war, while also developing their own identity.

Select one of the following cults: Cult of the Four-armed Emperor, the Hivecult, the Bladed Cog, the Rusted Claw, the Pauper Princes, the Twisted Helix.
  • Use the Cult Creed of the cult you selected, as listed in Cults section.
  • If a CHARACTER model with this Myriad Cult Creed gains a Warlord Trait, they can have the Cult Warlord Trait associated with the cult you selected, instead of a Genestealer Cults Warlord Trait. If a CHARACTER has such a Warlord Trait, replace all instances of the <CULT> keyword on that Warlord Trait (e.g. TWISTED HELIX), if any, with the name of the Myriad Cult that this CHARACTER is from.
  • Unless the only units with this Myriad Cult Creed are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment, you will gain access to the Cult Stratagem associated with the cult you selected. When using such a Stratagem, replace all instances of the <CULT> keyword on that Stratagem (e.g. TWISTED HELIX), if any, with the Myriad Cult that the units with this Myriad Cult Creed have.
  • Unless the only units with this Myriad Cult Creed are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment, <CULT> PSYKER models with this Myriad Cult Creed know the cult psychic power associated with the cult you selected in addition to any other psychic powers they know. When using that psychic power, replace all instances of the <CULT> keyword on that psychic power (e.g. TWISTED HELIX), if any, with the Myriad Cult that the units with this Myriad Cult Creed have.
HUNTER’S INSTINCTS3

Whether stalking prey amidst primordial wilds or hunting rivals in the urban jungle of the underhive, the faithful of this cult have learned well the ways of the ambush predator. When they spring their trap, its jaws close inescapably.

You can re-roll charge rolls made for units with this creed.
IMPASSIONED3

Faith is a weapon for this cult. Their broods go to battle filled with a zealot’s frenzy, and fall upon their enemies in a frothing mass driven by devotion to the Star Children.

Each time a model with this creed makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll.
SYMBIOTIC BROODMIND3

The mental influence of this cult’s leaders over their faithful brothers and sisters is especially strong. Many of their broods act almost as extensions of their masters’ wills, displaying a resolute spirit and martial efficiency that would shame the finest Imperial shock troops. They press forward or withdraw in perfect order, no matter their peril.

A unit with this creed is eligible to shoot in a turn in which it Fell Back. If it does so, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.
DEEP SUPPLIES2

This cult has its roots amidst the Imperial underclasses who toil in the sprawling mines, manufactorums and abattoirs deep beneath their masters’ feet. Out of sight and mind for many generations, these faithful were able to stockpile many hidden caches of hardware and materiel to supply the armies of ascension.

Each time a unit with this creed is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
AGILE GUERRILLAS2

Be they nomadic pioneers, underground freedom fighters or tribes raised upon hostile alien worlds, the faithful of this cult have mastered a highly mobile form of warfare. They swarm around their enemies, ducking from one patch of cover to the next while maintaining constant harassing fire.

Each time a unit with this creed makes a Normal Move or Advances in your Movement phase, in your following Shooting phase, that unit counts as having Remained Stationary. If you select this creed you cannot select the Martial creed below.
THRALLS OF THE PATRIARCH2

This cult’s Patriarch has an overwhelming, almost god-like presence that flows out through the Broodmind to erode the individual personalities of its faithful. Hollow-eyed but utterly devout, they fight to the last with no thought for their own survival.

Each time a Combat Attrition test is taken for a unit with this creed, ignore any or all modifiers.
TOXIN AGENTS2

These cultists have access to alchemical and medicae facilities in which they experiment obsessively. The most toxic chemical agents produced from this process are distributed amongst their broods and used to coat blades, talons and - in the most extreme cases - even fangs, with hideous consequences for the cult’s foes.

Each time a model with this creed makes a melee attack against a unit (excluding a VEHICLE or MONSTER unit), an unmodified hit roll of 6 automatically wounds the target.
MARTIAL2

Hailing from a war world, a fortress world or some other location with strong military traditions, this cult boasts unusually well-drilled broods. Quite aside from any Brood Brothers in their ranks, even the lowliest of the faithful can fight with the skill of seasoned paramilitaries.

Each time a CROSSFIRE INFANTRY model with this creed makes a ranged attack, unless that model’s unit has moved this turn, the target is treated as having a crossfire marker for that attack. If you select this creed you cannot select the Agile Guerrillas creed above.
ACCUSTOMED TO TOIL1

Hardship is nothing new to the faithful of this cult. Having long suffered appalling conditions beneath a repressive regime, their brothers and sisters have become tough enough to shrug off all but the most punishing of wounds.

Each time an attack is made against a unit with this creed, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the attacker may have.
INDUSTRIAL AFFINITY1

Whether hewing riches from hellish pits, butchering animal carcasses or toiling in forges, the faithful of this cult have become experts in handling the outsized industrial tools they now wield as weapons. To such warriors, it is no more challenging to butcher their foes than it is to tunnel through a rock face or carve up a slab of meat.

Each time a model with this creed makes an attack with an industrial weapon, you can ignore any or all hit roll, Ballistic Skill and Weapon Skill modifiers.
ALIEN FURY1

The faithful of this cult exhibit an inhuman ferocity and swiftness in battle that is all too reminiscent of the xenos bio-horrors whose taint surges through their veins. Enemies find their defence lines broken and overrun one after another with frightening speed.

Each time a unit with this creed piles in or consolidates, models in that unit can move an additional 1".
WAR CONVOY1

This cult places great value upon its armoured fighting vehicles and swarms of light bikes and Ridgerunners. All such assets are ritually girded with additional armour plating, as well as being hung with fetishes and daubed with wyrm-form icons the better to earn the favour of the Patriarch.

Each time a VEHICLE or BIKER model with this creed would lose a wound, roll one D6: on a 6, that wound is not lost.
SYNAPTIC RESONANCE1

The Broodmind signature of this cult is especially prominent and powerful. It resonates through each and every one of the faithful - none more so than their psykers, who are able to syphon this bombastic energy and transform it into potent synaptic emanations.

Each time a Psychic test is taken for a unit with this creed, you can re-roll any or all dice rolls of 1-2.
COLD-EYED KILLERS1

This cult has taken hold amongst the underbelly of its host society, to be spread by murderers, smugglers and rogues. Whether they hail from the serf classes of a feudal world, the vicious gangers of a hive city or the lawless frontiers of Human space, its faithful know how to brawl and slay without even a modicum of honour.

Each time a model with this creed makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

Specialist Detachments

Anointed Throng

The strange biological offshoots of the Genestealer Cult are misshapen, muscular, and utterly devoted to the creed. The mightiest amongst them are anointed with holy oils and the blood of their Purestrain kin, and they fight like berserk zealots in the name of their war leaders.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

ANOINTED THRONG

Specialist Detachment Stratagem

To those of the Genestealer Cults, the Abominant is seen as a holy figure, blessed by their grandsire to lead them out of the subterranean darkness to conquer the stars.

Use this Stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be an Anointed Throng Specialist Detachment. ABOMINANTS and ABERRANTS in that Detachment gain the ANOINTED THRONG keyword.

WARLORD TRAIT
If an ANOINTED THRONG CHARACTER is your Warlord, you can give them the following Warlord Trait.

INSIDIOUS MINDWYRM

Birthed into corporeal existence by the Patriarch’s psychic overspill, this Mindwyrm familiar manifests the most sinister and insidious aspects of its master. Holding little regard for the creature in its thrall, it uses its powerful will to drive the hapless Abominant and its followers into battle without cease.

Add 1 to charge rolls for your Warlord and friendly ANOINTED THRONG units that are within 6" of your Warlord when the roll is made.

SACRED RELICS OF THE CULT
If your army includes any Anointed Throng Specialist Detachments, you can give the following relic to a ANOINTED THRONG CHARACTER in your army:

BLESSED SLEDGEHAMMER

Graced by the Patriarch himself, this power sledgehammer is saturated with the psychic energy of the brood, not only making it lighter to carry, but imbuing it with terrible power.

ABOMINANT only. The Blessed Sledgehammer replaces the bearer’s power sledgehammer and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Blessed Sledgehammer
Blessed Sledgehammer
Melee
Melee
x2
-4
D6
Abilities: Damage rolls of 1 or 2 made with this weapon count as 3 instead.

STRATAGEMS
If your army includes any Anointed Throng Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

DEVOTION TILL DEATH

Genestealer Cults Stratagem

These Aberrants sell their lives dearly to their foes, striking at them even after being mortally wounded themselves.

Use this Stratagem at the start of the Fight phase. Pick an ANOINTED THRONG ABERRANT unit from your army. Until the end of that phase, when a model from that unit is slain, that model is not removed from the battlefield as normal, but can instead immediately pile in and fight, even if it has already been chosen to fight that phase. After its attacks have been resolved, it is then removed from the battlefield.
1CP

FIGHT FOR THE ANOINTED ONE!

Genestealer Cults Stratagem

In battle, the ferocious war cry of their leader inspires the throng to heightened levels of fanaticism as they unleash zealous brutality upon their foe.

Use this Stratagem at the start of your Fight phase. Pick an ANOINTED THRONG ABERRANT unit within 6" of an ANOINTED THRONG ABOMINANT. Re-roll wound rolls of 1 for attacks made by that unit until the end of that phase.

Deliverance Broodsurge

When the cult wishes to secure a vital location it will send a flotilla of transports hurtling into the crucible of battle, the cramped hulls of each Goliath Truck packed with devotees of the creed. All are desperate to claim first blood in order to impress their Patriarch.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

DELIVERANCE BROODSURGE

Specialist Detachment Stratagem

Pouring from Goliath transports comes a living tide of warriors. Surging forward with frothing fervour, the broodsurge is nigh impossible to stop.

Use this Stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be a Deliverance Broodsurge Specialist Detachment. ACOLYTE ICONWARDS, NEOPHYTE HYBRIDS, ACOLYTE HYBRIDS and GOLIATH TRUCKS in that Detachment gain the DELIVERANCE BROODSURGE keyword.

WARLORD TRAIT
If a DELIVERANCE BROODSURGE CHARACTER is your Warlord, you can give them the following Warlord Trait.

AUGUR OF THE INSURGENT

This Warlord’s presence amongst the Deliverance Broodsurge is testament to every warrior chosen that they are destined for greatness, and they waste no time in proving it to their foe.

You can re-roll Advance rolls and charge rolls for friendly DELIVERANCE BROODSURGE units if they are within 6" of your Warlord when the roll is made.

SACRED RELICS OF THE CULT
If your army includes any Deliverance Broodsurge Specialist Detachments, you can give the following relic to a DELIVERANCE BROODSURGE CHARACTER in your army:

VIAL OF THE GRANDSIRE’S BLOOD

Iconwards most favoured by their Patriarch are sometimes blessed with vials filled with its blood. These holy vessels are hung from the Iconward’s sacred banner and fill nearby cultists with a zealous devotion to their cause. Not only symbolic in nature, each drop of blood holds considerable psychic energy that can imbue a faithful warrior with incredible strength and reflexes.

Add 1 to the Leadership characteristic of friendly GENESTEALER CULTS units within 6" of the bearer. In addition, once per battle, at the start of the Fight phase, you can pick a GENESTEALER CULTS INFANTRY model from your army within 3" of the bearer. Add 2 to that model’s Attacks and Strength characteristics until the end of that phase.

STRATAGEMS
If your army includes any Deliverance Broodsurge Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

THE FIRST TO DRAW BLOOD

Genestealer Cults Stratagem

With impetuous fervour and passion, these warriors of the cult charge headlong into the enemy, seeking blood and glory.

Use this Stratagem at the start of your Fight phase. Pick a DELIVERANCE BROODSURGE unit from your army that made a charge move this turn. Add 1 to wound rolls for attacks made by that unit until the end of that phase.
1CP

RECKLESS MANOEUVRE

Genestealer Cults Stratagem

At the last moment, this fanatical driver slews their vehicle around, hurling the passengers into the fray.

Use this Stratagem at the end of your Movement phase. Pick a DELIVERANCE BROODSURGE GOLIATH TRUCK unit from your army. DELIVERANCE BROODSURGE units embarked within that GOLIATH TRUCK can immediately disembark if they did not embark within it this turn. If any units do so, roll a D6 for each model disembarking. For each 1, a model that disembarked (your choice) is slain. Models that disembark in this manner must be set up more than 9" from any enemy models and cannot move that phase.

Stratagems by Phase

Any time

A PLAN GENERATIONS IN THE MAKING (Cult of the Four-armed Emperor – Strategic Ploy)

Before battle

CLANDESTINE GOALS (Genestealer Cults – Strategic Ploy)

GENE-SIRE’S GIFTS (Genestealer Cults – Requisition)

LEADERS OF THE CULT (Genestealer Cults – Requisition)

XENOFORM BIONICS (Bladed Cog – Requisition)

ANOINTED THRONG (Specialist Detachment)

DELIVERANCE BROODSURGE (Specialist Detachment)

During deployment

SUBTERRANEAN DEFENCE (Genestealer Cults – Strategic Ploy)

INSIDIOUS INFILTRATORS (Genestealer Cults – Boarding Actions – Strategic Ploy)

Battle Round

Command phase

DEVOTED CREW (Genestealer Cults – Epic Deed)

HYPER-METABOLISM (Genestealer Cults – Epic Deed)

SUMMON FAMILIAR (Genestealer Cults – Wargear)

METICULOUS UPRISING (Genestealer Cults – Strategic Ploy)

Movement phase

DATA PARASITE (Genestealer Cults – Epic Deed)

RAPID ADVANCE (Genestealer Cults – Battle Tactic)

RETURN TO THE SHADOWS (Genestealer Cults – Strategic Ploy)

RECKLESS MANOEUVRE

DRIVE-BY DEMOLITIONS (Rusted Claw – Battle Tactic)

Enemy Movement phase

METICULOUS UPRISING (Genestealer Cults – Strategic Ploy)

Psychic phase

GESTALT CONSCIOUSNESS (Genestealer Cults – Epic Deed)

THE CULT MIND (Genestealer Cults – Boarding Actions – Epic Deed)

Shooting phase

DIG THEM OUT (Genestealer Cults – Battle Tactic)

MASSED FIREARMS (Genestealer Cults – Battle Tactic)

OVERLOAD FUEL CELLS (Genestealer Cults – Battle Tactic)

PACK HUNTERS (Genestealer Cults – Strategic Ploy)

PRIMED EXPLOSIVE (Genestealer Cults – Wargear)

RAKING FIRE (Genestealer Cults – Battle Tactic)

ROAMING ENGAGEMENT (Genestealer Cults – Strategic Ploy)

OVERWHELMING FIRE (Genestealer Cults – Boarding Actions – Battle Tactic)

NEURAL OVERLOAD (Genestealer Cults – Wargear)

FIRE DISCIPLINE (The Hivecult – Battle Tactic)

Enemy Shooting phase

LURK IN THE SHADOWS (Genestealer Cults – Strategic Ploy)

Being targeted

MONSTROUS VIGOUR (Genestealer Cults – Battle Tactic)

ONE WITH THE SHADOWS (Genestealer Cults – Battle Tactic)

MONSTROUS VIGOUR (Genestealer Cults – Boarding Actions – Battle Tactic)

SHADOW DWELLERS (Genestealer Cults – Boarding Actions – Battle Tactic)

VICIOUS TO THE END (Genestealer Cults – Boarding Actions – Epic Deed)

Charge phase

COVERING FIRE (Genestealer Cults – Strategic Ploy)

GENETIC LINEAGE (Genestealer Cults – Strategic Ploy)

TUNNEL CRAWLERS (Genestealer Cults – Strategic Ploy)

Enemy Charge phase

FANATICAL DEVOTION (Genestealer Cults – Strategic Ploy)

Fight phase

COORDINATED ASSAULT (Genestealer Cults – Strategic Ploy)

DEVOTION TILL DEATH

FIGHT FOR THE ANOINTED ONE!

THE FIRST TO DRAW BLOOD

VICIOUS TO THE END (Genestealer Cults – Boarding Actions – Epic Deed)

BORE THROUGH (Genestealer Cults – Battle Tactic)

NEURAL OVERLOAD (Genestealer Cults – Wargear)

RECKLESS DEMOLITIONS (Genestealer Cults – Epic Deed)

RETURN TO THE SHADOWS (Genestealer Cults – Strategic Ploy)

MONSTROUS BIO-HORRORS (Twisted Helix – Strategic Ploy)

Enemy Fight phase

COORDINATED ASSAULT (Genestealer Cults – Strategic Ploy)

DEVOTION TILL DEATH

VICIOUS TO THE END (Genestealer Cults – Boarding Actions – Epic Deed)

BORE THROUGH (Genestealer Cults – Battle Tactic)

NEURAL OVERLOAD (Genestealer Cults – Wargear)

RECKLESS DEMOLITIONS (Genestealer Cults – Epic Deed)

MONSTROUS BIO-HORRORS (Twisted Helix – Strategic Ploy)

Taking casualties

LEGENDARY DEMISE (Genestealer Cults – Epic Deed)

RIGGED TO BLOW (Genestealer Cults – Epic Deed)

VENGEANCE FOR THE MARTYRED (Pauper Princes – Battle Tactic)

End of your turn

BOOBY TRAP (Genestealer Cults – Strategic Ploy)

Stratagems

If your army includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <CULT> on that Stratagem (if any) with the name of the Cult that your selected unit belongs to.

BORE THROUGH1CP
Genestealer Cults – Battle Tactic Stratagem

Wielding hefty industrial saws and drills, sufficiently determined broodkin can carve their way through the toughest enemy defence lines.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with an industrial weapon against an enemy MONSTER or VEHICLE unit, you can re-roll the wound roll.
RAPID ADVANCE1CP
Genestealer Cults – Battle Tactic Stratagem

Like an alien predator suddenly pouncing upon its cornered prey, the cult surges forward as one.

Use this Stratagem in your Movement phase, when a GENESTEALER CULTS GENESTEALER, GENESTEALER CULTS BIKER or GENESTEALER CULTS VEHICLE unit from your army Advances. Do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
ONE WITH THE SHADOWS1CP
Genestealer Cults – Battle Tactic Stratagem

As enemy fire hammers their position, so the faithful melt into the shadows to avoid its fury.

