Genestealer Cults – Atalan Jackals
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4

Atalan Jackals

NoNAME  M WS BS S T W A Ld Sv Base
12
Atalan Jackal (base: 60 x 35mm)
3‑11
12
Atalan Jackal
14" 4+ 4+ 3 4 2 1 7 5+ 60 x 35mm
12
Atalan Leader (base: 60 x 35mm)
1
12
Atalan Leader
14" 4+ 4+ 3 4 2 2 8 5+ 60 x 35mm
25
Atalan Wolfquad (base: 60mm)
0‑3
25
Atalan Wolfquad
14" 4+ 4+ 3 4 4 1 7 5+ 60mm
This unit contains 1 Atalan Leader and 3 Atalan Jackals. It can include up to 4 additional Atalan Jackals (Power Rating +4) or up to 8 additional Atalan Jackals (Power Rating +8). For every four Atalan Jackals and/or Atalan Leaders in the unit, it can include 1 Atalan Wolfquad (Power Rating +2 per model). Each model is armed with an autopistol and blasting charges. Each Atalan Wolfquad is also equipped with a heavy stubber.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Atalan incinerator
+10
Atalan incinerator
12"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
+5
Mining laser
+5
Mining laser
24"
Heavy 1
9
-3
D6
-
Shotgun
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
Improvised weapon
Improvised weapon
Melee
Melee
User
0
1
-
+10
Power pick
+10
Power pick
Melee
Melee
User
-2
D3
Each time a model with a rending claw makes an attack with this weapon, it can make one additional attack with its rending claw.
Each time a model with a rending claw makes an attack with this weapon, it can make one additional attack with its rending claw.
Blasting charge
Blasting charge
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Atalan Leader and each Atalan Jackal must take two weapons from the Atalan Weapons list. The same model cannot take the same weapon twice. Only one in every four of these models can take a grenade launcher, and only the Atalan Leader can take an autogun, bolt pistol or power axe.
 • Any Atalan Wolfquad can take one of the following: autopistol, shotgun, improvised weapon or power pick.
 • Any Atalan Wolfquad can replace its heavy stubber with a mining laser or Atalan incinerator.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Skilled Outriders: Subtract 1 from hit rolls for attacks that target this unit in the Shooting phase.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: BIKER, ATALAN JACKALS

Datasheet-related Stratagems

1CP

CLOSE-RANGE SHOOT-OUT

Genestealer Cults Stratagem

Atalan Jackals are experts in hit-and-run attacks and close-range firefights. Combined, these skills are deadly.

Use this Stratagem in your Shooting phase, when an ATALAN JACKALS unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a Pistol or Assault weapon by a model in that unit against an enemy unit within 12", you can re-roll the wound roll.
3CP

A PERFECT AMBUSH

Genestealer Cults Stratagem

The faithful spring the perfect ambush; the foe is greeted with a hail of bullets and a horde of fanatics bearing down upon them.

Use this Stratagem in the Movement phase, immediately after you set up an INFANTRY or BIKER unit from your army that has the Cult Ambush ability on the battlefield. That unit can either make a Normal Move of up to D6" as if it were your Movement phase (even if it has arrived as Reinforcements), or it can shoot with all of its ranged weapons as if it were your Shooting phase (using this Stratagem in your own turn does not prevent that unit from shooting in your Shooting phase or making a charge move in the Charge phase of this turn). You cannot use this Stratagem on a unit that disembarked from a TRANSPORT this turn.
2CP

TELEPATHIC SUMMONS

Genestealer Cults Stratagem

The cult’s kin are drawn from the hidden places of the world with a summons heard in the soul as much as by the ears.

Use this Stratagem at the start of your Psychic phase. Select a <CULT> PSYKER model from your army. That model cannot attempt to manifest any psychic powers this phase. Instead, roll 3D6; you can add one new <CULT> INFANTRY or BIKER unit to your army if it has the Cult Ambush ability and its Power Rating is equal to or less than this roll (otherwise, no new unit is added). That unit is immediately set up on the battlefield anywhere that is more than 9" from any enemy models.
1CP

DRIVE-BY DEMOLITIONS

The Rusted Claw Stratagem

The riders of the Rusted Claw attack with reckless verve, making close-range explosive attacks on the foe before speeding off in a cloud of flame and swirling dust.

Use this Stratagem before a RUSTED CLAW BIKER unit from your army shoots in your Shooting phase. Until the end of the phase, add 1 to hit and wound rolls made for attacks with that unit’s Grenade weapons. After this unit has resolved all of its shooting attacks this phase, it can immediately make a move as if it were your Movement phase, but cannot charge this turn.

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Atalan Weapons). When this is the case, the unit may take any item from the appropriate list below.

