Genestealer Cults – Datasheets

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6

Abominant

NoNAME  M WS BS S T W A Ld Sv Base
110
Abominant (base: 40mm)
1
110
Abominant
6" 3+ 6+ 6 5 5 3 8 5+ 40mm
An Abominant is a single model armed with a rending claw and power sledgehammer. It is guided by a Mindwyrm Familiar, which attacks using its Familiar claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Familiar claws
Familiar claws
Melee
Melee
4
0
1
Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon.
Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon.
Power sledgehammer
Power sledgehammer
Melee
Melee
x2
-3
D6
When attacking with this weapon, subtract 1 from the hit roll. Damage rolls of 1 or 2 made for this weapon count as 3 instead.
When attacking with this weapon, subtract 1 from the hit roll. Damage rolls of 1 or 2 made for this weapon count as 3 instead.
Rending claw
Rending claw
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Bestial Vigour: When inflicting damage on this model, reduce the Damage characteristic of the attack by 1 (to a minimum of 1). In addition, roll a D6 each time this model loses a wound; on a 5+ that wound is not lost.
Regenerative Flesh: At the start of each of your turns, this model regains D3 lost wounds.
The Chosen One: Each unmodified hit roll of 6 for attacks made in the Fight phase by friendly <CULT> ABERRANT units within 6" of this model scores 2 hits instead of 1.
Mindwyrm Familiar: Subtract 1 from Psychic tests taken for PSYKERS that are within 12" of any enemy ABOMINANTS. TYRANID PSYKERS are not affected.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, CHARACTER, ABERRANT, ABOMINANT


3

Acolyte Iconward

NoNAME  M WS BS S T W A Ld Sv Base
60
Acolyte Iconward (base: 32mm)
1
60
Acolyte Iconward
6" 3+ 3+ 4 3 4 4 8 5+ 32mm
An Acolyte Iconward is a single model armed with an autopistol, rending claw and blasting charges.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Rending claw
Rending claw
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Blasting charge
Blasting charge
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Nexus of Devotion: Roll a D6 each time a <CULT> INFANTRY or BIKER model (other than an ABERRANT) loses a wound whilst its unit is within 6" of any friendly <CULT> ACOLYTE ICONWARDS; on a 6 that wound is not lost.
Sacred Cult Banner: You can re-roll Morale tests for friendly <CULT> units whilst they are within 6" of this model.
Bestial Devotion: Re-roll Bestial Vigour rolls of 1 for friendly <CULT> ABERRANT models whilst their unit is within 6" of this model.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, CHARACTER, ACOLYTE ICONWARD


4

Jackal Alphus

NoNAME  M WS BS S T W A Ld Sv Base
75
Jackal Alphus (base: 60 x 35mm)
1
75
Jackal Alphus
14" 3+ 2+ 3 4 5 3 8 5+ 60 x 35mm
A Jackal Alphus is a single model armed with a Jackal sniper rifle, autopistol and blasting charges.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Jackal sniper rifle
Jackal sniper rifle
36"
Heavy 1
4
-2
D3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage.
Blasting charge
Blasting charge
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Skilled Outrider: Subtract 1 from hit rolls for attacks that target this unit in the Shooting phase.
Priority Target Sighted: At the start of your Shooting phase, select an enemy unit that is visible to and within 36" of this model. Until the end of the phase, add 1 to hit rolls for attacks made by friendly <CULT> units that target that enemy unit whilst they are within 6" of this model (or within 12" if they are a friendly <CULT> BIKER unit). An enemy unit can only be selected as the target of this ability once per phase.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: BIKER, CHARACTER, JACKAL ALPHUS