Use this Stratagem in your opponents Shooting phase, when a GENESTEALER CULTS INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time a ranged attack is allocated to a model in that unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
DIG THEM OUT1CP
Genestealer Cults – Battle Tactic Stratagem

Many of the same techniques employed in freeing precious ores from bedrock can be applied to violently digging enemies out of fortified positions.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with an industrial weapon that targets a unit within 12" of it, the target is treated as being Exposed for that attack.
OVERLOAD FUEL CELLS1CP
Genestealer Cults – Battle Tactic Stratagem

The faithful think nothing of abusing the machine spirits of their weaponry, deeming the stirring of those spirits’ wrath to be an acceptable price for the overcharged slaughter they can wreak.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS unit from your army is selected to shoot, or in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Until the end of the phase, each time an industrial weapon is selected for a model in that unit to attack with, that model can overload it. If it does so, then until that shooting or fight is resolved, each time that model makes an attack with that weapon:
  • If it is a ranged weapon, add 1 to the Damage characteristic of that attack.
  • If it is a melee weapon, add 1 to the Strength characteristic of that attack.
  • If any unmodified hit rolls of 1 are made for attacks with that weapon, after the attacking models unit has finished making its attacks, it suffers 1 mortal wound.
MONSTROUS VIGOUR1CP/2CP
Genestealer Cults – Battle Tactic Stratagem

The Aberrants of the cult’s dark underbelly take a grim satisfaction in their ability to shrug off horrific damage.

Use this Stratagem in any phase, when an ABERRANT or ABOMINANT unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
RAKING FIRE1CP
Genestealer Cults – Battle Tactic Stratagem

At great speed, the cult’s outriders roar into optimal firing positions to inflict catastrophic damage.

Use this Stratagem in your Shooting phase, when an ATALAN or ACHILLES RIDGERUNNERS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, if the target has a crossfire marker and was Exposed when it was selected as the target, you can re-roll the hit roll. Note that the target must be Exposed (see Crossfire rule), rather than by any other means (e.g. the Priority Target ability).
MASSED FIREARMS1CP
Genestealer Cults – Battle Tactic Stratagem

A key tenet of guerrilla warfare is knowing how to concentrate the fire of even inferior weapons to inflict maximum harm.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS CROSSFIRE unit from your army that contains 6 or more models is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, if all the models in that unit target one enemy unit that has a crossfire marker, an unmodified hit roll of 6 automatically wounds the target.
DEVOTED CREW1CP
Genestealer Cults – Epic Deed Stratagem

Even should their vehicle be terribly damaged and they themselves fatally wounded, this crew fight on with zealous fervour.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS VEHICLE model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
HYPER-METABOLISM1CP
Genestealer Cults – Epic Deed Stratagem

Even the most grievous wounds can be sealed over by those with the alien biology of the Tyranid under their skin.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS CHARACTER model from your army. That model regains up to D3 lost wounds.
RIGGED TO BLOW1CP
Genestealer Cults – Epic Deed Stratagem

Genestealer Cults are willing to sacrifice any asset for the cause.

Use this Stratagem in any phase, when a GENESTEALER CULTS VEHICLE model from your army equipped with a cache of demolition charges is destroyed. Do not roll to see if that model explodes: it does so automatically.
DATA PARASITE1CP/2CP
Genestealer Cults – Epic Deed Stratagem

Clamavuses are able to send corrupting data-wyrms burrowing into enemy machine spirits to weaken and degrade their hosts.

Use this Stratagem in your Movement phase. Select one enemy VEHICLE model within 18" of and visible to a CLAMAVUS model from your army. If that enemy VEHICLE model’s characteristics can change as it suffers damage, roll one D6: on a 3+, until the start of your next Command phase, that enemy VEHICLE model is considered to have half the number of wounds remaining for the purposes of determining what those characteristics are. If that enemy VEHICLE model has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
LEGENDARY DEMISE2CP
Genestealer Cults – Epic Deed Stratagem

Even in death, the Kelermorph seeks to set a bloodthirsty example.

Use this Stratagem in any phase, when a KELERMORPH model from your army is destroyed by an enemy model. Do not remove that KELERMORPH model from play; it can, after the attacking model’s unit has finished making its attacks, shoot as if it were your Shooting phase. After resolving these attacks, the destroyed KELERMORPH model is then removed.
GESTALT CONSCIOUSNESS1CP
Genestealer Cults – Epic Deed Stratagem

Cult psykers are able to employ the minds of the faithful as willing conduits for their unnatural powers.

Use this Stratagem in your Psychic phase, when a <CULT> PSYKER model from your army manifests a Blessing psychic power that instructs you to select a friendly unit. When selecting a unit to be affected by that psychic power, you can select one friendly <CULT> unit anywhere on the battlefield (that unit does not have to be visible to or within any specified range of that PSYKER model).
RECKLESS DEMOLITIONS1CP
Genestealer Cults – Epic Deed Stratagem

Determined to destroy their enemies, some broodkin will risk hurling explosives into combat at point-blank range.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Select one model in that unit, then select one Grenade weapon that model is equipped with (excluding weapons that can only be shot with once per battle which that model has already shot with). Until the end of the phase:
  • That model can only attack with that Grenade weapon (even though it is not a melee weapon and even if it has the Blast special rule), and can do so even if it is within Engagement Range of an enemy unit. When it does so, it makes a number of attacks equal to that weapons Type characteristic.
  • Each time that model makes an attack with that weapon, an unmodified hit roll of 2+ is always successful. On an unmodified hit roll of 1, after that model’s unit has finished making all of its attacks, one model in that unit is destroyed.
After using this Stratagem, if you selected a weapon that can only be shot with once per battle for this Stratagem, that model is considered to have shot with that weapon.
LEADERS OF THE CULT1CP
Genestealer Cults – Requisition Stratagem

Each Patriarch’s broodcoven is made up of powerful individuals possessed of the skills and charisma needed to further its will.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD is a <CULT> PATRIARCH. Select up to two other <CULT> models with the HQ Battlefield Role from your army and determine one Warlord Trait for each of them (these must be Warlord Traits they could have); those models are only regarded as your WARLORD for the purposes of those Warlord Traits. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
GENE-SIRE’S GIFTS1CP
Genestealer Cults – Requisition Stratagem

The relics taken reverently from the Patriarch’s lair include captured guns, sentient blades and strange biomantic artefacts.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the GENESTEALER CULTS keyword. Select one GENESTEALER CULTS CHARACTER model from your army and give them one Sacred Relic of the Cult (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
PACK HUNTERS2CP
Genestealer Cults – Strategic Ploy Stratagem

Through constant harassment tactics, Atalan Jackals can misdirect their enemies’ attention and leave them wide open to attack from an unexpected quarter.

Use this Stratagem in your Shooting phase. Select one enemy unit within 6" of and visible to a <CULT> ATALAN JACKALS unit from your army. Until the end of the phase, each time a model in another friendly <CULT> unit makes a ranged attack against that enemy unit, treat that enemy unit as being Exposed for that attack.
GENETIC LINEAGE1CP
Genestealer Cults – Strategic Ploy Stratagem

So strong is the Genestealer influence on the psyches of some hybrids that occasionally their bestial nature takes over. The consequences are always bloody.

Use this Stratagem in your Charge phase. Select one ACOLYTE HYBRIDS or HYBRID METAMORPHS unit from your army. Until the end of the turn, that unit is eligible to charge in a turn in which it Advanced.
METICULOUS UPRISING2CP
Genestealer Cults – Strategic Ploy Stratagem

A long-planned strategy comes to fruition as the cultists rise up.

Use this Stratagem when you would reveal your ambush markers. If you are playing a Combat Patrol or Incursion battle, you can remove one of your ambush markers. If you are playing a Strike Force or Onslaught battle, you can remove up to two of your ambush markers. For each ambush marker removed, set them up again anywhere on the battlefield that is wholly within your deployment zone and more than 9" away from any enemy models. Once you have done so, reveal all of your ambush markers as normal.
CLANDESTINE GOALS1CP
Genestealer Cults – Strategic Ploy Stratagem

The cultists who infest this world know well that secrecy can be made into a weapon of war.

Use this Stratagem after selecting secondary objectives or Agendas. Choose one of your selections; do not reveal that selection to your opponent. The first time you score victory points or experience points for that selection, reveal it to your opponent. Note that you must still make a record of your selection; we recommend writing it down and concealing it until revealed. You can only use this Stratagem once.
BOOBY TRAP1CP
Genestealer Cults – Strategic Ploy Stratagem

Genestealer Cultists are not above rigging valuable battlefield assets with explosive traps.

Use this Stratagem at the end of your turn. Select one objective marker you control that has a REDUCTUS SABOTEUR or GENESTEALER CULTS CORE unit from your army within range of it. The next time an enemy unit (excluding AIRCRAFT units) ends any kind of move within range of that objective marker, roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds. You can only select each objective marker for this Stratagem once.
LURK IN THE SHADOWS2CP
Genestealer Cults – Strategic Ploy Stratagem

In dark nooks and crevices the true believers of the cult whisper and skulk, all but invisible to those who approach.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one GENESTEALER CULTS INFANTRY unit from your army. Until the end of the phase, each time an enemy model shoots, if that unit is not the closest eligible target or within 12" of that enemy model, then until that shooting is resolved, that enemy model cannot target that unit. In addition, until the end of the phase, if the selected unit has the Bodyguard ability (see Locus datasheet), it loses that ability.
RETURN TO THE SHADOWS1CP
Genestealer Cults – Strategic Ploy Stratagem

Ever cunning and duplicitous, broods of the faithful often vanish back into tunnels and vents after their initial strike, ready to attack again elsewhere.

Use this Stratagem in your Movement phase, when a GENESTEALER CULTS INFANTRY unit from your army is selected to move, or in your Fight phase, after a GENESTEALER CULTS INFANTRY unit from your army has resolved all of its attacks but before it makes a consolidation move. If that unit is more than 6" away from any enemy units, remove it from the battlefield. In the Reinforcements step of your next Movement phase, set that unit back up on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
COVERING FIRE1CP
Genestealer Cults – Strategic Ploy Stratagem

A sudden hail of cultist fire forces the enemies’ heads down, leaving them unable to respond to the broodkin onslaught.

Use this Stratagem in your Charge phase. Select one enemy unit that has a crossfire marker. Until the end of the turn, that unit cannot fire Overwatch, Set to Defend or perform Heroic Interventions.
TUNNEL CRAWLERS1CP
Genestealer Cults – Strategic Ploy Stratagem

Squirming, crawling and scrabbling through confined spaces is second nature to many broodkin, and is a skill they use to assail seemingly impregnable enemy positions.

Use this Stratagem in your Charge phase. Select one Area Terrain feature. Until the end of the turn, each time a GENESTEALER CULTS INFANTRY unit from your army declares a charge against an enemy unit within that Area Terrain feature:
  • Enemy units within that Area Terrain feature cannot fire Overwatch or Set to Defend.
  • That GENESTEALER CULTS INFANTRY unit ignores the effects of the Difficult Ground trait from that Area Terrain feature.
FANATICAL DEVOTION1CP
Genestealer Cults – Strategic Ploy Stratagem

The faithful will gladly hurl themselves into harm’s way to protect the masters of their cult.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one enemy unit that is within Engagement Range of a <CULT> PATRIARCH, <CULT> PRIMUS or <CULT> MAGUS unit from your army. One friendly <CULT> CORE unit that is within 6" of that enemy unit and not within Engagement Range of any enemy units can perform a Heroic Intervention. When performing that Heroic Intervention, each model in that friendly <CULT> Core unit can move up to 6" instead of up to 3" and does not have to finish that move closer to the closest enemy model; instead, at least one model from that unit must end that move within Engagement Range of the selected enemy unit, and no models from that unit can end that move within Engagement Range of any other enemy units (otherwise it does not move).
ROAMING ENGAGEMENT2CP
Genestealer Cults – Strategic Ploy Stratagem

Light, swift cult elements often perform hit-and-run strikes against exposed enemies before racing back to cover.

Use this Stratagem in your Shooting phase after making attacks with an ATALAN or ACHILLES RIDGERUNNERS unit from your army. That unit can make a Normal Move of up to 7" as if it were your Movement phase. Until the end of the turn, that unit is not eligible to declare a charge with.
COORDINATED ASSAULT1CP
Genestealer Cults – Strategic Ploy Stratagem

Swift salvoes of gunfire suppress the enemy and spread panic in their ranks moments before the fanatical charge of the broodkin strikes home.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that has a crossfire marker and is within Engagement Range of any GENESTEALER CULTS units from your army. Until the end of the phase, that enemy unit is not eligible to fight until after all eligible units from your army have done so.
NEURAL OVERLOAD1CP
Genestealer Cults – Wargear Stratagem

Some Sanctuses coat their blades and munitions with neurological agents formulated to fill the victim’s mind with psychic white noise. Disorientating at the very least, this effect induces hideous mental feedback in psykers.

Use this Stratagem in your Shooting phase or the Fight phase, after making an attack with a SANCTUS model from your army. If an enemy model lost any wounds as a result of that attack but was not destroyed, roll 3D6. If the result is greater than that enemy model’s Leadership characteristic:
  • Until the start of your next Shooting phase, that enemy model’s unit loses any aura abilities it has.
  • If that enemy model is a PSYKER, its unit suffers Perils of the Warp.
Each enemy unit can only be affected by this Stratagem once.
SUMMON FAMILIAR1CP
Genestealer Cults – Wargear Stratagem

Through pheromones or Broodmind summons, a slinking familiar is called from the shadows.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS model from your army that is equipped with a psychic familiar or alchemicus familiar and has already used that familiar’s ability. That model can use that familiar’s ability one additional time during the battle. Each GENESTEALER CULTS model from your army can only be selected for this Stratagem once.
PRIMED EXPLOSIVE1CP
Genestealer Cults – Wargear Stratagem

This explosive has been enhanced with unstable compounds brewed by the cults finest Biophaguses.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS model from your army shoots with a Grenade weapon or a cache of demolition charges. Until the end of the phase, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with an Assault D6 weapon).

Proficient Planning

If your army is Battle-forged and includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments) then when you are mustering your army, you can upgrade any GENESTEALER CULTS units from your army by giving them one Proficient Planning ability, chosen from those presented here.

Each time you give a unit a Proficient Planning ability, select one GENESTEALER CULTS unit from your army, then select one of the abilities below for that unit to gain. Its Power Rating is increased accordingly, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules, specifying the ability it has gained. Each GENESTEALER CULTS unit from your army can only be upgraded once, and you cannot select a Proficient Planning ability for a GENESTEALER CULTS unit if another GENESTEALER CULTS unit from your army already has that Proficient Planning ability.

A Crusade force accesses Proficient Planning abilities differently. Proficient Planning abilities must be added to your Order of Battle, either on a temporary basis via Institution Rewards or the Proficient Planning Requisition, or permanently via Ascension Rewards. Then, when mustering your army for a Crusade battle, you can upgrade your units for that battle following all the rules outlined above (as if you had just upgraded your unit), but you can only select Proficient Planning abilities that are on your Order of Battle. This means you are free to select different Proficient Planning abilities from battle to battle (provided they are on your Order of Battle), and can even select different units to be upgraded with them, provided the rules for selecting Proficient Planning abilities are met (e.g. the correct models/units are selected for the ability).


Lying in Wait

Employing carefully prepared positions and a mixture of physical and spiritual concealment measures, the brood lurks invisibly as the enemy approaches. Not until the last second do they burst from cover to rake their shocked enemies with point-blank fire.

INFANTRY unit only. When this unit is set up on the battlefield as Reinforcements as a result of being set up underground, it can lie in wait. If it does so:
  • Set up this unit anywhere on the battlefield that is more than 3" away from any enemy models.
  • Until the end of the turn, this unit is not eligible to declare a charge with.

Exacting Planner

This Primus possesses a meticulous eye for extreme detail and a truly inhuman patience while attending to every possible contingency. Accordingly, their battle plans are so comprehensive and devious as to appear as though they were generated by a shrine’s worth of strategic cogitators.

PRIMUS model only. Once per battle, in your Command phase, this model can use this ability. If it does so, until the end of the phase:
  • This model can use its Meticulous Planner ability one additional time.
  • Each time this model uses the Meticulous Planner ability, you can select one friendly <CULT> unit within 9" of this model for that ability (instead of a <CULT> CORE unit).

Alchemist Supreme

The most talented Biophaguses employ their genetic alchemy to enhance their favoured warriors. With care and precision they tease out favourable mutations that render their subjects increasingly deadly, without triggering any undesirable degradations of body or mind.

BIOPHAGUS model only. When you give a unit this ability, select one <CULT> CORE or <CULT> ABERRANT unit from your army, then select one genomic enhancement for that unit to gain (see the Genomic Enhancement ability).

A Trap Sprung

Thanks to a mixture of cunning, instinct, guerrilla fieldcraft and no small share of luck, this brood burst from cover without the slightest warning. Foes barely have time to register their peril before the faithful are amongst them, blades and talons slashing.

When this unit is set up on the battlefield as Reinforcements as a result of being set up underground, until the end of the turn, each time a charge roll is made for this unit, roll one additional dice and discard one of the dice.

A Perfect Ambush

The warriors of this brood have tracked their enemies tirelessly, as predatory beasts stalk their prey. Only when their position is perfect do they strike, engulfing their victims in a hail of unexpected firepower.

CROSSFIRE unit only. When this unit is set up on the battlefield as Reinforcements as a result of being set up underground, you can use this ability. If you do so, select one enemy unit within 12" of this unit. Until the end of the turn, each time a model in this unit makes a ranged attack against that enemy unit, that enemy unit is treated as having a crossfire marker and as being Exposed for that attack.

From Every Angle

Flowing like a dark tide down hidden tunnels, along rubble-choked gulleys or through sagging and rusted vents, the faithful utterly encircle their enemies.

  • At the start of the first battle round, if the mission uses the Strategic Reserves rules, this unit can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves.
  • When setting up this unit from Strategic Reserves, treat the current battle round number as being one higher. Note that this means this unit can arrive from Strategic Reserves in the first battle round.

