Genestealer Cults – Magus
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4

Magus

NoNAME  M WS BS S T W A Ld Sv Base
80
Magus (base: 32mm)
1
80
Magus
6" 3+ 3+ 3 3 4 3 9 5+ 32mm
A Magus is equipped with: autopistol; force stave; Magus bio-dagger.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
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.
OTHER WARGEAR
ABILITIES 
+10
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).
+10
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).
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 psychic familiar.
ABILITIES
ABILITIES
Conceal, Unquestioning Loyalty
Spiritual Leader (Aura): While a friendly INFANTRY or BIKER unit is within 6" of this model, each time a model in that unit would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6: on a 5+, that wound is not lost.
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Broodmind discipline.
Magus can receive the following Proficient Planning upgrades:
 • Lying in Wait+20Power Rating: +1
 • A Trap Sprung+15Power Rating: +1
 • From Every Angle+10Power Rating: +1
 • Meditations in Shadow+15Power Rating: +1
 • Excavate+20Power Rating: +1
 • They Came From Below+10Power Rating: +1
 • Our Time is Nigh+15Power Rating: +1
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS,
KEYWORDS: INFANTRY, CHARACTER, PSYKER, MAGUS

Datasheet-related Stratagems

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.
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.
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.
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).
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.
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.
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).
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.
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 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).
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.

Psychic Powers

Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

Broodmind Discipline

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 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 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.

Proficient Planning

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.

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.

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.

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

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.
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 familiar used in the following datasheets:

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.

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.
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.
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.
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.
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.
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.
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.
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.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

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

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. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. 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).

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

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

Fast Attack
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.
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.

The and PATRIARCH keywords are 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.
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.
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.
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.
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.
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).
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.

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

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

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.
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.
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.
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.
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.
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.
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.

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 PATRIARCH keyword is used in the following Genestealer Cults datasheets:

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.

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

Fast Attack
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