5

Magus

NoNAME  M WS BS S T W A Ld Sv Base
85
Magus (base: 32mm)
1
85
Magus
6" 3+ 3+ 3 3 4 3 8 5+ 32mm
15
Familiar (base: 25mm)
0‑2
15
Familiar
6" 3+ - 4 3 1 2 8 6+ 25mm
A Magus is a single model armed with an autopistol, cultist knife and force stave. It may be accompanied by up to 2 Familiars (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
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.
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Spiritual Leader: <CULT> units (other than PSYKERS) within 6" of any friendly <CULT> MAGUS models at the start of your opponent’s Psychic phase can attempt to deny one psychic power manifested within 12" of them that phase as if they were themselves a PSYKER (measure range to any model in the unit).
Familiars: If a Magus is accompanied by any Familiars, then once per game, at the end of its controlling player’s psychic phase, its Familiars can lend it additional power. If they do so, the Magus can immediately attempt to manifest one additional psychic power.

The death of a Familiar is ignored for the purposes of Morale tests. Familiars are considered to have the CHARACTER keyword for the purposes of shooting attacks.
PSYKER
PSYKER
A Magus can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Broodmind discipline.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS (Magus): INFANTRY, CHARACTER, PSYKER, MAGUS
KEYWORDS (Familiars): INFANTRY, FAMILIAR


7

Patriarch

NoNAME  M WS BS S T W A Ld Sv Base
135
Patriarch (base: 50mm)
1
135
Patriarch
8" 2+ 5+ 6 5 6 6 10 4+ 50mm
15
Familiar (base: 25mm)
0‑2
15
Familiar
6" 3+ - 4 3 1 2 8 6+ 25mm
A Patriarch is a single model armed with monstrous rending claws. It may be accompanied by up to 2 Familiars (Power Rating +1 per two models).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Monstrous rending claws
Monstrous rending claws
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -6 and Damage of 3.
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -6 and Damage of 3.
ABILITIES
ABILITIES
Cult Ambush
Brood Telepathy: Add 1 to hit rolls for attacks made by <CULT> GENESTEALER units in the Fight phase whilst they are within 6" of any friendly <CULT> PATRIARCH models.
Living Idol: <CULT> and BROOD BROTHERS units automatically pass Morale tests whilst they are within 6" of any friendly <CULT> PATRIARCH models.
Lightning Reflexes: A Patriarch has a 5+ invulnerable save.
Swift and Deadly: This unit can charge even if it Advanced during its turn.
Familiars: If a Patriarch is accompanied by any Familiars, then once per game, at the end of its controlling player’s psychic phase, its Familiars can lend it additional power. If they do so, the Patriarch can immediately attempt to manifest one additional psychic power.

When rolling to wound this unit, always use the Patriarch’s Toughness while it is on the battlefield. The death of a Familiar is ignored for the purposes of Morale tests. Familiars are considered to have the CHARACTER keyword for the purposes of shooting attacks.
PSYKER
PSYKER
A Patriarch can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Broodmind discipline.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS (Patriarch): INFANTRY, CHARACTER, GENESTEALER, PSYKER, PATRIARCH
KEYWORDS (Familiars): INFANTRY, FAMILIAR


4

Primus

NoNAME  M WS BS S T W A Ld Sv Base
85
Primus (base: 32mm)
1
85
Primus
6" 2+ 3+ 4 3 5 4 9 5+ 32mm
A Primus is a single model armed with a needle pistol, bonesword, toxin injector claw and blasting charges.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Needle pistol
Needle pistol
12"
Pistol 1
1
0
D3
This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.
This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.
Bonesword
Bonesword
Melee
Melee
User
-2
1
-
Toxin injector claw
Toxin injector claw
Melee
Melee
User
-1
1
This weapon always wounds on a 2+, unless it is targeting a VEHICLE or TITANIC unit. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
This weapon always wounds on a 2+, unless it is targeting a VEHICLE or TITANIC unit. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Blasting charge
Blasting charge
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Cult Demagogue: Add 1 to hit rolls for attacks made by <CULT> units in the Fight phase whilst they are within 6" of any friendly <CULT> PRIMUSES.
Meticulous Planner: The first time this model is set up on the battlefield, select one enemy unit on the battlefield. Re-roll wound rolls of 1 for attacks made by friendly <CULT> units that have the Cult Ambush ability whilst they are within 6" of this model when targeting that enemy unit.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, CHARACTER, PRIMUS