Meditations in Shadow

Long weeks of meditation have allowed this psyker to establish a tentative connection to the Shadow in the Warp. What would blast the mind of any normal being has instead instilled insidious wisdom in this master of the cult.

PSYKER model only. This model knows one additional psychic power from the Broodmind discipline.

Excavate

Not all tunnels are meant to be traversed. By digging underneath the battlefield then lining the resultant mines with blasting charges, these broodkin trigger subterranean eruptions that shatter vital transitways and cause fortified positions to subside in ruin.

Before the battle, if this unit is set up underground, it can excavate. If it does so, in the Resolve Pre-battle Abilities step of the mission sequence, select one terrain feature on the battlefield (you cannot select a Fortification). That terrain feature loses the Defensible, Heavy Cover, Light Cover and Inspiring traits and gains the Difficult Ground trait.

They Came From Below

From duct-tangles and sewage pipes to subterranean mineworks and sappers’ runs - or even the spiralling burrows of beasts such as macrotalpa or gnaw-worms - the Genestealer Cults employ all imaginable types of hidden ways to better ambush their foes.

Non-VEHICLE unit only. If this unit is set up in ambush, when revealing ambush markers, you can do one of the following:
  • Remove one ambush marker from the battlefield and set up this unit underground instead.
  • After setting up this unit from an ambush marker, this unit can make a Normal Move as if it were your Movement phase, but must end that move more than 9" away from any enemy models.

Our Time is Nigh

The chosen brood are infused with transcendant zeal as telepathic whispers fill their minds, assuring them that they are the living avatars of the Star Children, and that now is their moment to ascend.

The first time this unit is selected to fight in this battle, until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. This is not cumulative with the additional attack granted by the Might From Beyond psychic power.

Broodmind Discipline

Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Broodmind discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

When a Psyker unit from your army manifests a psychic power from this discipline, replace all instances of the <CULT> keyword on that psychic power (if any) with the name of the cult that your PSYKER belongs to.

D6PSYCHIC POWER
1

MASS HYPNOSIS

The psyker exerts their mental dominion over their foes, placing them into a trance-like state so that the cult can take them apart at leisure.

Malediction: Mass Hypnosis has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase:

  • Subtract 1 from the Attacks characteristic of models in that unit.
  • In the Fight phase, that unit is not eligible to fight until after all eligible units from your army have done so.

2

MIND CONTROL

The psyker stabs at the minds of their victims, stoking their doubts and assailing them with contrary directives.

Malediction: Mind Control has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase:

  • Each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
  • If the result of the Psychic test was equal to or greater than that unit’s Leadership characteristic, subtract 1 from that unit’s Leadership characteristic and subtract 1 from Combat Attrition tests taken for that unit.

3

PSIONIC BLAST

With a screech of triumph, the psyker focuses the alien hatred of their kind into a blaze of pallid energies that consumes their enemies.

Witchfire: Psionic Blast has a warp charge value of 5. If manifested, select one enemy unit within 18" of and visible to this PSYKER. For the purposes of selecting that enemy unit, unless that enemy unit is within Engagement Range of this PSYKER, the Look Out, Sir rule applies as if this psychic power was a ranged weapon with a Range characteristic of 18".

  • That unit suffers D3 mortal wounds.
  • If the result of the Psychic test was equal to or greater than that unit’s Leadership characteristic, that unit suffers 3 mortal wounds instead of D3.

4

MENTAL ONSLAUGHT

The psyker intensifies their hypnotic power to such a degree that it can cause their victims’ brains to swell to bursting point inside their skulls.

Witchfire: Mental Onslaught has a warp charge value of 5. If manifested, select one enemy unit within 24" of and visible to this PSYKER and roll four D6: for each result of 5+, that unit suffers 1 mortal wound. If any models in that unit are destroyed as a result of those mortal wounds but that unit is not destroyed, keep repeating this process, reducing the number of dice rolled by 1 each time (e g. three D6 on the first repeat, two D6 on the second repeat) until any of the following conditions are met during that repeat:

  • The number of dice to roll is 0.
  • You roll no results of 5+.
  • No enemy models are destroyed.

5

PSYCHIC STIMULUS

The unknowable power of the cult’s gestalt soul flows into the psykers chosen instruments, spurring them into a religious frenzy that sees them attack with hyperactive speed.

Blessing: Psychic Stimulus has a warp charge value of 6. If manifested, select one friendly <CULT> unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase:

  • That unit is eligible to shoot and/or declare a charge with in a turn in which it Advanced or Fell Back.
  • Models in that unit do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn in which their unit Advanced.

6

MIGHT FROM BEYOND

With a low whisper that rises to a scream, the psyker amplifies the alien might hidden within every cultist, swelling their bodies with empowering energy born of the void itself.

Blessing: Might From Beyond has a warp charge value of 6. If manifested, select one friendly <CULT> unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, add 1 to the Attacks characteristic of models in that unit.

Warlord Traits

If a GENESTEALER CULTS CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

When you have determined a Warlord Trait for a GENESTEALER CULTS CHARACTER model, replace all instances of the <CULT> keyword in their Warlord Trait (if any) with the name of the Cult that your model belongs to.

D6WARLORD TRAIT
1

FOCUS OF ADORATION

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

While a friendly <CULT> CORE or <CULT> PURESTRAIN GENESTEALERS unit is within 6" of this WARLORD, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER unit.

2

SHADOW STALKER

The gloom seems to cling to this warlord like a shroud as they emerge grinning from the darkness, claws flexing in anticipation of the kill.

Each time an attack is made against this WARLORD, subtract 1 from that attack’s hit roll.

3

BIOMORPH ADAPTATION

The power of the Broodmind flows through this warlord’s veins, their physiology showing monstrous gifts and lethal enhancements.

Add 1 to the Attacks and Toughness characteristics of this WARLORD.

4

PROWLING AGITANT

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

Once per turn, when this WARLORD is selected as the target of a charge, before the charge roll is made and after firing any Overwatch, it can make a Normal Move of up to 6". Your opponent can then select new targets for that charge if they wish.

5

ALIEN MAJESTY

An aura of palpable grandeur surrounds this warlord, making their mere presence a powerful stimulant to their followers.

  • Add 3" to the range of this WARLORD’s aura abilities (to a maximum of 9").
  • Add 3" to the range of the following abilities this WARLORD has (if any): Meticulous Planner; Priority Target.

6

PRETERNATURAL SPEED

Uncannily fast in thought and deed, this warlord makes blisteringly quick attacks as its best form of defence.

  • Each time this WARLORD makes a melee attack, you can re-roll the hit roll.
  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

Chapter Approved Rules

If every model from your army (excluding UNALIGNED and BROOD BROTHERS models) has the GENESTEALER CULTS keyword, and your WARLORD has the GENESTEALER CULTS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the GENESTEALER CULTS secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission, etc).

Shadow Operations

SABOTAGE CRITICAL LOCATION
Progressive Objective

In order to keep our enemies off balance and to prevent them from coordinating or communicating, key logistical targets must be eliminated. Sow the fiery seeds of revolution, sisters and brothers, and sing praise to the Star Children as our enemies burn...

After choosing deployment zones, your opponent must place 2 critical location markers on the battlefield. Each of their critical location markers must be more than 9" away from any battlefield edge and more than 9" away from their other critical location marker. If both players must place these markers, the players alternate doing so, starting with the Defender.

If you select this objective, then units from your army can perform the following action:

Sabotage Critical Location (Action): One or more INFANTRY or BIKER units from your army (excluding CHARACTER units other than REDUCTUS SABOTEUR units) can start to perform this action at the end of the Move Units step of your Movement phase. Each unit from your army that starts to perform this action must be within 3" of the centre of a different one of your opponent’s critical location markers, and no enemy units (excluding AIRCRAFT units) can be within 3" of the centre of that critical location marker. The action is completed at the end of your turn, provided the unit performing it is still within range of the same critical location marker. If this action is successfully completed, you have sabotaged that critical location; remove that critical location marker from the battlefield.

Score victory points each time a unit from your army completes the Sabotage Critical Location action as shown below:

SABOTAGE CRITICAL LOCATION
BATTLE ROUND THE ACTION WAS COMPLETEDVICTORY POINTS SCORED
29
37
45
53

This secondary objective cannot be scored in the first battle round.

Battlefield Supremacy

BROODSWARM
Progressive Objective

This world belongs to the oppressor no longer, for it is now the demesne of the Star Children and their faithful. Our enemies must be driven from every corner of our realm, overrun and surrounded at every turn until there is nowhere left for them to flee. The blessed wyrm-form icon be raised high from every rampart, every rooftop, and upon every corpse-strewn battlefield. This world is ours! Now go forth and claim it!

At the end of your turn, score 1 victory point for each of the following that applies (to a maximum of 4 victory points):
  • You have more models within your opponents deployment zone than your opponent does.
  • You have more models within your deployment zone than your opponent does.
  • You have more models on the battlefield that are not within either player’s deployment zone than your opponent does.
  • All three of the above bullet points apply.

Purge the Enemy

AMBUSH
Progressive Objective

Subtlety, secrecy, stealth - all these are but means to an end. It is by fighting the enemy on our own terms, and by trapping them within the closing jaws of one cunning ambush after another, that we faithful will overthrow the armies of oppression.

At the end of your turn, score victory points in the following ways:
  • Score 1 victory point if one or more enemy units were destroyed this turn while they had a crossfire marker.
  • Score 1 victory point if one or more enemy units were destroyed this turn by units from your army that were set up from ambush or from underground during this turn.
  • Score 1 victory point if one or more enemy units were destroyed this turn as a result of a ranged attack made by a model from your army, and that enemy unit was Exposed when it was selected as the target for that ranged attack. Note that enemy unit must have been Exposed, rather than by any other means (e.g. the Priority Target ability).

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with the Genestealer Cults, such as Agendas, Battle Traits and Crusade Relics that are bespoke to GENESTEALER CULTS units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Brood Brothers

If your Order of Battle includes any GENESTEALER CULTS units, you can also include ASTRA MILITARUM <REGIMENT> units in your Order of Battle, even though these units do not have a Faction keyword in common. When such a unit is added to your Order of Battle, replace the IMPERIUM and <REGIMENT> keywords in every instance on its datasheet with BROOD BROTHERS, BROOD BROTHERS CHARACTER models cannot be given a Warlord Trait, Relic or Crusade Relic.

When mustering your army, the rules for how to include BROOD BROTHERS units in your Crusade army can be found here. Note that as these units have already had their IMPERIUM and <REGIMENT> keywords replaced with BROOD BROTHERS, they are considered to have already fulfilled the requirements of a BROOD BROTHERS Detachment, allowing you to include them in that Detachment.

Broodcoven

When you add a PATRIARCH model to your Crusade force, if your Order of Battle does not include any other PATRIARCH models, you can use the Warlord Trait Requisition for 0RP. However. GENESTEALER CULTS CHARACTER models that do not have the HQ Battlefield Role cannot be given a Warlord Trait.

Agendas

If your Crusade army includes any GENESTEALER CULTS units, you can select one Agenda from the Genestealer Cults Agendas listed below. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

GENESTEALER’S KISS
Genestealer Cults Agenda

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

Keep a Genestealers Kiss tally for each PATRIARCH unit and PURESTRAIN GENESTEALERS unit from your army. Add 1 to a unit’s Genestealer’s Kiss tally each time it destroys an enemy unit with a melee attack. Each unit gains 1 experience point for every mark on its Genestealers Kiss tally.

If your Crusade force is on a Path to Ascension, at the end of the battle, if the total of the Genestealer’s Kiss tallies of units from your army was 3 or more, add 1 to your next Ascension roll and your next Discovery roll.
SILENCE DETRACTOR
Genestealer Cults Agenda

Those who have seen too much, or who possess the means to expose the cult, must be swiftly dispatched to secure their silence.

At the start of the first battle round, select one CHARACTER unit in your opponent’s army. If a unit from your army destroyed that CHARACTER unit during the battle, that unit gains 4 experience points.

If your Crusade force is on a Path to Ascension and the unit from your army that destroyed that CHARACTER unit was a SANCTUS, LOCUS, KELERMORPH or JACKAL ALPHUS model, your Crusade force has silenced a detractor (make a note of this on your Order of Battle). You can then ignore your next Discovery roll result of 3 or less (i.e. you will not count as being discovered); if you do so, your Crusade force has no longer silenced a detractor.
TELEPATHIC DOMINATION
Genestealer Cults Agenda

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

Keep a Telepathic Domination tally for each PSYKER unit from your army. Add 1 to a unit’s Telepathic Domination tally each time it successfully completes the following action: ‘Telepathic Domination (Psychic Action - Warp Charge 4): One PSYKER unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 18" of your opponent’s battlefield edge.’

Each unit gains 2 experience points for the first mark on its Telepathic Domination tally, and 1 additional experience point for each mark thereafter (to a maximum of 4 experience points). If your Crusade force is on a Path to Ascension, after the battle, if the total of all the Telepathic Domination tallies of units from your army was 2 or more, add 1 to your next Ascension roll.
PREPARE FOR THE DAY OF ASCENSION
Genestealer Cults Agenda

Our final fight for freedom approaches. Before that day, tunnels must be dug, supplies cached and traps carefully laid.

Keep a Prepare tally for each unit from your army. Add 1 to a unit’s Prepare tally each time it successfully completes the following action:

Prepare (Action): One or more GENESTEALER CULTS CORE units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be within a different Area Terrain feature that has not been prepared by your army during the battle, or within 1" of a different Obstacle terrain feature that has not been prepared by your army during the battle. The action is completed at the start of your next Command phase, provided the unit performing the action is still within that Area Terrain feature or within 1" of that Obstacle terrain feature. If this action is successfully completed, that terrain feature has been prepared by your army.

Each unit gains 1 experience point for the first mark on its Prepare tally, and 1 additional experience point for every 2 marks thereafter. If your Crusade force is on a Path to Ascension, keep a Prepare for Ascension tally on your Order of Battle. After each Crusade battle, add 1 to this tally if one or more units from your army earned experience points from this Agenda in that battle. When fighting in the Day of Ascension, for every 3 marks on your Prepare for Ascension tally, increase your starting number of Command points by 1. When your current Path to Ascension ends, your Prepare for Ascension tally is reset to 0.
TOPPLE THE FALSE TEMPLE
Genestealer Cults Agenda

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

After choosing deployment zones, your opponent must select one Area Terrain feature on the battlefield to be a false temple. The unit from your army that successfully completes the following action earns 4 experience points:

Topple the False Temple (Action): One GENESTEALER CULTS CORE or REDUCTUS SABOTEUR unit from your army can start to perform this action at the end of the Move Units step of your Movement phase. The unit performing this action must be within your opponent’s false temple and more than 3" away from any enemy units (excluding AIRCRAFT units), and your opponent’s false temple must not have been toppled. The action is completed at the start of your next Command phase, provided the unit performing this action is still within your opponent’s false temple. If this action is successfully completed, your opponent’s false temple has been toppled; that terrain feature loses the Defensible, Light Cover, Heavy Cover and Inspiring traits and gains the Difficult Ground trait.

Requisitions

If your Crusade force includes any GENESTEALER CULTS units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

BLESSED LEADER1RP

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

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

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

Purchase this Requisition before a battle. Add one Proficient Planning ability to your Crusade force. After the battle, remove that Proficient Planning ability.
BELOVED OF THE CULT2RP

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

Purchase this Requisition either before or after a battle. Select one GENESTEALER CULTS unit from your army with the Heroic rank or higher. That unit is upgraded to be beloved of the cult (make a note of this in the Other Upgrades section of its Crusade card); add 1 to that unit’s Crusade points. When mustering your army, for that Crusade battle, a unit beloved of the cult can be upgraded with one additional Proficient Planning ability from your Order of Battle. This cannot be a Proficient Planning ability that unit or another unit from your army has. All other rules for Proficient Planning still apply. Each time you use this Requisition, remove the existing beloved of the cult upgrade (if any) and subtract 1 from the previously upgraded unit’s Crusade points.
FLAWLESS INCURSION1RP

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

Purchase this Requisition after a battle, if your Crusade force is on a Path to Ascension. If all of the following apply, you gain 1 Ascension point:
THE CULT GROWS1RP

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

Purchase this Requisition if your Crusade force is on a Path to Ascension, after infiltrating an Institution. You can do one of the following:
  • Use the Increase Supply Limit Requisition up to two times without spending any additional Requisition points.
  • Use the Fresh Recruits Requisition up to two times without spending any additional Requisition points.
  • Use the Increase Supply Limit and Fresh Recruits Requisitions once each without spending any additional Requisition points.
You can only use this Requisition once after infiltrating each Institution.
PURESTRAIN1RP

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

Purchase this Requisition if your Crusade force is on a Path to Ascension, when you infiltrate a world’s fourth Institution. Add a PURESTRAIN GENESTEALERS unit to your Order of Battle. That unit gains 6 experience points (and therefore gains the Blooded Rank); select one Battle Honour for them as normal. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade forces Supply Limit.

Crusade Relics

When a GENESTEALER CULTS CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

A GENESTEALER CULTS CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Elixir of Dark Vistas

Precisely what otherworldly emissary of the darkest void gave its vital fluids for the distillation of this potion must remain a mystery. Yet the one who drinks it is offered glimpses of the strange and sanity-blasting gulfs across which that creature travelled and fought, and emerges blessed with dark new wisdom.

Model with the HQ Battlefield Role only. When the bearer gains this Crusade Relic, you can use the Warlord Trait Requisition for 0RP to give the bearer a Warlord Trait. You can do so even if the bearer already has a Warlord Trait (allowing it to have two Warlord Traits). Do not add 1 to its Crusade points total as a result of using that Requisition. All other rules specified by that Requisition still apply.

Pervasion Veil

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

INFANTRY model (excluding a PATRIARCH model) only.

  • Add 3" to the bearers Move characteristic.
  • The bearer gains the FLY keyword.
  • The bearer gains the following ability: ‘Pervasion Veil: Once per battle, at the end of any phase, this model can use this ability. If it does so, remove it from the battlefield and set it up again more than 9" away from any enemy models.’


Antiquity Relic

A GENESTEALER CULTS CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Stratodais

No one knows whether to believe the rumours that this strategium dais once sat in the command centre of Lord Solar Macharius himself-yet its cogitational capacity is undeniable. If such rumours are true, then some agent of the cults managed an audacious theft indeed!