ATALAN WEAPONS

 • Autogun

 • Autopistol

 • Bolt pistol

 • Cultist knife

 • Demolition charge

 • Grenade launcher

 • Improvised weapon

 • Power axe

 • Power hammer

 • Power pick

 • Shotgun


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
+2
Bolt pistol
+2
Bolt pistol
12"
Pistol 1
4
0
1
-
+10
Demolition charge
+10
Demolition charge
6"
Grenade D6
8
-3
D3
Blast. The bearer can only use this weapon once per battle.
Blast. The bearer can only use this weapon once per battle.
+5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
+5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
Shotgun
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cultist knife
Cultist knife
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.
Improvised weapon
Improvised weapon
Melee
Melee
User
0
1
-
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+5
Power hammer
+5
Power hammer
Melee
Melee
+2
-1
1
-
+10
Power pick
+10
Power pick
Melee
Melee
User
-2
D3
Each time a model with a rending claw makes an attack with this weapon, it can make one additional attack with its rending claw.
Each time a model with a rending claw makes an attack with this weapon, it can make one additional attack with its rending claw.

This datasheet has Fast Attack Battlefield Role. Full list of Genestealer Cults units sharing same Battlefield Role follows:

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.

Autopistol used in the following datasheets:

Fast Attack

– may take Autopistol as an option.
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.

Heavy stubber used in the following datasheets:

Dedicated Transport

– may take Heavy stubber as an option.
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.

Mining laser used in the following datasheets:

Fast Attack

– may take Mining laser as an option.
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.

Shotgun used in the following datasheets:

Fast Attack

– may take Shotgun as an option.
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.
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.

Power pick used in the following datasheets:

Elites
Fast Attack

– may take Power pick as an option.

Blasting charge used in the following datasheets:

Fast Attack
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.
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.
Atalan Weapons
 • Autogun
 • Autopistol
 • Bolt pistol
+2
 • Cultist knife
 • Demolition charge
+10
 • Grenade launcher
+5
 • Improvised weapon
 • Power axe
+5
 • Power hammer
+5
 • Power pick
+10
 • Shotgun

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
Cult Ambush

Genestealer Cults plan meticulously before rising up against their oppressors, remaining hidden until the moment of ascension arrives.

During deployment, you can set up this unit in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases – set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT model in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush – do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT model, even if they have the Cult Ambush ability.

Ambush markers are not units and cannot be targeted, attacked or destroyed. When measuring to or from ambush markers, always measure to the centre of the marker. If you are playing a mission that uses Concealed Deployment, the Concealed Deployment rules only apply to units that do not have the Cult Ambush ability. If you are playing a mission that uses Sentries, Sentry models cannot be set up in ambush, even if they have the Cult Ambush ability.

Matched Play: In matched play, units set up in ambush using this rule do not count as being Strategic Reserves or Reinforcement units.

Revealing Ambush Markers
If you have the first turn, you must reveal all of your ambush markers at the start of your Movement phase, one at a time, before moving any units. Each time you reveal an ambush marker, select one unit from your army that you set up in ambush, then set up one model from that unit within 1" of that ambush marker. Then remove that marker before setting up the rest of that model’s unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" from any enemy models (any models that cannot be placed are destroyed). If it is your turn, that unit can still move and shoot normally during the turn it is set up, but if it is a TRANSPORT, units that disembark from it this turn cannot be set up within 9" of any enemy models. Note that unless these units actually move during this Movement phase, they do not count as having moved in their Movement phase for any rules purposes, such as shooting Heavy weapons.

If your opponent has the first turn, then none of their units can be set up or end a move within 9" of any of your ambush markers. At the end of your opponent’s first Movement phase, after they have set up all of their units from reinforcements (if any), reveal all of your ambush markers as described above before continuing with the turn.

This codex comes with 28 Ambush markers that you can use when setting up Genestealer Cults units in ambush. Also included is a 9" range ruler; this is intended to be used when setting up Genestealer Cults units on the battlefield that were set up underground during deployment, helping to ensure no models are placed too close to the enemy.

The <CULT> and CHARACTER keywords are used in the following Genestealer Cults datasheets:

Unquestioning Loyalty

So fanatically devoted are Genestealer Cultists that they would die for their masters.

Each time you fail a saving throw for a <CULT> CHARACTER model, and each time a <CULT> CHARACTER model suffers a mortal wound, before inflicting damage check to see if it is within 3" of any friendly <CULT> or BROOD BROTHERS units with this ability. If it is, you can select one of those units and roll a D6; on a 4+ you do not inflict any damage on the character, but one model in the selected unit (your choice) is slain. Otherwise, the character suffers damage as normal.
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.

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

Fast Attack

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

Fast Attack
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.

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

Fast Attack

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
Cult Ambush

Genestealer Cults plan meticulously before rising up against their oppressors, remaining hidden until the moment of ascension arrives.

During deployment, you can set up this unit in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases – set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT model in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush – do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT model, even if they have the Cult Ambush ability.