NEXOS model only. For the purposes of the bearer’s Battlefield Analysis ability, you can select two enemy units to gain a crossfire marker instead of one, but those enemy units must be within 9" of each other.


Legendary Relics

A GENESTEALER CULTS CHARACTER model of Legendary rank can be given one of the following Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

Pennant of Ascension

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

ACOLYTE ICONWARD model only. The bearer gains the following ability: ‘Pennant of Ascension (Aura): While a friendly <CULT> INFANTRY or <CULT> BIKER unit is within 6" of this model, add 1 to the Attacks characteristic of models in that unit.’

Crown of Ascendancy

This chitinous lattice contains material chipped from more than two-dozen Patriarchs’ thrones. It amplifies its wearers synaptic powers to near-apocalyptic levels, and renders their spirit as a dark and roiling thunderhead that presses on the minds of all around them.

PATRIARCH model only.

  • The bearer can attempt to manifest one additional psychic power in your Psychic phase.
  • The bearer can attempt to deny one additional psychic power in your opponent’s Psychic phase.
  • The bearer knows all the psychic powers from the Broodmind discipline.
  • Replace the bearer’s Living Idol ability with the following: ‘Crown of Ascendancy (Aura): While a friendly <CULT> unit is within 12" of this model, that unit automatically passes Morale tests.’


Shadow Throne Crusade Relics

When a GENESTEALER CULTS CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

A GENESTEALER CULTS CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Tyrant’s End

This revered autopistol travels from sect to sect. It is entrusted to the cult member at the forefront of the insurrection so that from their hands, the cult’s oppressors can be laid low. What powers it is unknown, but for each round discharged, liberation is realised.

Model equipped with an autopistol only. This Relic replaces an autopistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Tyrant’s End
Tyrant’s End
18"
Pistol 1
3
-4
3
Abilities: Each time an attack is made with this weapon, if a hit is scored and the target’s strength is higher than the bearer’s, that attack automatically wounds the target.


Antiquity Relics

A GENESTEALER CULTS CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Divine Ossein

This bonesword was created from the sacred bone of a prior Patriarch. While that esteemed forefather ultimately fell, his love and influence lived on through the hallowed remains that became this most divine relic. Wielding such a blade inspires the bearer to live up to his mighty reputation and deliver his children from oppression.

Model equipped with a cult bonesword only.
  • The bearer gains the following ability: ‘Divine Ossein (Aura): In each of your Command phases, you can select one friendly <CULT> CORE unit within 6" of the bearer. Until the start of your next Command phase, that unit gains the Objective Secured ability.’
  • This Relic replaces a bonesword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Divine Ossein
Divine Ossein
Melee
Melee
+2
-3
3


Battle Traits

When a GENESTEALER CULTS unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table (re-rolling if it isn’t suitable), or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

CORE UNIT (EXCLUDING A BIKER UNIT)
D3TRAIT
1Guerrillas

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

Each time a ranged attack targets this unit, if the attacker is more than 18" away, this unit is treated as having the benefits of Dense Cover against that attack.
2Insurgents

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

Each time an attack is allocated to a model in this unit, if it is receiving any benefits of cover, it also receives the benefits of Light and Heavy Cover against that attack.
3Insurrectionists

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

Each time this unit is selected to shoot, if you select the closest enemy unit as the target of all this unit’s attacks:
  • Before a model in this unit shoots, if the target does not have a crossfire marker, it gains one.
  • If the target already has a crossfire marker, you can ignore any or all modifiers when resolving those attacks.
BIKER OR VEHICLE UNIT
D3TRAIT
1Elusive Raiders

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

Models in this unit have a 5+ invulnerable save against ranged attacks.
2Charged Engines

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

  • When this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
  • Each time a charge roll is made for this unit, any distances of less than 6" count as 6".
3Armour Plating

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

Each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.
PATRIARCH, PURESTRAIN GENESTEALERs, ACOLYTE HYBRIDS OR HYBRID METAMORPHS UNIT
D3TRAIT
1Xenos Savagery

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

At the start of the Fight phase, if this unit is within Engagement Range of any enemy units, it can fight first that phase.
2Fast Reflexes

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

Each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
3Aggressive Strain

Even amongst the inner circle of the cult, there are those that display a predatory eagerness to tear into their enemies.

Each time this unit piles in or consolidates, models in this unit can move an additional 2".
CHARACTER UNIT
D3TRAIT
1Brood Prophet

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

  • Add 3" to the range of this model’s aura abilities, to a maximum of 9".
  • Add 3" to the range of this model’s abilities that instruct you to select units (e.g. Priority Target), to a maximum 12".
2Gestalt Energy

This psyker’s mind acts as a synaptic node, drawing both strength and unquestioning fealty from nearby faithful.

  • Each time a Psychic test is taken for this model, if it is within 6" of a friendly <CULT> CORE unft, add 1 to the result.
  • Each time you take an Unquestioning Loyalty test after a saving throw is failed for this model, if the friendly model you selected for that test is a <CULT> CORE model, you can re-roll the result.
3Unbreakable Bond

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

When this model gains this Battle Trait, select one <CULT> unit on your Order of Battle for this model to gain an unbreakable bond with. While that unit is visible to this model, that unit is always treated as being within range of this model’s aura abilities and abilities that instruct you to select a friendly <CULT> unit.

Shadow Throne Battle Traits

When a GENESTEALER CULTS unit gains a Battle Trait, you can use one of the tables below to determine what Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose one from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

REDUCTUS SABOTEUR UNITS ONLY
D3TRAIT
1Resourceful Saboteur: Each time this model uses its Reductus Explosives action, it can use its Plant Explosives action again during the battle.
2Destructive Genius: Each time this model makes a ranged attack against a MONSTER, VEHICLE or BIKER unit, add 1 to that attack’s wound roll.
3Detonate Mines: Once per battle, when an enemy unit declares a charge against this model, you can use the Fire Overwatch Stratagem for 0 Command points if this is the unit that is selected to fire Overwatch. Each time this model fires Overwatch, for that shooting attack, change the Type characteristic of its Remote Explosives to Heavy 6 and an unmodified hit roll of 4+ is successful.
GENESTEALER CULTS CHARACTER UNITS ONLY
TRAIT
PATRIARCH unit onlyForceful Hypnosis: This model always fights first. Each time an attack is made against this model, subtract 1 from that attack’s hit roll.
MAGUS unit onlyCharismatic Savant: Each time this model attempts to manifest a blessing psychic power, you can re-roll that Psychic test.
PRIMUS unit onlyFluid Tactician: In each of your opponent’s charge phases, you can select one friendly <CULT> CORE unit within 12" of this model. Until the end of the phase, that unit is eligible to perform a Heroic Intervention as if it were a CHARACTER.

Battle Scars

When a GENESTEALER CULTS CHARACTER unit gains a Battle Scar, you can determine one using the table below instead of the table in the Warhammer 40,000 Core Book. To do so, roll one D6 to randomly determine what Battle Scar the unit has gained, or choose the Battle Scar that you think tells the best narrative for your unit. All the normal rules for Battle Scars apply (e.g. a unit cannot have the same Battle Scar more than once). As with any Battle Scar, make a note on the unit’s Crusade card and adjust its Crusade points accordingly.

BATTLE SCARS
D6BATTLE SCAR
1Out of Favour

Failing the Patriarch has consequences; ostracism from the ranks of the faithful being amongst the worst.

Each time a saving throw is failed for this model, you cannot use the Unquestioning Loyalty ability for that attack.
2Relearn the Creed

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

This model cannot use the Cult Creed ability.
3Telepathic Failings

Neural trauma has weakened this psyker’s connection to the Broodmind, making each psychic act a perilous endeavour.

  • Each time a Psychic test is taken for this model, if a double is rolled, that Psychic test is failed.
  • Each time you would use a Stratagem for this model, roll one D6: on a 4+, increase the CP cost of that Stratagem by 1CP. Note that the CP cost is only increased by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.
4Gene Affliction

Sore wounding has triggered debilitating mutations in this warrior, then part alien anatomy turning against them.

  • Subtract 1 from the Toughness characteristic of this model.
  • Worsen this model’s Weapon Skill and Ballistic Skill characteristics by 1.
5Fractious Aggression

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

  • In the Heroic Intervention step of your opponent’s Charge phase, if this model is eligible to perform a Heroic Intervention, it must do so.
  • In your Charge phase, if this model is eligible to charge and is within 7" of any enemy units, you must declare a charge with it.
6In the Shadow of your Betters

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

  • While this model is within 9" of another friendly <CULT> CHARACTER unit, it cannot use any of its aura abilities or any actions or abilities that interact with other friendly <CULT> units (eg. Genomic Enhancement, Strategic Coordination).
  • At the start of the Fight phase, if this unit is within engagement Range of any enemy units and within 9" of any other friendly <CULT> CHARACTER units that are also within Engagement Range of any enemy units, this unit is not eligible to fight until after those other friendly <CULT> CHARACTER units that can fight have done so.

Path to Ascension

The growth of a Genestealer Cult is achieved with careful planning and patience, a grand scheme generations long in which every layer of a world’s society is a target for infiltration. When enough Institutions have been infiltrated, or perhaps when the cult is prematurely discovered, it emerges from the shadows and casts off the shackles of oppression. Success in such circumstances will earn the cult powerful Ascension Rewards, but failure will bring about ignominy.

The Path Begins

If your Crusade force includes a PATRIARCH, PRIMUS or MAGUS unit and is not otherwise on a Path to Ascension, it can begin a Path to Ascension. When your cult begins a Path to Ascension, you must create the world it will attempt to assume control of. To do so, you must first determine its classification; you can randomly generate one by rolling one D6 and consulting the options shown below, or you can select the classification most suitable for the type of world you would like your cult to assume control of.

Each classification of world has various Institutions. These are the layers of society your cult must infiltrate in order to assume control of that world. Note that some classifications of world may have several instances of the same Institution; in such cases, each instance of those Institutions is treated separately.

Once you have determined your world s classification and Institutions, you should name your world and fill out a Path to Ascension, as shown below:


1Hive World
Community, Community, Industry,
Politics
2Forge World
Industry, Industry, Military, Religion

3Cardinal World
Community, Politics, Religion, Religion

4Fortress World
Military, Military, Politics, Resources

5Agri or Mining World
Community, Industry, Resources,
Resources
6Frontier or Feudal World
Community, Military, Resources, Politics


Walking the Path

To assume control of a world, you must earn Ascension points and spend them to infiltrate the worlds Institutions. Ascension points are primarily earned as outlined below, however, Genestealer Cults Agendas and Requisitions can aid in their acquisition. Keep a note of your Ascension points in the Crusade Goals section of your Order of Battle. After each Crusade battle, if your army included any GENESTEALER CULTS Detachments, make an Ascension roll by rolling one D6 and applying the modifiers below: on a 4-7, you earn 1 Ascension point; on an 8, you earn 2 Ascension points.

You won the battle.+1
One or more units from your army earned experience points from Shadow Operations and/or Genestealer Cults Agendas.+1
Your army included one or more <HIVE FLEET> units.‒1

Each world has four Institutions you must infiltrate. Before or after a battle, if you have 3 or more Ascension points, you must spend 3 of them to infiltrate an Institution you have not yet infiltrated (deduct 3 points from your total accordingly). You can then claim one of the Institution Rewards shown below for your Crusade force.

PRECISE PLANInstitution Reward
Add one Proficient Planning ability to your Crusade force. This is a temporary Institution Reward that lasts while your Crusade force is on its current Path to Ascension; when your current Path to Ascension ends, this Institution Reward is removed.
EXACT CONTROLInstitution Reward
You gain 1 Requisition point.
KEY INSURGENCYInstitution Reward
Select one GENESTEALER CULTS CORE unit from your Order of Battle, or one CHARACTER unit as shown in the table below. That unit gains 2 experience points. If a unit gains experience points from this Institution Reward, it cannot be selected for this Institution Reward again until you begin a new Path to Ascension on a different world.

KEY INSURGENCY
INSTITUTION INFILTRATEDCHARACTER UNIT
CommunityCLAMAVUS or KELERMORPH
IndustryBIOPHAGUS or ABOMINANT
MilitaryNEXOS or PRIMUS
PoliticsLOCUS or MAGUS
ReligionACOLYTE ICONWARD or CLAMAVUS
ResourcesJACKAL ALPHUS or REDUCTUS SABOTEUR

Brood Cycle

While your Crusade force is on a Path to Ascension, the cult benefits from brood cycles. This is an accelerated growth of the cult to bolster its ranks and replace fallen fighters. The active brood cycle and its effects are determined by consulting the table below:

BROOD CYCLEACTIVE IFBENEFITSBECOMES INACTIVE IF
1st and 2ndYou have infiltrated none or one of your current world’s Institutions.Once after each Crusade battle, you can re-roll one Out of Action test taken for one ACOLYTE HYBRIDS unit from your army.You infiltrate two of your world’s Institutions, or your current Path to Ascension ends.
3rd and 4thYou have infiltrated two or three of your current world’s Institutions.Once after each Crusade battle, you can re-roll one Out of Action test taken for one NEOPHYTE HYBRIDS unit from your army.Your current Path to Ascension ends.

Assuming Control

While your Crusade force is on a Path to Ascension, its goal is to assume control of its world. This is achieved when one of the following conditions has been met:
  • You infiltrate all four of a world’s Institutions.
  • You are victorious in the Day of Ascension.
When you assume control of a world, you can select one Patriarch unit from your Order of Battle to gain 2 experience points. In addition, you can claim a permanent Ascension Reward for your Crusade force based on the category of world you have assumed control of, as shown below. That Path to Ascension then ends, and the world is claimed for the Star Children!

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

ANY CLASSIFICATION OF WORLD
Ascension Reward
Proficient: Add one Proficient Planning ability to your Crusade force. Note that unlike the Precise Plan Institution Reward, this is a permanent reward.
HIVE WORLD
Ascension Reward
Prolific: Once per Path to Ascension, you can re-roll an Ascension roll. Once per battle, after rolling a dice to summon the cult, you can re-roll that dice.
FORGE WORLD
Ascension Reward
Industrious: Before each battle, select one Area or Obstacle terrain feature not within your opponent’s deployment zone. That terrain feature gains one of the following terrain traits of your choice: Defensible; Light Cover; Heavy Cover.
CARDINAL WORLD
Ascension Reward
Faithful: The first time a Morale test is failed for a GENESTEALER CULTS unit from your army in each battle, treat that test as having been passed instead.
FORTRESS WORLD
Ascension Reward
Militant: Once per battle, when you use a Genestealer Cults Stratagem, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem; any future usages of it cost the normal amount of CPs.
AGRI OR MINING WORLD
Ascension Reward
Resourceful: Each time you would gain a Requisition point, roll one D6: on a 4+, you gain 1 additional Requisition point.
FRONTIER OR FEUDAL WORLD
Ascension Reward
Persuasive: Each time you select a unit to be Marked for Greatness, that unit gains 1 additional experience point.

The Day of Ascension

Once your cult has infiltrated two of a world’s Institutions (note, multiple instances of the same Institution count as separate Institutions), careful management is required to prevent premature discovery. After each Crusade battle, after spending any Ascension points, if you have infiltrated two or three of the worlds Institutions, you must make a Discovery roll to see if your cult is discovered (you do not need to do so after the battle in which you infiltrated the second Institution). To make a Discovery roll, roll 2D6 and apply the modifiers below. If the result is 3 or less, you have been discovered.

You lost the battle.‒1
No units from your army earned experience points from Shadow Operations and/or Genestealer Cults Agendas.‒1
Your army included one or more <HIVE FLEET> units.‒1
You have infiltrated less than three of the world’s Institutions.+1

If you have infiltrated two or more of the world’s Institutions, you can call for an uprising and automatically fail a Discovery roll; in such instances, you have been discovered.

If you have been discovered, you must fight in the Day of Ascension. The Day of Ascension is a Crusade battle in which your cult rises up to overthrow their oppressors and assume control of the world by force. Make sure you find a suitable opponent for such a momentous event!

When you fight in the Day of Ascension, your cult fights with zealous fury, but is not as prepared as it could be. As such, for that battle, the following rules are in effect:
  • Zealous Fury: Each time a Morale test is taken for a GENESTEALER CULTS unit from your army, it is automatically passed.
  • Unprepared: Reduce your starting number of Command points by the number specified in the table below.

BATTLE SIZETOTAL OF 2 INSTITUTIONS INFILTRATEDTOTAL OF 3 INSTITUTIONS INFILTRATED
Combat Patrol-2-1
Incursion-3-2
Strike Force-6-3
Onslaught-9-6

If you win the Day of Ascension battle, you assume control of the world and can claim the relevant benefit as specified on the previous page. If you lose the Day of Ascension battle, you must abandon your current Path to Ascension (see below).

The Cycle Begins Anew

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

Each time you abandon your current Path to Ascension, that Path to Ascension ends and you must select one of the following Ignominies:
  • Each PATRIARCH, PRIMUS and MAGUS unit from your Order of Battle gains a Battle Scar. You can only select this Ignominy if at least one unit would gain a Battle Scar.
  • Remove one Ascension Reward from your Order of Battle.
If you cannot select one Ignominy, either because you do not have a PATRIARCH, PRIMUS or MAGUS unit, or because you do not have an Ascension Reward, then you do not need to select an Ignominy; such a force has already suffered enough!

Once your Path to Ascension ends, either because you assumed control of the world or abandoned your Path to Ascension, you can begin a new Path to Ascension, provided your Order of Battle includes a PATRIARCH, PRIMUS or MAGUS unit.

Boarding Actions

Adoring worshippers of the Star Gods, these xenobred fanatics look forward to the day when their deities will liberate them from Imperial oppression. In the meantime, they wage guerrilla wars and prepare a great uprising.

Mustering a Boarding Patrol

When mustering a Boarding Patrol, if your Faction is GENESTEALER CULTS, then the following rules apply when adding units to your Boarding Patrol Detachment, and they take priority over the normal rules for mustering a Boarding Patrol.
  • All <CULT> units in your Boarding Patrol must be from the same Cult.
  • You can include up to 3 CHARACTER models, but only one of these can have a Wounds characteristic of 5 or more.
  • Units in your Boarding Patrol cannot be given Proficient Planning upgrades.
  • You cannot include BROOD BROTHERS units in your Boarding Patrol.
  • When forming Boarding Squads, do not split NEOPHYTE HYBRIDS units into separate units.

Rules Adaptations

If your Faction is GENESTEALER CULTS, then the following rules adaptations apply to Genestealer Cults rules found in Codex: Genestealer Cults.
  • Each time a unit from your army summons the cult, halve the number of models added back to that unit, rounding up. In addition, each unit from your army cannot summon the cult more than once.
  • Units lose the Conceal rule and your Boarding Patrol gains the following rule:

    Concealed Ambush: Before the battle, in the Deploy Armies step, your opponent must set up their entire Boarding Patrol before you set up yours. If both players Boarding Patrols have this rule, each player sets up their units as normal.

  • Walls are considered to have the Obscuring terrain trait for the purpose of determining if a target is Exposed.
  • When an enemy model makes a ranged attack against a unit with the Subterranean Ambushers Cult Creed (Cult of the Four-armed Emperor) or Naturalised Camouflage biomorphology, that unit is treated as having the benefits of cover against that attack if the attacking model is more than 6" away from its target.
  • The Mental Onslaught psychic power has a warp charge value of 7.

Enhancements

If your WARLORD has the GENESTEALER CULTS keyword, then when mustering your Boarding Patrol, they can be given one of the following Enhancements instead of one from Arks of Omen: Abaddon.

SHADOW STALKER

The gloom seems to cling to this cultist like a shroud as they emerge grinning from the darkness, claws flexing in anticipation of the kill.

Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll.

ALIEN REGALITY

An aura of palpable grandeur surrounds this cultist, making their mere presence a powerful stimulant to their followers.

  • Add 3" to the range of the bearer s aura abilities (to a maximum of 9").
  • Add 3" to the range of the bearers Meticulous Planner ability, if it has it.

INSTINCTIVE COUNTERSTRIKE

Drawing upon the fullness of its alien instincts, the cultist psychically pushes its followers into a savage counter-attack.

In your opponent’s Charge phase, select one friendly GENESTEALER CULTS unit within 9" of the bearer. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER unit and is eligible to perform a Heroic Intervention if it is within 6" horizontally of any enemy units. When doing so, you can move each model in that unit up to 6". All other rules for Heroic Interventions still apply.


Boarding Action Stratagems

If your Faction is GENESTEALER CULTS, then when playing a Boarding Action game you will have access to the following Stratagems, and can spend CP to use them.

SHADOW DWELLERS1CP
Genestealer Cults – Boarding Actions – Battle Tactic Stratagem

As enemy fire hammers their position, so the faithful melt into the shadows to avoid its fury.

Use this Stratagem in your opponent’s Shooting phase, when a GENESTEALER CULTS INFANTRY unit from your army is selected as the target of an attack. If any of the models in that unit would receive the benefits of cover against that attack, until the end of the phase, each time a ranged attack is allocated to a model in that unit, add an additional 1 to any armour saving throw made against that attack.
MONSTROUS VIGOUR1CP
Genestealer Cults – Boarding Actions – Battle Tactic Stratagem

The Aberrants of the cult’s dark underbelly are terrifying in their ability to shrug off horrific damage.

Use this Stratagem in any phase, when an ABERRANT or ABOMINANT unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
OVERWHELMING FIRE1CP
Genestealer Cults – Boarding Actions – Battle Tactic Stratagem

A key tenet of guerrilla warfare is knowing how to concentrate the fire of even inferior weapons to inflict maximum harm.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS CROSSFIRE unit is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, if all the models in that unit target one enemy unit that has a crossfire marker, an unmodified successful hit roll of 5+ automatically wounds the target.
THE CULT MIND1CP
Genestealer Cults – Boarding Actions – Epic Deed Stratagem

Cult psykers are able to employ the minds of the faithful as willing conduits for their unnatural powers.

Use this Stratagem in your Psychic phase, when a GENESTEALER CULTS PSYKER model from your army manifests a Blessing psychic power that instructs you to select a friendly unit. Until the end of the phase, each time you are instructed to select a friendly GENESTEALER CULTS unit when that model is manifesting a Blessing psychic power, you can select a friendly GENESTEALER CULTS unit anywhere on the battlefield (that unit does not have to be visible to or within any specified range of that PSYKER model).
VICIOUS TO THE END1CP/2CP
Genestealer Cults – Boarding Actions – Epic Deed Stratagem

Driven by primal instincts and fanatical hatred, Genestealer Cultists fight viciously when upon the brink of death.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit (excluding HYBRID METAMORPHS units) from your army that has not already been selected to fight this phase is selected as the target of an attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play. If that unit has the CHARACTER keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
INSIDIOUS INFILTRATORS1CP
Genestealer Cults – Boarding Actions – Strategic Ploy Stratagem

Genestealer Cultists are preternaturally skilled and determined infiltrators, navigating seemingly impassable vents and tunnels to sneak up on the foe.

Use this Stratagem during deployment. Select one GENESTEALER CULTS unit from your army. You can set up that unit in the vents instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.

Sacred Relics of the Cult

If your army is led by an GENESTEALER CULTS WARLORD, you can, when mustering your army, give one of the following Sacred Relics of the Cult to a GENESTEALER CULTS CHARACTER model from your army.

When a model from your army is given a Sacred Relic of the Cult, replace all instances of the <CULT> keyword in that Relic s rules (if any) with the name of the Cult that your model belongs to.

Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Sacred Relics of the Cult your models have on your army roster.

AMULET OF THE VOIDWYRM

This crescent-shaped wyrm-form amulet is rumoured to be carved from a shard of a Norn-Queens exoskeleton. Unnatural energies coil about it, a hideous tendril of the Shadow in the Warp forever haloing the wearers mind and soul. In moments of peril these energies coil into a shadowy veil that blinds the sight and torments the minds of attackers.

The bearer has a 4+ invulnerable save.
  • Once per battle, when an attack is allocated to the bearer, it can channel the Shadow in the Warp. If it does so, the saving throw is automatically a 6 (do not roll).
  • Each time the bearer declares a charge, enemy units that were targeted by that charge cannot fire Overwatch or Set to Defend against that charge.

CRANIAL INLAY

Employing technological secrets stolen from the innermost sanctums of the Adeptus Mechanicus, this heretical device establishes a semi-sentient mind interface uplink between the Nexos and its strategium dais. The resultant instant exchange of strategic intelligence elevates the Nexos’ comprehension of the warscape to almost omniscient levels, though typically at the cost of burning out their mind altogether within a matter of weeks. Of course, that is more than long enough for ascension to be achieved.

NEXOS model only.
  • While the bearer is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.
  • The bearer can use its Strategic Coordination ability one additional time per turn.

DAGGER OF SWIFT SACRIFICE

Rumour has it this wicked blade was once the ritual sidearm of a particularly sadistic planetary governor known only as the Tyrant. It was a Sanctus who stole into the Tyrants chambers and spirited the man’s dagger away into the hive-depths, there to be augmented into a weapon of unparalleled lethality. Only then did the Sanctus return the blade to its owner, sheathing it in his oppressor’s heart.

Model equipped with a Magus bio-dagger or Sanctus bio-dagger only.
  • Each time the bearer is selected to fight, you can re-roll one wound roll when making the bearer’s attacks.
  • Each time after the bearer has fought, select one enemy model that lost any wounds as a result of an attack made by the bearer’s Magus bio-dagger or Sanctus bio-dagger but was not destroyed. Roll one D6: on a 3+, that model suffers D3 mortal wounds (if it is destroyed, any excess mortal wounds are ignored).

HAND OF ABERRANCE

Fashioned by the bio-conclaves of the Cult Hypodermoid, this injector claw sends powerful mutagens coursing through its victims. Their bones stretch and shatter, their muscles atrophy or swell until they burst, while their flesh blooms with nests of lashing pseudopods - or else tears apart as it undergoes involuntary mitosis and seeks to squirm away.

Model equipped with a toxin injector claw only. This Relic replaces a toxin injector claw and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Hand of Aberrance
Hand of Aberrance
Melee
Melee
User
-2
3
Abilities: Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.

OPPRESSOR’S BANE

The masterwork pistol known in cult folklore as Oppressor’s Bane was machined with expert care by mysterious, inhumanly skilled artisans. It is so well weighted that it can be drawn in an instant, lined up along perfectly crafted gunsights to pick out the foe’s weak points, and spun on the finger in a blur between each killing shot.

Model equipped with an autopistol only. The bearer gains the Crossfire ability and the CROSSFIRE keyword. This Relic replaces an autopistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Oppressor’s Bane
Oppressor’s Bane
15"
Pistol 3
4
-2
2
Abilities: Each time an attack is made with this weapon, the target is treated as having a crossfire marker and as being Exposed for that attack.

SWORD OF THE VOID’S EYE

The sentience within the Sword of the Void’s Eye is far more intelligent than its wielder, for the weapon contains a synaptic node of the Hive Mind. The bio-fleet descending upon the host planet uses the eyes of the sword to spy on the populace and sample the thoughts of those whose blood it tastes. With every fragment of knowledge gleaned, the weapon understands its prey all the better. Soon it knows just how and where to strike so as to lay its quarry low, and guides its wielder’s hand accordingly.

Model equipped with a cult bonesword or Locus blades only. This Relic replaces a cult bonesword or Locus blades and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Sword of the Void’s Eye
Sword of the Void’s Eye
Melee
Melee
+2
-3
2
Abilities: Each time an attack is made with this weapon, you can re-roll the hit roll and you can re-roll the wound roll.

THE CROUCHLING

The most favoured of cults are visited by a skittering familiar known as the Crouchling. Though small and weak of limb, it is a powerful psychic presence, able to cast hypnotic spells and visit terrible hallucinations upon those who earn its master’s ire.

Model equipped with a psychic familiar only. Replace that psychic familiar’s ability with the following ability:
The Crouchling:
  • Once per Psychic phase, you can re-roll one Psychic test taken for this model.
  • Each time a Psychic test is passed for this model, if all dice results for that test were the same, that psychic power or psychic action cannot be denied.’

THE GIFT FROM BEYOND

This long-barrelled rifle is painted with the freely-given blood of the Patriarch, blessing the wielder with uncanny predatory instincts. The gift the weapon bestows upon those under its sights is quite different: the blessing of a swift death delivered from afar.

Model equipped with a cult sniper rifle only. This Relic replaces a cult sniper rifle and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Gift From Beyond
The Gift From Beyond
48"
Heavy 1
5
-3
3
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified would roll of 4+ inflicts 1 mortal wound on the target in addition to any normal damage.

THE UNWILLING ORB

Preserved within this gem by ghoulish alchemy is the still-living third eye of an Imperial Navigator. What folk hero of the cults tore this fleshy orb from its owner’s skull is not recorded, but it serves to greatly focus and project the synaptic powers of cult psykers.

PSYKER model only.
  • The bearer can attempt to deny one additional psychic power in your opponent’s Psychic phase.
  • While the bearer is on the battlefield, each time it attempts to deny a psychic power, it can do so from any range, instead of within 24".
  • Each time the bearer attempts to manifest a Malediction or Witchfire psychic power, add 1 to that attempt’s Psychic test.

THE VOICE OF THE LIBERATOR

A sign of great favour from the Star Children, this slick oesophageal worm slithers between a Clamavus’ straining jaws before settling in the gullet and digging its cilia deep. From that moment onwards, though wracked with constant suffocating agony, the Clamavus finds their voice amplified and adapted, filtering up through the worm’s vibrating membranes to emerge as the primal cry of the Star Children themselves.

CLAMAVUS model only.
  • Add 6" to the range of the bearer’s Proclamation Hailer and Voice of New Truths abilities.
  • While a friendly <CULT> unit is within 12" of the bearer, add 1 to the Leadership characteristic of models in that unit.

WYRMTOOTH ROUNDS

The ballistic parasite that produces these strange rounds is a ghastly thing. Its exterior sheath is brushed durasteel, but its interior is a pulsating mass of wet meat and organs. Meshed with the mechanisms of its host autostub, it somehow exudes diamond-hard chitinous rounds that can punch through dense armour before bursting in sprays of concentrated bio-acid.

KELERMORPH model only. Each time the bearer shoots, you can select any number of liberator autostubs it is equipped with to fire a liberator wyrmtooth round. If you do so, then until that shooting is resolved, each liberator autostub you selected has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Liberator wyrmtooth round
Liberator wyrmtooth round
18"
Heavy 1
6
-3
3
Abilities: A liberator wyrmtooth round does not have the liberator autostub’s abilities.

Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Achilles missile launcher
Achilles missile launcher
36"
Heavy 3
6
-3
3
-
Atalan incinerator
Atalan incinerator
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Atalan small arms
Atalan small arms
12"
Pistol 2
4
0
1
-
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Blasting charges
Blasting charges
6"
Grenade D3
5
-1
1
Blast
Blast
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Cache of demolition charges
Cache of demolition charges
6"
Assault D6
8
-3
2
Blast. The bearer is only eligible to shoot with this weapon if a friendly unit is embarked within it.
Blast. The bearer is only eligible to shoot with this weapon if a friendly unit is embarked within it.
Chemical vials
Chemical vials
6"
Grenade 1
1
-2
2
Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
Clearance incinerator
Clearance incinerator
15"
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Cult shotgun
Cult shotgun
12"
Assault 2
4
0
1
-
Cult sniper rifle
Cult sniper rifle
36"
Heavy 1
5
-3
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 4+ inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 4+ inflicts 1 mortal wound on the target in addition to any normal damage.
+0..5
Demolition charge
+0..5
Demolition charge
6"
Grenade D6
8
-3
2
Blast. The bearer can only shoot with each demolition charge it is equipped with once per battle.
Blast. The bearer can only shoot with each demolition charge it is equipped with once per battle.
Flamer
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
Grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
+3
Hand flamer
+3
Hand flamer
12"
Pistol D6
3
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy mining laser
Heavy mining laser
36"
Heavy D3
9
-3
D6
Blast
Blast
Heavy mortar
Heavy mortar
48"
Heavy D6
6
-1
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Heavy seismic cannon
Before selecting targets, select one of the profiles below to make attacks with.
Heavy seismic cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Long-wave
 - Long-wave
24"
Heavy 6
6
-2
2
-
 - Short-wave
 - Short-wave
24"
Heavy 3
8
-3
3
-
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
Liberator autostub
Liberator autostub
18"
Pistol 2
5
-1
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+5..15
Mining laser
+5..15
Mining laser
24"
Heavy 1
9
-3
D6
-
Remote explosives
Remote explosives
24"
Assault 2D3
8
-3
1
Blast. Each time you select a target for this weapon, you cannot target an AIRCRAFT unit. Each time an attack made with this weapon is allocated to a VEHICLE or MONSTER unit, that attack has a Damage characteristic of 3.
Blast. Each time you select a target for this weapon, you cannot target an AIRCRAFT unit. Each time an attack made with this weapon is allocated to a VEHICLE or MONSTER unit, that attack has a Damage characteristic of 3.
Scoped needle pistol
Scoped needle pistol
18"
Pistol 1
1
0
D3
Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
+15
Seismic cannon
Before selecting targets, select one of the profiles below to make attacks with.
+15
Seismic cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Long-wave
 - Long-wave
24"
Heavy 6
4
-1
1
-
 - Short-wave
 - Short-wave
24"
Heavy 3
6
-2
2
-
Twin autocannon
Twin autocannon
48"
Heavy 4
7
-1
2
-
Web pistol
Web pistol
12"
Pistol 1
1
0
1
Each time an attack is made with this weapon, do not make a hit roll. Instead, roll one D6 and the attack sequence ends, if the result is greater than the highest Strength characteristic in the target unit, that unit suffers 1 mortal wound.
Each time an attack is made with this weapon, do not make a hit roll. Instead, roll one D6 and the attack sequence ends, if the result is greater than the highest Strength characteristic in the target unit, that unit suffers 1 mortal wound.
Webber
Webber
18"
Assault D3
1
0
1
Blast. Each time an attack is made with this weapon, do not make a hit roll. Instead, roll one D6 and the attack sequence ends: if the result is greater than the highest Strength characteristic in the target unit, that unit suffers 1 mortal wound.
Blast. Each time an attack is made with this weapon, do not make a hit roll. Instead, roll one D6 and the attack sequence ends: if the result is greater than the highest Strength characteristic in the target unit, that unit suffers 1 mortal wound.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Atalan power weapon
Atalan power weapon
Melee
Melee
+1
-2
1
-
Chainsword
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
+0..5
Cult bonesword
+0..5
Cult bonesword
Melee
Melee
+1
-2
2
-
Cult claws
Cult claws
Melee
Melee
User
-3
1
-
Cult claws and knife
Cult claws and knife
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Cult claws and talons
Cult claws and talons
Melee
Melee
User
-3
1
-
Drilldozer blade
Drilldozer blade
Melee
Melee
+2
-2
2
Each time the bearer fights, if it made a charge move this turn, it makes 2 additional attacks with this weapon.
Each time the bearer fights, if it made a charge move this turn, it makes 2 additional attacks with this weapon.
Familiar’s claws
Familiar’s claws
Melee
Melee
4
0
1
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Heavy improvised weapon
Heavy improvised weapon
Melee
Melee
+1
-1
2
Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.
Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.
Heavy power weapon
Heavy power weapon
Melee
Melee
+3
-2
3
-
+10
Heavy rock cutter
+10
Heavy rock cutter
Melee
Melee
x2
-4
3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+10
Heavy rock drill
+10
Heavy rock drill
Melee
Melee
x2
-4
1
Each time an attack is made with this weapon, if a hit is scored, that attack automatically wounds the target, and on an unmodified hit roll of 6, the target suffers 2 mortal wounds in addition to any normal damage.
Each time an attack is made with this weapon, if a hit is scored, that attack automatically wounds the target, and on an unmodified hit roll of 6, the target suffers 2 mortal wounds in addition to any normal damage.
+5
Heavy rock saw
+5
Heavy rock saw
Melee
Melee
x2
-4
2
-
Hypermorph tail
Hypermorph tail
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Injector goad
Injector goad
Melee
Melee
1
0
D3
Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
Locus blades
Locus blades
Melee
Melee
+1
-3
2
-
Magus bio-dagger
Magus bio-dagger
Melee
Melee
1
0
1
Each time the bearer fights, no more than 1 attack can be made with this weapon. Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 3+ inflicts 1 mortal wound on the target and the attack sequence ends.
Each time the bearer fights, no more than 1 attack can be made with this weapon. Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 3+ inflicts 1 mortal wound on the target and the attack sequence ends.
Metamorph mutations
Metamorph mutations
Melee
Melee
+1
-3
1
-
Patriarch’s claws
Patriarch’s claws
Melee
Melee
User
-3
2
Each time an attack is made with this weapon, you can re-roll the wound roll, and on an unmodified wound roll of 6, that attack has an AP characteristic of -6 and a Damage characteristic of 3.
Each time an attack is made with this weapon, you can re-roll the wound roll, and on an unmodified wound roll of 6, that attack has an AP characteristic of -6 and a Damage characteristic of 3.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power pick
Power pick
Melee
Melee
+2
-2
1
-
Power sledgehammer
Power sledgehammer
Melee
Melee
x2
-3
D3+3
-
Sanctus bio-dagger
Sanctus bio-dagger
Melee
Melee
1
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 3+ inflicts 1 mortal wound on the target and the attack sequence ends.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 3+ inflicts 1 mortal wound on the target and the attack sequence ends.
Toxin injector claw
Toxin injector claw
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon against a unit (excluding a VEHICLE or TITANIC unit), an unmodified wound roll of 2+ is always successful.