Ambush markers are not units and cannot be targeted, attacked or destroyed. When measuring to or from ambush markers, always measure to the centre of the marker. If you are playing a mission that uses Concealed Deployment, the Concealed Deployment rules only apply to units that do not have the Cult Ambush ability. If you are playing a mission that uses Sentries, Sentry models cannot be set up in ambush, even if they have the Cult Ambush ability.

Matched Play: In matched play, units set up in ambush using this rule do not count as being Strategic Reserves or Reinforcement units.

Revealing Ambush Markers
If you have the first turn, you must reveal all of your ambush markers at the start of your Movement phase, one at a time, before moving any units. Each time you reveal an ambush marker, select one unit from your army that you set up in ambush, then set up one model from that unit within 1" of that ambush marker. Then remove that marker before setting up the rest of that model’s unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" from any enemy models (any models that cannot be placed are destroyed). If it is your turn, that unit can still move and shoot normally during the turn it is set up, but if it is a TRANSPORT, units that disembark from it this turn cannot be set up within 9" of any enemy models. Note that unless these units actually move during this Movement phase, they do not count as having moved in their Movement phase for any rules purposes, such as shooting Heavy weapons.

If your opponent has the first turn, then none of their units can be set up or end a move within 9" of any of your ambush markers. At the end of your opponent’s first Movement phase, after they have set up all of their units from reinforcements (if any), reveal all of your ambush markers as described above before continuing with the turn.

This codex comes with 28 Ambush markers that you can use when setting up Genestealer Cults units in ambush. Also included is a 9" range ruler; this is intended to be used when setting up Genestealer Cults units on the battlefield that were set up underground during deployment, helping to ensure no models are placed too close to the enemy.
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.
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.

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

Dedicated Transport
Heavy Support

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

Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. 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.

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.

The <CULT> and BIKER keywords are used in the following Genestealer Cults datasheets:

Fast Attack

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
Cult Ambush

Genestealer Cults plan meticulously before rising up against their oppressors, remaining hidden until the moment of ascension arrives.

During deployment, you can set up this unit in ambush instead of on the battlefield. If this unit has the INFANTRY or BIKER keyword, you can either set it up in ambush or underground instead of on the battlefield.

When you set up a unit underground, it can emerge at the end of any of your Movement phases – set the unit up anywhere on the battlefield that is more than 9" from any enemy models.

When you set up a unit in ambush, place one ambush marker anywhere on the battlefield that is wholly within your deployment zone. You will need one ambush marker for each unit that will deploy in this way. If you set up a TRANSPORT model in ambush, you must still tell your opponent what units are embarked within it when it is set up in ambush – do not set up separate ambush markers for units that start the battle embarked within a TRANSPORT model, even if they have the Cult Ambush ability.

Ambush markers are not units and cannot be targeted, attacked or destroyed. When measuring to or from ambush markers, always measure to the centre of the marker. If you are playing a mission that uses Concealed Deployment, the Concealed Deployment rules only apply to units that do not have the Cult Ambush ability. If you are playing a mission that uses Sentries, Sentry models cannot be set up in ambush, even if they have the Cult Ambush ability.

Matched Play: In matched play, units set up in ambush using this rule do not count as being Strategic Reserves or Reinforcement units.

Revealing Ambush Markers
If you have the first turn, you must reveal all of your ambush markers at the start of your Movement phase, one at a time, before moving any units. Each time you reveal an ambush marker, select one unit from your army that you set up in ambush, then set up one model from that unit within 1" of that ambush marker. Then remove that marker before setting up the rest of that model’s unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" from any enemy models (any models that cannot be placed are destroyed). If it is your turn, that unit can still move and shoot normally during the turn it is set up, but if it is a TRANSPORT, units that disembark from it this turn cannot be set up within 9" of any enemy models. Note that unless these units actually move during this Movement phase, they do not count as having moved in their Movement phase for any rules purposes, such as shooting Heavy weapons.

If your opponent has the first turn, then none of their units can be set up or end a move within 9" of any of your ambush markers. At the end of your opponent’s first Movement phase, after they have set up all of their units from reinforcements (if any), reveal all of your ambush markers as described above before continuing with the turn.

This codex comes with 28 Ambush markers that you can use when setting up Genestealer Cults units in ambush. Also included is a 9" range ruler; this is intended to be used when setting up Genestealer Cults units on the battlefield that were set up underground during deployment, helping to ensure no models are placed too close to the enemy.

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

Fast Attack
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.

Autogun used in the following datasheets:

Fast Attack

– may take Autogun as an option.
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.

Bolt pistol used in the following datasheets:

Fast Attack

– may take Bolt pistol as an option.

Demolition charge used in the following datasheets:

Fast Attack

– may take Demolition charge as an option.
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.

Grenade launcher used in the following datasheets:

Fast Attack

– may take Grenade launcher as an option.

Cultist knife used in the following datasheets:

Fast Attack

– may take Cultist knife as an option.
© Vyacheslav Maltsev 2013-2021