Other Wargear

OTHER WARGEAR
ABILITIES 
Alchemicus familiar
Once per battle, when this model starts to perform the Twisted Experiment action, you can select one friendly CORE or ABERRANT unit that is within 18" of this model and does not have a genomic enhancement, instead of one within 3". If you do so, for the purposes of determining if the action is completed, that selected unit is treated as being within 3" of this model.

We recommend placing an Alchemicus Familiar model next to this model as a reminder, removing it once this ability has been used (an Alchemicus Familiar does not count as a model for any rules purposes).
Alchemicus familiar
Once per battle, when this model starts to perform the Twisted Experiment action, you can select one friendly CORE or ABERRANT unit that is within 18" of this model and does not have a genomic enhancement, instead of one within 3". If you do so, for the purposes of determining if the action is completed, that selected unit is treated as being within 3" of this model.

We recommend placing an Alchemicus Familiar model next to this model as a reminder, removing it once this ability has been used (an Alchemicus Familiar does not count as a model for any rules purposes).
+10
Cult icon
In your Command phase, if this unit contains a model equipped with a cult icon, it can summon the cult.
+10
Cult icon
In your Command phase, if this unit contains a model equipped with a cult icon, it can summon the cult.
Cult lash whip
Each time the bearer makes a melee attack against a unit (excluding a MONSTER or VEHICLE unit), you can re-roll the hit roll.
Cult lash whip
Each time the bearer makes a melee attack against a unit (excluding a MONSTER or VEHICLE unit), you can re-roll the hit roll.
Flare launcher
  • The bearer has a 6+ invulnerable save against ranged attacks.
  • Each time the bearer’s unit is selected as the target of a charge, if the bearer is not within Engagement Range of any enemy units, subtract 2 from the charge roll.
Flare launcher
  • The bearer has a 6+ invulnerable save against ranged attacks.
  • Each time the bearer’s unit is selected as the target of a charge, if the bearer is not within Engagement Range of any enemy units, subtract 2 from the charge roll.
Psychic familiar
Once per battle, you can re-roll one Psychic test taken for this model.

We recommend placing a Psychic Familiar model next to this model as a reminder, removing it once this ability has been used (a Psychic Familiar does not count as a model for any rules purposes).
Psychic familiar
Once per battle, you can re-roll one Psychic test taken for this model.

We recommend placing a Psychic Familiar model next to this model as a reminder, removing it once this ability has been used (a Psychic Familiar does not count as a model for any rules purposes).
Spotter
Add 12" to the Range characteristic of ranged weapons the bearer is equipped with.
Spotter
Add 12" to the Range characteristic of ranged weapons the bearer is equipped with.
Survey augur
Each time a ranged attack made by the bearer targets an enemy unit within 24", the target does not receive the benefits of cover against that attack.
Survey augur
Each time a ranged attack made by the bearer targets an enemy unit within 24", the target does not receive the benefits of cover against that attack.

Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

Ambush: Part of the Conceal ability, allowing you to set up an ambush marker instead of setting up a unit on the battlefield.

Ambush marker: A marker used to mark the location of a unit set up in ambush without revealing which unit it is.

Any number of models can each have their Weapon A replaced with 1 Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have that weapon replaced with 1 Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Ascension Reward: Crusade bonuses you can earn by assuming control of a world on a Path to Ascension.

Ascension roll: A feature of the Path to Ascension, used to generate Ascension points.

Assume control of a world: The objective for your Crusade force when on a Path to Ascension.

BROOD BROTHERS Detachment: An ASTRA MILITARUM Detachment that can be included in a Battle-forged army if that army also includes a GENESTEALER CULTS Detachment. Every model in such a Detachment has the ASTRA MILITARUM keyword (excluding models with the UNALIGNED keyword) and gains the BROOD BROTHERS keyword.

Brood cycle: Benefits to your Crusade force when on a Path to Ascension.

Broodmind discipline: A discipline that GENESTEALER CULTS PSYKERS know powers from.

Conceal: An ability that allows GENESTEALER CULTS units to be set up either in ambush or underground.

Cult Creed: A GENESTEALER CULTS Detachment ability gained if every <CULT> unit in a Detachment belongs to the same Cult.

Cult Detachment: A GENESTEALER CULTS Detachment in which every GENESTEALER CULTS unit is drawn from the same Cult.

Cult Psychic Power: A psychic power associated with one of the Cults. These are only known by PSYKERS that are part of a Cult Detachment (and only if they are drawn from the associated Cult).

Cult Relic: A Sacred Relic of the Cult associated with one of the Cults. These are only available to GENESTEALER CULTS CHARACTER models that are part of a Cult Detachment (and only if they, and your WARLORD, are drawn from the associated Cult).

Cult Stratagem: A Stratagem associated with one of the Cults. These are only available to GENESTEALER CULTS models that are part of a Cult Detachment (and only if they are drawn from the associated Cult). All Cult Stratagems are considered to have the Genestealer Cults Stratagem label (see below).

Cult Warlord Trait: A Warlord Trait associated with one of the Cults. These are only available to GENESTEALER CULTS CHARACTER models that are part of a Cult Detachment [and only if they are drawn from the associated Cult).

Day of Ascension: A Crusade battle you must fight if you fail a Discovery roll while on a Path to Ascension.

Discovery roll: A test you may be required to make after a battle while on a Path to Ascension.

Exposed: A condition applied to enemy units under certain circumstances that confers rules effects, most notably through the Crossfire ability.

GENESTEALER CULTS Detachment: A Detachment in a Battle-forged army in which every model has the GENESTEALER CULTS keyword (excluding models with the UNALIGNED keyword).

Genestealer Cults secondary objectives: Additional secondary objectives that can be used in certain matched play mission packs if every Detachment in your army is a GENESTEALER CULTS Detachment (excluding BROOD BROTHERS Detachments).

Genomic Enhancements: Abilities conferred by a BIOPHAGUS unit, most commonly when it completes the Twisted Experiment action.

Ignominies: Adverse effects for your Crusade force if you abandon your Path to Ascension.

Industrial weapon: A category of weapon, or any Relic that replaces such a weapon.

Institution: Different elements of a world your Crusade force must infiltrate while on a Path to Ascension, earning Institution Rewards for doing so.

Loyalty to the Cult: The Regimental Doctrine gained by BROOD BROTHERS units in BROOD BROTHERS Detachments.

Path to Ascension: Crusade rules available to Crusade forces that include a PATRIARCH, PRIMUS or MAGUS unit. If you use them, your Crusade force is on a Path to Ascension.

Proficient Planning: Upgrades that can be applied to GENESTEALER CULTS units to confer on them a chosen Proficient Planning ability.

Psychic Power Type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing; Malediction; Witchfire.

Sacred Relics of the Cult: A type of Relic that can be given to GENESTEALER CULTS CHARACTER models.

Stratagem Label: A Stratagem’s labels are written beneath its title and can include: Genestealer Cults; Battle Tactic; Epic Deed; Requisition; Strategic Ploy; Wargear. A Stratagem can have more than one label. For example, a Stratagem with ‘Genestealer Cults - Wargear Stratagem’ has both the Genestealer Cults and Wargear labels.

Summon the Cult: A rule that allows some units to regain destroyed models in your Command phase.

Underground: Part of the Conceal ability, allowing you to set up a unit on the battlefield in the Reinforcement step of one of your Movement phases.

Reference

Below you will find a bullet-pointed summary of several Genestealer Cults rules.

AMBUSH
  • Instead of setting up the unit, place an ambush marker wholly within your deployment zone.
  • Enemy models cannot be set up or moved within 9" of the centre of any of your ambush markers.
  • If you have the first turn, reveal your ambush markers at the start of your Command phase.
  • If you do not have the first turn, reveal all of your ambush markers at the end of your opponent’s Movement phase.
  • To reveal an ambush marker, select one unit from your army that was set up in ambush and has not yet been set up from an ambush marker.
  • Set up one model from that unit within 1" of the centre of that ambush marker, wholly within your deployment zone and more than 9" away from any enemy models. Then remove that ambush marker.
  • Set up the remaining models in that unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" away from any enemy models.
  • Units set up from an ambush marker do not count as Reinforcements.

BROOD BROTHERS
  • For each GENESTEALER CULTS Detachment you include in a Battle-forged army, you can also include one ASTRA MILITARUM Detachment. This Detachment is also known as a BROOD BROTHERS Detachment and has the following rules:
    • It can only include units with the <REGIMENT> or UNALIGNED keyword.
    • Replace the IMPERIUM and <REGIMENT> keywords in every instance on those units’ datasheets with the BROOD BROTHERS keyword.
    • BROOD BROTHERS models cannot be selected as your WARLORD or have a Warlord Trait.
    • BROOD BROTHERS models cannot be given any Relics.
    • The Regimental Doctrine BROOD BROTHERS units gain is Loyalty to the Cult.
    • Including BROOD BROTHERS units in your army does not prevent GENESTEALER CULTS units from your army from using the Crossfire ability, provided that the total Power Rating (or points values in a game that uses them) of those BROOD BROTHERS units is no more than 25% of your army’s total.

BROODCOVEN
  • If your army includes any PATRIARCH models, you cannot select any other GENESTEALER CULTS model as your WARLORD.
  • If your army does not include any PATRIARCH models but does include any PRIMUS or MAGUS models, you cannot select any other GENESTEALER CULTS model as your WARLORD.
  • GENESTEALER CULTS CHARACTER models in this Detachment that do not have the HQ Battlefield Role cannot have a Warlord Trait.

CONCEAL
  • During deployment, you can set up units with this ability in ambush instead of setting them up on the battlefield. INFANTRY or BIKER units with this ability can be set up underground instead of being set up on the battlefield or in ambush.

CROSSFIRE
  • In your Shooting phase, each time a CROSSFIRE unit is selected to shoot, if all of those attacks target one enemy unit without a crossfire marker, after resolving those attacks, the target gains a crossfire marker if any of the following conditions were satisfied:
    • Five or more of those attacks scored a hit.
    • One or more of those attacks with a Damage characteristic other than 1 scored a hit.
  • At the end of your turn, remove all crossfire markers enemy units have.

CROSSFIRE EFFECTS
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, add 1 to that attack’s hit roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker and was Exposed when it was selected as the target, add 1 to that attack’s wound roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, was Exposed when it was selected as the target, and was within 12" when it was selected as the target, the target does not receive the benefits of cover against that attack.

EXPOSED
  • To determine if a target unit is Exposed, draw a line from any part of the base (or hull) of one model in the attacking CROSSFIRE unit to any part of the base (or hull) of one model in another friendly CROSSFIRE unit that is visible to that model.
  • The target unit is EXPOSED if both of the following conditions are satisfied:
    • That line passes over any part of the base (or hull) of one model in the target unit.
    • That line does not pass over a terrain feature with the Obscuring terrain trait (unless those CROSSFIRE units or the target unit are on or within that terrain feature, or the target unit could still be targeted even if a terrain feature with the Obscuring terrain trait was between it and an attacking model, e.g. it is an AIRCRAFT unit, it has a Wounds characteristic of 18 or more, etc).

GENE-SECT
  • You can include a maximum of one of each GENESTEALER CULTS CHARACTER model in each GENESTEALER CULTS Detachment.
  • For each GENESTEALER CULTS model with the HQ Battlefield Role that takes up a Battlefield Role slot in a GENESTEALER CULTS Detachment, one other GENESTEALER CULTS CHARACTER model can be included in that Detachment without taking up a Battlefield Role slot.

GENESTEALER CULTS DETACHMENT ABILITIES

LOYALTY TO THE CULT
  • The Regimental Doctrine for ASTRA MILITARUM BROOD BROTHERS Detachments.
  • Add 2 to the Leadership characteristic of models in a unit with this Regimental Doctrine.
  • INFANTRY units with this Regimental Doctrine gain the Unquestioning Loyalty ability.

SUMMON THE CULT
  • Each time a NEOPHYTE HYBRIDS unit from your army summons the cult, D6 destroyed models can be added back to that unit.
  • Each time any other GENESTEALER CULTS unit from your army summons the cult, D3 destroyed models can be added back to that unit with full wounds remaining.
  • If a unit could summon the cult more than once, the results are cumulative, but no more than 6 models can be added back to a NEOPHYTE HYBRIDS unit per turn, and no more than 3 models can be added back to any other GENESTEALER CULTS unit per turn.
  • Returned models can only be set up within Engagement Range of enemy units that are already within Engagement Range of the unit they are being added back to.

UNDERGROUND
  • A different way to set up a unit as a result of the Conceal ability.
  • In the Reinforcements step of one of your Movement phases, such units can be set up under one of the following conditions:
    • Anywhere on the battlefield more than 8" away from any enemy models.
    • Anywhere on the battlefield more than 6" away from any enemy models, but that unit is not eligible to declare a charge this turn.
  • If a unit set up underground has any abilities that are used in your Command phase, the first time that unit is set up on the battlefield, it can use any or all of those abilities as if it were your Command phase.

UNQUESTIONING LOYALTY
  • Each time a saving throw made for a <CULT> CHARACTER model from your army is failed, you can select one other friendly <CULT> or BROOD BROTHERS model with this ability within 3" of that CHARACTER model and take an Unquestioning Loyalty test.
  • To do so, roll one D6, adding 1 to the result if that CHARACTER model is a PATRIARCH model: on a 4+, the test is passed and that CHARACTER model does not suffer damage.
  • Instead, the friendly model you selected is destroyed and the attack sequence ends.

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

Dedicated Transport
Heavy Support
Crossfire-Exposed
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

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

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

WYRMTOOTH ROUNDS

The ballistic parasite that produces these strange rounds is a ghastly thing. Its exterior sheath is brushed durasteel, but its interior is a pulsating mass of wet meat and organs. Meshed with the mechanisms of its host autostub, it somehow exudes diamond-hard chitinous rounds that can punch through dense armour before bursting in sprays of concentrated bio-acid.

KELERMORPH model only. Each time the bearer shoots, you can select any number of liberator autostubs it is equipped with to fire a liberator wyrmtooth round. If you do so, then until that shooting is resolved, each liberator autostub you selected has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Liberator wyrmtooth round
Liberator wyrmtooth round
18"
Heavy 1
6
-3
3
Abilities: A liberator wyrmtooth round does not have the liberator autostub’s abilities.
Crossfire

The inhuman coordination of Genestealer Cultists more than makes up for their motley assortment of weapons and vehicles.

If every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units specified here), and every unit from your army that belongs to a cult belongs to the same cult, this unit can use this ability and the following rules apply. Note that there are rules that enhance or otherwise interact with these Crossfire rules. No matter the source, you can only use such rules if every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units, and every unit from your army that belongs to a cult belongs to the same cult.

Crossfire Markers
Crossfire marker
In your Shooting phase, each time a CROSSFIRE unit is selected to shoot, if all of those attacks target one enemy unit without a crossfire marker, after resolving those attacks, the target gains a crossfire marker if any of the following conditions were satisfied:
  • Five or more of those attacks scored a hit.
  • One or more of those attacks with a Damage characteristic other than 1 scored a hit.
At the end of your turn, remove all crossfire markers enemy units have.

Effects of Crossfire
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, add 1 to that attack’s hit roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker and was Exposed when it was selected as the target (see below), add 1 to that attack’s wound roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, was Exposed when it was selected as the target, and was within 12" when it was selected as the target, the target does not receive the benefits of cover against that attack.

Exposed
To determine if a target unit is Exposed, draw a line from any part of the base (or hull) of one model in the attacking CROSSFIRE unit to any part of the base (or hull) of one model in another friendly CROSSFIRE unit that is visible to that model (as shown in the diagrams below). The target unit is Exposed if both of the following conditions are satisfied:
  • That line passes over any part of the base (or hull) of one or more models in the target unit.
  • That line does not pass over a terrain feature with the Obscuring terrain trait (unless those CROSSFIRE units or the target unit are on or within that terrain feature, or the target unit could still be targeted even if a terrain feature with the Obscuring terrain trait was between it and an attacking model, e.g. it is an AIRCRAFT unit, it has a Wounds characteristic of 18 or more, etc.).

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

Fast Attack

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

Dedicated Transport
Heavy Support
Conceal

Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious day of ascension arrives.

During deployment, you can set up this unit in ambush instead of setting it up on the battlefield. If this unit is an INFANTRY or BIKER unit, you can set up this unit underground instead of setting it up on the battlefield or in ambush.

Ambush
Ambush marker
If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone.

Units set up in ambush are considered to be set up on the battlefield (unless they are embarked within a TRANSPORT model that is set up in ambush), even though their models are not actually on the battlefield. Enemy models cannot be set up or moved within 9" of the centre of any of your ambush markers.

Underground
If this unit is set up underground, then in the Reinforcements step of one of your Movement phases, you can set up this unit under one of the following conditions:
  • You can set up this unit anywhere on the battlefield that is more than 8" away from any enemy models.
  • You can set up this unit anywhere on the battlefield that is more than 6" away from any enemy models, but that unit is not eligible to declare a charge this turn.
If a unit set up underground has any abilities that are used in your Command phase (e.g. Meticulous Planner), then the first time that unit is set up on the battlefield, it can use any or all of those abilities as if it were your Command phase.

Units set up underground are considered to be set up in a location other than the battlefield, therefore this must be determined in the Declare Reserves and Transports step of a mission sequence that includes such a step.

Revealing Ambush Markers
In the first battle round:
  • If you have the first turn, you must reveal all of your ambush markers at the start of your Command phase.
  • If you do not have the first turn, you must reveal all of your ambush markers at the end of your opponents Movement phase.
To reveal an ambush marker, select one unit from your army that was set up in ambush and has not yet been set up from an ambush marker:
  • Set up one model from that unit within 1" of the centre of that ambush marker, wholly within your deployment zone and more than 9" away from any enemy models. Then remove that ambush marker.
  • Set up the remaining models in that unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" away from any enemy models.
Units set up from an ambush marker do not count as Reinforcements. After all units from your army that were set up in ambush have been set up from an ambush marker, remove any remaining ambush markers you placed on the battlefield.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

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

The TWISTED HELIX and CORE keywords are used in the following Genestealer Cults datasheets:

Fast Attack
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

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

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

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

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Obscuring
If this terrain feature is at least 5" in height, then models cannot see through or over this terrain feature. This means that one model is not visible to another if you cannot draw a straight line, 1mm in thickness, between them without it passing through or over any part of this terrain feature. The height of a terrain feature is measured from the highest point on that terrain feature.

Models that are on or within this terrain feature can see, and can be seen and targeted normally. AIRCRAFT models, and models with a Wounds (W) characteristic of 18 or more, are visible and can be targeted even if this terrain feature is in-between it and the firing model (note that the reverse is not true).

  • Blocks visibility if at least 5” tall.
  • Models on or within can see and be seen normally.
  • AIRCRAFT and models with W characteristic of 18+ can be seen normally.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

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

Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Unquestioning Loyalty

Genestealer Cults broodkin are so fanatically loyal that they do not hesitate to sacrifice themselves to protect their leaders.

Each time a saving throw made for a CHARACTER model from your army is failed, you can select one other friendly or BROOD BROTHERS model with this ability within 3" of that CHARACTER model and take an Unquestioning Loyalty test. To do so, roll one D6, adding 1 to the result if that CHARACTER model is a PATRIARCH model: on a 4+, the test is passed and that CHARACTER model does not suffer damage. Instead, the friendly model you selected is destroyed and the attack sequence ends.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

The HIVECULT and CORE keywords are used in the following Genestealer Cults datasheets:

Fast Attack

The HIVECULT, CORE and CROSSFIRE keywords are used in the following Genestealer Cults datasheets:

Fast Attack
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

The BLADED COG and CORE keywords are used in the following Genestealer Cults datasheets:

Fast Attack

The BLADED COG and BIKER keywords are used in the following Genestealer Cults datasheets:

Fast Attack
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

The RUSTED CLAW and ATALAN keywords are used in the following Genestealer Cults datasheets:

Fast Attack
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The PAUPER PRINCES and CORE keywords are used in the following Genestealer Cults datasheets:

Fast Attack

The TWISTED HELIX and ABERRANT keywords are used in the following Genestealer Cults datasheets:

Elites

The TWISTED HELIX and ABOMINANT keywords are used in the following Genestealer Cults datasheets:

Elites
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

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

Elites

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

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

MARTIAL2

Hailing from a war world, a fortress world or some other location with strong military traditions, this cult boasts unusually well-drilled broods. Quite aside from any Brood Brothers in their ranks, even the lowliest of the faithful can fight with the skill of seasoned paramilitaries.

Each time a CROSSFIRE INFANTRY model with this creed makes a ranged attack, unless that model’s unit has moved this turn, the target is treated as having a crossfire marker for that attack. If you select this creed you cannot select the Agile Guerrillas creed above.
AGILE GUERRILLAS2

Be they nomadic pioneers, underground freedom fighters or tribes raised upon hostile alien worlds, the faithful of this cult have mastered a highly mobile form of warfare. They swarm around their enemies, ducking from one patch of cover to the next while maintaining constant harassing fire.

Each time a unit with this creed makes a Normal Move or Advances in your Movement phase, in your following Shooting phase, that unit counts as having Remained Stationary. If you select this creed you cannot select the Martial creed below.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

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

Dedicated Transport
Heavy Support

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

Elites

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

Elites

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

Elites

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

The GOLIATH TRUCK keyword is used in the following Genestealer Cults datasheets:

Dedicated Transport
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
A PLAN GENERATIONS IN THE MAKING0CP
Cult of the Four-armed Emperor – Strategic Ploy Stratagem

No other military force spends as long laying thorough and meticulous preparations for the battles to come as does the Cult of the Four-armed Emperor. Their plans to counter the foe are works of dark genius.

Use this Stratagem after your opponent uses a Stratagem (excluding Command Re-roll). Until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1. You can only use this Stratagem once.
CLANDESTINE GOALS1CP
Genestealer Cults – Strategic Ploy Stratagem

The cultists who infest this world know well that secrecy can be made into a weapon of war.

Use this Stratagem after selecting secondary objectives or Agendas. Choose one of your selections; do not reveal that selection to your opponent. The first time you score victory points or experience points for that selection, reveal it to your opponent. Note that you must still make a record of your selection; we recommend writing it down and concealing it until revealed. You can only use this Stratagem once.
GENE-SIRE’S GIFTS1CP
Genestealer Cults – Requisition Stratagem

The relics taken reverently from the Patriarch’s lair include captured guns, sentient blades and strange biomantic artefacts.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the GENESTEALER CULTS keyword. Select one GENESTEALER CULTS CHARACTER model from your army and give them one Sacred Relic of the Cult (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).

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

LEADERS OF THE CULT1CP
Genestealer Cults – Requisition Stratagem

Each Patriarch’s broodcoven is made up of powerful individuals possessed of the skills and charisma needed to further its will.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD is a PATRIARCH. Select up to two other models with the HQ Battlefield Role from your army and determine one Warlord Trait for each of them (these must be Warlord Traits they could have); those models are only regarded as your WARLORD for the purposes of those Warlord Traits. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
XENOFORM BIONICS1CP/2CP
Bladed Cog – Requisition Stratagem

The torturous cyborg enhancements of these warriors are freakishly alien in both conception and application, and all the more effective for it.

Use this Stratagem before the battle, when you are mustering your army. Select one BLADED COG INFANTRY or BLADED COG BIKER unit from your army. Models in that unit have a 5+ invulnerable save. If that unit has a Power Rating of 6 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.
1CP

ANOINTED THRONG

Specialist Detachment Stratagem

To those of the Genestealer Cults, the Abominant is seen as a holy figure, blessed by their grandsire to lead them out of the subterranean darkness to conquer the stars.

Use this Stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be an Anointed Throng Specialist Detachment. ABOMINANTS and ABERRANTS in that Detachment gain the ANOINTED THRONG keyword.
1CP

DELIVERANCE BROODSURGE

Specialist Detachment Stratagem

Pouring from Goliath transports comes a living tide of warriors. Surging forward with frothing fervour, the broodsurge is nigh impossible to stop.

Use this Stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be a Deliverance Broodsurge Specialist Detachment. ACOLYTE ICONWARDS, NEOPHYTE HYBRIDS, ACOLYTE HYBRIDS and GOLIATH TRUCKS in that Detachment gain the DELIVERANCE BROODSURGE keyword.
SUBTERRANEAN DEFENCE1CP
Genestealer Cults – Strategic Ploy Stratagem

The cult has long prepared for an orbital bombardment, and can take shelter beneath the ground at a moment’s notice.

Use this Stratagem if your army contains any GENESTEALER CULTS units and you are the Defender in a Planetstrike mission, before revealing your Cult Ambush markers. For each CP spent on this Stratagem, you can select a different one of your Cult Ambush markers. Halve the number of mortal wounds noted for that Cult Ambush marker (rounding down), before revealing it and resolving the remaining mortal wounds (if any).
INSIDIOUS INFILTRATORS1CP
Genestealer Cults – Boarding Actions – Strategic Ploy Stratagem

Genestealer Cultists are preternaturally skilled and determined infiltrators, navigating seemingly impassable vents and tunnels to sneak up on the foe.

Use this Stratagem during deployment. Select one GENESTEALER CULTS unit from your army. You can set up that unit in the vents instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.

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

Dedicated Transport
Heavy Support
DEVOTED CREW1CP
Genestealer Cults – Epic Deed Stratagem

Even should their vehicle be terribly damaged and they themselves fatally wounded, this crew fight on with zealous fervour.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS VEHICLE model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
HYPER-METABOLISM1CP
Genestealer Cults – Epic Deed Stratagem

Even the most grievous wounds can be sealed over by those with the alien biology of the Tyranid under their skin.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS CHARACTER model from your army. That model regains up to D3 lost wounds.
SUMMON FAMILIAR1CP
Genestealer Cults – Wargear Stratagem

Through pheromones or Broodmind summons, a slinking familiar is called from the shadows.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS model from your army that is equipped with a psychic familiar or alchemicus familiar and has already used that familiar’s ability. That model can use that familiar’s ability one additional time during the battle. Each GENESTEALER CULTS model from your army can only be selected for this Stratagem once.
METICULOUS UPRISING2CP
Genestealer Cults – Strategic Ploy Stratagem

A long-planned strategy comes to fruition as the cultists rise up.

Use this Stratagem when you would reveal your ambush markers. If you are playing a Combat Patrol or Incursion battle, you can remove one of your ambush markers. If you are playing a Strike Force or Onslaught battle, you can remove up to two of your ambush markers. For each ambush marker removed, set them up again anywhere on the battlefield that is wholly within your deployment zone and more than 9" away from any enemy models. Once you have done so, reveal all of your ambush markers as normal.

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

Elites
DATA PARASITE1CP/2CP
Genestealer Cults – Epic Deed Stratagem

Clamavuses are able to send corrupting data-wyrms burrowing into enemy machine spirits to weaken and degrade their hosts.

Use this Stratagem in your Movement phase. Select one enemy VEHICLE model within 18" of and visible to a CLAMAVUS model from your army. If that enemy VEHICLE model’s characteristics can change as it suffers damage, roll one D6: on a 3+, until the start of your next Command phase, that enemy VEHICLE model is considered to have half the number of wounds remaining for the purposes of determining what those characteristics are. If that enemy VEHICLE model has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.

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

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

Fast Attack
RAPID ADVANCE1CP
Genestealer Cults – Battle Tactic Stratagem

Like an alien predator suddenly pouncing upon its cornered prey, the cult surges forward as one.

Use this Stratagem in your Movement phase, when a GENESTEALER CULTS GENESTEALER, GENESTEALER CULTS BIKER or GENESTEALER CULTS VEHICLE unit from your army Advances. Do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
RETURN TO THE SHADOWS1CP
Genestealer Cults – Strategic Ploy Stratagem

Ever cunning and duplicitous, broods of the faithful often vanish back into tunnels and vents after their initial strike, ready to attack again elsewhere.

Use this Stratagem in your Movement phase, when a GENESTEALER CULTS INFANTRY unit from your army is selected to move, or in your Fight phase, after a GENESTEALER CULTS INFANTRY unit from your army has resolved all of its attacks but before it makes a consolidation move. If that unit is more than 6" away from any enemy units, remove it from the battlefield. In the Reinforcements step of your next Movement phase, set that unit back up on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
1CP

RECKLESS MANOEUVRE

Genestealer Cults Stratagem

At the last moment, this fanatical driver slews their vehicle around, hurling the passengers into the fray.

Use this Stratagem at the end of your Movement phase. Pick a DELIVERANCE BROODSURGE GOLIATH TRUCK unit from your army. DELIVERANCE BROODSURGE units embarked within that GOLIATH TRUCK can immediately disembark if they did not embark within it this turn. If any units do so, roll a D6 for each model disembarking. For each 1, a model that disembarked (your choice) is slain. Models that disembark in this manner must be set up more than 9" from any enemy models and cannot move that phase.
DRIVE-BY DEMOLITIONS1CP
Rusted Claw – Battle Tactic Stratagem

The riders of the Rusted Claw attack with reckless verve, hurling deadly explosives at nearby foes before speeding off in a cloud of flame and swirling dust.

Use this Stratagem in your Movement phase, after a RUSTED CLAW ATALAN unit from your army makes a Normal Move, Advances or Falls Back. One model in that unit can shoot with a Grenade weapon it is equipped with as if it were your Shooting phase. If it does so:
  • When selecting a target for that attack, enemy units that RUSTED CLAW ATALAN unit moved within 6" of in this phase are eligible targets (even if they are not visible to or in range of the model that has been selected to shoot).
  • Until the end of the phase, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Grenade D6 weapon).
GESTALT CONSCIOUSNESS1CP
Genestealer Cults – Epic Deed Stratagem

Cult psykers are able to employ the minds of the faithful as willing conduits for their unnatural powers.

Use this Stratagem in your Psychic phase, when a PSYKER model from your army manifests a Blessing psychic power that instructs you to select a friendly unit. When selecting a unit to be affected by that psychic power, you can select one friendly unit anywhere on the battlefield (that unit does not have to be visible to or within any specified range of that PSYKER model).

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

THE CULT MIND1CP
Genestealer Cults – Boarding Actions – Epic Deed Stratagem

Cult psykers are able to employ the minds of the faithful as willing conduits for their unnatural powers.

Use this Stratagem in your Psychic phase, when a GENESTEALER CULTS PSYKER model from your army manifests a Blessing psychic power that instructs you to select a friendly unit. Until the end of the phase, each time you are instructed to select a friendly GENESTEALER CULTS unit when that model is manifesting a Blessing psychic power, you can select a friendly GENESTEALER CULTS unit anywhere on the battlefield (that unit does not have to be visible to or within any specified range of that PSYKER model).
DIG THEM OUT1CP
Genestealer Cults – Battle Tactic Stratagem

Many of the same techniques employed in freeing precious ores from bedrock can be applied to violently digging enemies out of fortified positions.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with an industrial weapon that targets a unit within 12" of it, the target is treated as being Exposed for that attack.

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

Dedicated Transport
Heavy Support
MASSED FIREARMS1CP
Genestealer Cults – Battle Tactic Stratagem

A key tenet of guerrilla warfare is knowing how to concentrate the fire of even inferior weapons to inflict maximum harm.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS CROSSFIRE unit from your army that contains 6 or more models is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, if all the models in that unit target one enemy unit that has a crossfire marker, an unmodified hit roll of 6 automatically wounds the target.
OVERLOAD FUEL CELLS1CP
Genestealer Cults – Battle Tactic Stratagem

The faithful think nothing of abusing the machine spirits of their weaponry, deeming the stirring of those spirits’ wrath to be an acceptable price for the overcharged slaughter they can wreak.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS unit from your army is selected to shoot, or in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Until the end of the phase, each time an industrial weapon is selected for a model in that unit to attack with, that model can overload it. If it does so, then until that shooting or fight is resolved, each time that model makes an attack with that weapon:
  • If it is a ranged weapon, add 1 to the Damage characteristic of that attack.
  • If it is a melee weapon, add 1 to the Strength characteristic of that attack.
  • If any unmodified hit rolls of 1 are made for attacks with that weapon, after the attacking models unit has finished making its attacks, it suffers 1 mortal wound.

The , ATALAN and JACKALS keywords are used in the following Genestealer Cults datasheets:

Fast Attack
PACK HUNTERS2CP
Genestealer Cults – Strategic Ploy Stratagem

Through constant harassment tactics, Atalan Jackals can misdirect their enemies’ attention and leave them wide open to attack from an unexpected quarter.

Use this Stratagem in your Shooting phase. Select one enemy unit within 6" of and visible to a ATALAN JACKALS unit from your army. Until the end of the phase, each time a model in another friendly unit makes a ranged attack against that enemy unit, treat that enemy unit as being Exposed for that attack.
PRIMED EXPLOSIVE1CP
Genestealer Cults – Wargear Stratagem

This explosive has been enhanced with unstable compounds brewed by the cults finest Biophaguses.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS model from your army shoots with a Grenade weapon or a cache of demolition charges. Until the end of the phase, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with an Assault D6 weapon).

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

Fast Attack

The ACHILLES RIDGERUNNERS keyword is used in the following Genestealer Cults datasheets:

RAKING FIRE1CP
Genestealer Cults – Battle Tactic Stratagem

At great speed, the cult’s outriders roar into optimal firing positions to inflict catastrophic damage.

Use this Stratagem in your Shooting phase, when an ATALAN or ACHILLES RIDGERUNNERS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, if the target has a crossfire marker and was Exposed when it was selected as the target, you can re-roll the hit roll. Note that the target must be Exposed (see Crossfire rule), rather than by any other means (e.g. the Priority Target ability).
ROAMING ENGAGEMENT2CP
Genestealer Cults – Strategic Ploy Stratagem

Light, swift cult elements often perform hit-and-run strikes against exposed enemies before racing back to cover.

Use this Stratagem in your Shooting phase after making attacks with an ATALAN or ACHILLES RIDGERUNNERS unit from your army. That unit can make a Normal Move of up to 7" as if it were your Movement phase. Until the end of the turn, that unit is not eligible to declare a charge with.
OVERWHELMING FIRE1CP
Genestealer Cults – Boarding Actions – Battle Tactic Stratagem

A key tenet of guerrilla warfare is knowing how to concentrate the fire of even inferior weapons to inflict maximum harm.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS CROSSFIRE unit is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, if all the models in that unit target one enemy unit that has a crossfire marker, an unmodified successful hit roll of 5+ automatically wounds the target.

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

Elites
NEURAL OVERLOAD1CP
Genestealer Cults – Wargear Stratagem

Some Sanctuses coat their blades and munitions with neurological agents formulated to fill the victim’s mind with psychic white noise. Disorientating at the very least, this effect induces hideous mental feedback in psykers.

Use this Stratagem in your Shooting phase or the Fight phase, after making an attack with a SANCTUS model from your army. If an enemy model lost any wounds as a result of that attack but was not destroyed, roll 3D6. If the result is greater than that enemy model’s Leadership characteristic:
Each enemy unit can only be affected by this Stratagem once.
FIRE DISCIPLINE1CP
The Hivecult – Battle Tactic Stratagem

Well trained by the Astra Militarum and the hivelords of their home worlds, the soldiery of the Hivecult know well how to catch their enemies in winnowing firestorms.

Use this Stratagem in your Shooting phase, when a HIVECULT CORE CROSSFIRE unit from your army is selected to shoot. Select one enemy unit without a crossfire marker; that enemy unit gains a crossfire marker before any attacks are resolved against it. Until the end of the phase, models in that CROSSFIRE unit can only target that enemy unit.
LURK IN THE SHADOWS2CP
Genestealer Cults – Strategic Ploy Stratagem

In dark nooks and crevices the true believers of the cult whisper and skulk, all but invisible to those who approach.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one GENESTEALER CULTS INFANTRY unit from your army. Until the end of the phase, each time an enemy model shoots, if that unit is not the closest eligible target or within 12" of that enemy model, then until that shooting is resolved, that enemy model cannot target that unit. In addition, until the end of the phase, if the selected unit has the Bodyguard ability (see Locus datasheet), it loses that ability.
MONSTROUS VIGOUR1CP/2CP
Genestealer Cults – Battle Tactic Stratagem

The Aberrants of the cult’s dark underbelly take a grim satisfaction in their ability to shrug off horrific damage.

Use this Stratagem in any phase, when an ABERRANT or ABOMINANT unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
ONE WITH THE SHADOWS1CP
Genestealer Cults – Battle Tactic Stratagem

As enemy fire hammers their position, so the faithful melt into the shadows to avoid its fury.

Use this Stratagem in your opponents Shooting phase, when a GENESTEALER CULTS INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time a ranged attack is allocated to a model in that unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
MONSTROUS VIGOUR1CP
Genestealer Cults – Boarding Actions – Battle Tactic Stratagem

The Aberrants of the cult’s dark underbelly are terrifying in their ability to shrug off horrific damage.

Use this Stratagem in any phase, when an ABERRANT or ABOMINANT unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
SHADOW DWELLERS1CP
Genestealer Cults – Boarding Actions – Battle Tactic Stratagem

As enemy fire hammers their position, so the faithful melt into the shadows to avoid its fury.

Use this Stratagem in your opponent’s Shooting phase, when a GENESTEALER CULTS INFANTRY unit from your army is selected as the target of an attack. If any of the models in that unit would receive the benefits of cover against that attack, until the end of the phase, each time a ranged attack is allocated to a model in that unit, add an additional 1 to any armour saving throw made against that attack.

The HYBRID METAMORPHS keyword is used in the following Genestealer Cults datasheets:

VICIOUS TO THE END1CP/2CP
Genestealer Cults – Boarding Actions – Epic Deed Stratagem

Driven by primal instincts and fanatical hatred, Genestealer Cultists fight viciously when upon the brink of death.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit (excluding HYBRID METAMORPHS units) from your army that has not already been selected to fight this phase is selected as the target of an attack. Until the end of the phase, each time a model in that unit is destroyed, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play. If that unit has the CHARACTER keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
COVERING FIRE1CP
Genestealer Cults – Strategic Ploy Stratagem

A sudden hail of cultist fire forces the enemies’ heads down, leaving them unable to respond to the broodkin onslaught.

Use this Stratagem in your Charge phase. Select one enemy unit that has a crossfire marker. Until the end of the turn, that unit cannot fire Overwatch, Set to Defend or perform Heroic Interventions.
GENETIC LINEAGE1CP
Genestealer Cults – Strategic Ploy Stratagem

So strong is the Genestealer influence on the psyches of some hybrids that occasionally their bestial nature takes over. The consequences are always bloody.

Use this Stratagem in your Charge phase. Select one ACOLYTE HYBRIDS or HYBRID METAMORPHS unit from your army. Until the end of the turn, that unit is eligible to charge in a turn in which it Advanced.
TUNNEL CRAWLERS1CP
Genestealer Cults – Strategic Ploy Stratagem

Squirming, crawling and scrabbling through confined spaces is second nature to many broodkin, and is a skill they use to assail seemingly impregnable enemy positions.

Use this Stratagem in your Charge phase. Select one Area Terrain feature. Until the end of the turn, each time a GENESTEALER CULTS INFANTRY unit from your army declares a charge against an enemy unit within that Area Terrain feature:
  • Enemy units within that Area Terrain feature cannot fire Overwatch or Set to Defend.
  • That GENESTEALER CULTS INFANTRY unit ignores the effects of the Difficult Ground trait from that Area Terrain feature.

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

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

FANATICAL DEVOTION1CP
Genestealer Cults – Strategic Ploy Stratagem

The faithful will gladly hurl themselves into harm’s way to protect the masters of their cult.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one enemy unit that is within Engagement Range of a PATRIARCH, PRIMUS or MAGUS unit from your army. One friendly CORE unit that is within 6" of that enemy unit and not within Engagement Range of any enemy units can perform a Heroic Intervention. When performing that Heroic Intervention, each model in that friendly Core unit can move up to 6" instead of up to 3" and does not have to finish that move closer to the closest enemy model; instead, at least one model from that unit must end that move within Engagement Range of the selected enemy unit, and no models from that unit can end that move within Engagement Range of any other enemy units (otherwise it does not move).
COORDINATED ASSAULT1CP
Genestealer Cults – Strategic Ploy Stratagem

Swift salvoes of gunfire suppress the enemy and spread panic in their ranks moments before the fanatical charge of the broodkin strikes home.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that has a crossfire marker and is within Engagement Range of any GENESTEALER CULTS units from your army. Until the end of the phase, that enemy unit is not eligible to fight until after all eligible units from your army have done so.
2CP

DEVOTION TILL DEATH

Genestealer Cults Stratagem

These Aberrants sell their lives dearly to their foes, striking at them even after being mortally wounded themselves.

Use this Stratagem at the start of the Fight phase. Pick an ANOINTED THRONG ABERRANT unit from your army. Until the end of that phase, when a model from that unit is slain, that model is not removed from the battlefield as normal, but can instead immediately pile in and fight, even if it has already been chosen to fight that phase. After its attacks have been resolved, it is then removed from the battlefield.
1CP

FIGHT FOR THE ANOINTED ONE!

Genestealer Cults Stratagem

In battle, the ferocious war cry of their leader inspires the throng to heightened levels of fanaticism as they unleash zealous brutality upon their foe.

Use this Stratagem at the start of your Fight phase. Pick an ANOINTED THRONG ABERRANT unit within 6" of an ANOINTED THRONG ABOMINANT. Re-roll wound rolls of 1 for attacks made by that unit until the end of that phase.
1CP

THE FIRST TO DRAW BLOOD

Genestealer Cults Stratagem

With impetuous fervour and passion, these warriors of the cult charge headlong into the enemy, seeking blood and glory.

Use this Stratagem at the start of your Fight phase. Pick a DELIVERANCE BROODSURGE unit from your army that made a charge move this turn. Add 1 to wound rolls for attacks made by that unit until the end of that phase.
BORE THROUGH1CP
Genestealer Cults – Battle Tactic Stratagem

Wielding hefty industrial saws and drills, sufficiently determined broodkin can carve their way through the toughest enemy defence lines.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with an industrial weapon against an enemy MONSTER or VEHICLE unit, you can re-roll the wound roll.
RECKLESS DEMOLITIONS1CP
Genestealer Cults – Epic Deed Stratagem

Determined to destroy their enemies, some broodkin will risk hurling explosives into combat at point-blank range.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Select one model in that unit, then select one Grenade weapon that model is equipped with (excluding weapons that can only be shot with once per battle which that model has already shot with). Until the end of the phase:
  • That model can only attack with that Grenade weapon (even though it is not a melee weapon and even if it has the Blast special rule), and can do so even if it is within Engagement Range of an enemy unit. When it does so, it makes a number of attacks equal to that weapons Type characteristic.
  • Each time that model makes an attack with that weapon, an unmodified hit roll of 2+ is always successful. On an unmodified hit roll of 1, after that model’s unit has finished making all of its attacks, one model in that unit is destroyed.
After using this Stratagem, if you selected a weapon that can only be shot with once per battle for this Stratagem, that model is considered to have shot with that weapon.
MONSTROUS BIO-HORRORS1CP
Twisted Helix – Strategic Ploy Stratagem

The swollen frames of the Twisted Helix’s Aberrants contain distended adrenal sacs that can drive them into a frenzy of bloodletting, against which few foes can stand.

Use this Stratagem in the Fight phase, when a TWISTED HELIX ABERRANT or TWISTED HELIX ABOMINANT unit from your army is selected to fight. Until the end of the turn:
  • Each enemy model destroyed by an attack made by a model in that unit counts as two for the purposes of Morale tests.
  • Each time a model in that unit fights, it can frenzy. If it does so, until that fight is resolved, add 1 to that model’s Attacks characteristic and change the Damage characteristic of melee weapons it is equipped with to 1.
LEGENDARY DEMISE2CP
Genestealer Cults – Epic Deed Stratagem

Even in death, the Kelermorph seeks to set a bloodthirsty example.

Use this Stratagem in any phase, when a KELERMORPH model from your army is destroyed by an enemy model. Do not remove that KELERMORPH model from play; it can, after the attacking model’s unit has finished making its attacks, shoot as if it were your Shooting phase. After resolving these attacks, the destroyed KELERMORPH model is then removed.
RIGGED TO BLOW1CP
Genestealer Cults – Epic Deed Stratagem

Genestealer Cults are willing to sacrifice any asset for the cause.

Use this Stratagem in any phase, when a GENESTEALER CULTS VEHICLE model from your army equipped with a cache of demolition charges is destroyed. Do not roll to see if that model explodes: it does so automatically.
VENGEANCE FOR THE MARTYRED1CP
Pauper Princes – Battle Tactic Stratagem

Should the faithful of the Pauper Princes fail in their duty to protect the lives of their religious leaders, they are instead driven into a vengeful fervour against those who dare such desecration.

Use this Stratagem when a PAUPER PRINCES CHARACTER model from your army is destroyed by an enemy unit. Until the end of the battle, each time a friendly PAUPER PRINCES model makes a melee attack that targets that enemy unit, add 1 to that attack’s wound roll.

The REDUCTUS SABOTEUR keyword is used in the following Genestealer Cults datasheets:

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

Fast Attack
BOOBY TRAP1CP
Genestealer Cults – Strategic Ploy Stratagem

Genestealer Cultists are not above rigging valuable battlefield assets with explosive traps.

Use this Stratagem at the end of your turn. Select one objective marker you control that has a REDUCTUS SABOTEUR or GENESTEALER CULTS CORE unit from your army within range of it. The next time an enemy unit (excluding AIRCRAFT units) ends any kind of move within range of that objective marker, roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds. You can only select each objective marker for this Stratagem once.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Difficult Ground
If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height. These modifiers do not apply if every model in the moving unit can FLY. These modifiers do not apply if every model in the moving unit is TITANIC and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless the moving unit can FLY, or if the moving unit is TITANIC and the terrain feature is less than 3" in height).
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
PROFICIENT PLANNING1RP

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

Purchase this Requisition before a battle. Add one Proficient Planning ability to your Crusade force. After the battle, remove that Proficient Planning ability.

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

Elites

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

Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Inspiring
Add 1 to the Leadership (Ld) characteristic of units while they are wholly within 6" of this terrain feature. If this terrain feature lists any keywords in brackets, then this bonus only applies to units that have that keyword.

  • +1 Ld if wholly within 6”.

MIGHT FROM BEYOND

With a low whisper that rises to a scream, the psyker amplifies the alien might hidden within every cultist, swelling their bodies with empowering energy born of the void itself.

Blessing: Might From Beyond has a warp charge value of 6. If manifested, select one friendly unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, add 1 to the Attacks characteristic of models in that unit.

Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

The and PURESTRAIN GENESTEALERS keywords are used in the following Genestealer Cults datasheets:

WARLORD TRAIT1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER in your Order of Battle gains a rank. You can give that CHARACTER one Warlord Trait (even if they are not your Warlord - in battle, this CHARACTER is only considered your Warlord for the purposes of this trait). This must still be a Warlord Trait it can have; any Warlord can have the Inspiring Leader Warlord Trait (see below). Alternative Warlord Traits can be found in other publications. Make a note of the Warlord Trait on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if the CHARACTER is TITANIC). This Warlord Trait is permanent to this unit, and cannot be removed or changed. No model can have more than one Warlord Trait and the same Warlord Trait cannot be included more than once by any model in your Order of Battle.*

Inspiring Leader (Warlord Trait, Aura)
Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.

The PURESTRAIN GENESTEALERS keyword is used in the following Genestealer Cults datasheets:

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

Elites

The JACKAL ALPHUS keyword is used in the following Genestealer Cults datasheets:

Obstacles
Obstacles include Barricades, Ruined Walls and other battlefield debris that your models have to move over or around. Models can move up, over and down Obstacles following the normal rules for movement. A model on or behind an Obstacle uses the normal rules for determining if another model is visible to it, or if it is visible to another model. Obstacles cannot be chosen as the target of an attack.

An INFANTRY, BEAST or SWARM model receives the benefits of cover from an Obstacle while it is within 3" of that terrain feature unless, when you resolve an attack that targets that model's unit, you can draw straight lines, 1mm in thickness, to every part of that model’s base from a single point on the attacking model’s base (or hull) without any of those lines passing over or through any part of this terrain feature.

  • Models move over Obstacles using normal rules for movement.
  • Models use normal rules to determine if model behind an Obstacle is visible.
  • Obstacles cannot be attacked.
  • INFANTRY, BEASTS and SWARM models receive the benefits of cover while within 3", unless a Straight line can be drawn from the attacker to all parts of the target model without it passing over or through this terrain feature.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

INCREASE SUPPLY LIMIT1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
FRESH RECRUITS1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.

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

Elites

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

Fast Attack
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

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

Fast Attack
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
FIRE OVERWATCH1CP
Core Stratagem
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chosen as the target of that charge can fire Overwatch before the charge roll is made.
PRECISE PLANInstitution Reward
Add one Proficient Planning ability to your Crusade force. This is a temporary Institution Reward that lasts while your Crusade force is on its current Path to Ascension; when your current Path to Ascension ends, this Institution Reward is removed.
Summon the Cult

Even as battle rages, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.

Each time a NEOPHYTE HYBRIDS unit from your army summons the cult, D6 destroyed models can be added back to that unit. Each time any other GENESTEALER CULTS unit from your army summons the cult, D3 destroyed models can be added back to that unit with their full wounds remaining. If a unit could summon the cult more than once (e.g. a unit equipped with a cult icon is also in range of an ACOLYTE ICONWARD’s Nexus of Devotion ability), the results are cumulative. However, no more than 6 models can be added back to a NEOPHYTE HYBRIDS unit per turn, and no more than 3 models can be added back to any other GENESTEALER CULTS unit per turn. These returned models can only be set up within Engagement Range of enemy units that are already within Engagement Range of the unit they are being added back to.
Factions
A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the IMPERIUM and ADEPTUS ASTARTES Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.

Achilles missile launcher used in the following datasheets:

Atalan incinerator used in the following datasheets:

Fast Attack

Atalan small arms used in the following datasheets:

Fast Attack

Autogun used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Blasting charges used in the following datasheets:

Fast Attack

Bolt pistol used in the following datasheets:

Cache of demolition charges used in the following datasheets:

Heavy Support
Dedicated Transport

Chemical vials used in the following datasheets:

Elites

Clearance incinerator used in the following datasheets:

Heavy Support

Cult shotgun used in the following datasheets:

Cult sniper rifle used in the following datasheets:

Elites

Demolition charge used in the following datasheets:

Fast Attack

Flamer used in the following datasheets:

Frag grenades used in the following datasheets:

Grenade launcher used in the following datasheets:

Fast Attack

Hand flamer used in the following datasheets:

Heavy mining laser used in the following datasheets:

Heavy Support

Heavy mortar used in the following datasheets:

Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

Heavy seismic cannon used in the following datasheets:

Heavy Support

Heavy stubber used in the following datasheets:

Heavy Support
Dedicated Transport

Liberator autostub used in the following datasheets:

Mining laser used in the following datasheets:

Fast Attack

Remote explosives used in the following datasheets:

Scoped needle pistol used in the following datasheets:

Seismic cannon used in the following datasheets:

Twin autocannon used in the following datasheets:

Dedicated Transport

Web pistol used in the following datasheets:

Webber used in the following datasheets:

Atalan power weapon used in the following datasheets:

Fast Attack

Chainsword used in the following datasheets:

Cult bonesword used in the following datasheets:

Cult claws used in the following datasheets:

Cult claws and knife used in the following datasheets:

Cult claws and talons used in the following datasheets:

Drilldozer blade used in the following datasheets:

Heavy Support

Familiar’s claws used in the following datasheets:

Force stave used in the following datasheets:

Heavy improvised weapon used in the following datasheets:

Elites

Heavy power weapon used in the following datasheets:

Elites

Heavy rock cutter used in the following datasheets:

Heavy rock drill used in the following datasheets:

Heavy rock saw used in the following datasheets:

Hypermorph tail used in the following datasheets:

Injector goad used in the following datasheets:

Elites

Locus blades used in the following datasheets:

Elites

Magus bio-dagger used in the following datasheets:

Metamorph mutations used in the following datasheets:

Patriarch’s claws used in the following datasheets:

Power maul used in the following datasheets:

Power pick used in the following datasheets:

Power sledgehammer used in the following datasheets:

Elites

Sanctus bio-dagger used in the following datasheets:

Elites

Toxin injector claw used in the following datasheets:

Alchemicus familiar used in the following datasheets:

Elites

Cult icon used in the following datasheets:

Cult lash whip used in the following datasheets:

Flare launcher used in the following datasheets:

Psychic familiar used in the following datasheets:

Spotter used in the following datasheets:

Survey augur used in the following datasheets:

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