Troops


3

Acolyte Hybrids

NoNAME  M WS BS S T W A Ld Sv Base
8
Acolyte Hybrid (base: 32mm)
4‑19
8
Acolyte Hybrid
6" 3+ 4+ 4 3 1 2 7 5+ 32mm
8
Acolyte Leader (base: 32mm)
1
8
Acolyte Leader
6" 3+ 4+ 4 3 1 3 8 5+ 32mm
This unit contains 4 Acolyte Hybrids and 1 Acolyte Leader. It may include up to 5 additional Acolyte Hybrids (Power Rating +3), up to 10 additional Acolyte Hybrids (Power Rating +6) or up to 15 additional Acolyte Hybrids (Power Rating +9). Each model is armed with an autopistol, cultist knife, rending claw and blasting charges.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
+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.
+5
Bonesword
+5
Bonesword
Melee
Melee
User
-2
1
-
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.
+10
Heavy rock cutter
+10
Heavy rock cutter
Melee
Melee
x2
-4
D3
When attacking with this weapon, subtract 1 from the hit roll. Roll a D6 each time a model (other than a VEHICLE) suffers damage from this weapon; if you roll higher than the model’s remaining number of wounds, it is instantly slain.
When attacking with this weapon, subtract 1 from the hit roll. Roll a D6 each time a model (other than a VEHICLE) suffers damage from this weapon; if you roll higher than the model’s remaining number of wounds, it is instantly slain.
+15
Heavy rock drill
+15
Heavy rock drill
Melee
Melee
x2
-3
1
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers 1 mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers 1 mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers 1 mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers 1 mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
+10
Heavy rock saw
+10
Heavy rock saw
Melee
Melee
x2
-4
2
-
+5
Lash whip and bonesword
+5
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
Rending claw
Rending claw
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Blasting charge
Blasting charge
6"
Grenade D6
3
0
1
Blast
Blast
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its autopistol with a hand flamer.
 • One Acolyte Hybrid may carry a cult icon.
 • For every five models in the unit, up to two Acolyte Hybrids may replace their cultist knife and rending claw with a heavy rock drill, heavy rock cutter, heavy rock saw or demolition charge.
 • The Acolyte Leader may replace its cultist knife with a bonesword.
 • The Acolyte Leader may replace its cultist knife and autopistol with a lash whip and bonesword.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Cult Icon:
+10
Re-roll hit rolls of 1 for a unit’s attacks in the Fight phase whilst it contains a model with a cult icon.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, ACOLYTE HYBRIDS


3

Brood Brothers Infantry Squad

NoNAME  M WS BS S T W A Ld Sv Base
6
Brood Brothers (base: 25mm)
9‑19
6
Brood Brothers
6" 4+ 4+ 3 3 1 1 7 5+ 25mm
6
Brood Brothers Leader (base: 25mm)
1
6
Brood Brothers Leader
6" 4+ 4+ 3 3 1 2 8 5+ 25mm
12
Brood Brothers Weapons Team (base: 60mm)
0‑1
12
Brood Brothers Weapons Team
6" 4+ 4+ 3 3 2 2 7 5+ 60mm
This unit contains 9 Brood Brothers and 1 Brood Brothers Leader. It can include up to 10 additional Brood Brothers (Power Rating +2). Up to two Brood Brothers may form a single Brood Brothers Weapons Team; this team must take one item from the Heavy Weapons list. Each Brood Brother and Brood Brothers Weapons Team is armed with a lasgun and frag grenades. A Brood Brothers Leader is armed with a laspistol, chainsword and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Flamer
+5
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.
+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
-
Lasgun
Lasgun
24"
Rapid Fire 1
3
0
1
-
Laspistol
Laspistol
12"
Pistol 1
3
0
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.
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to two Brood Brothers may each replace their lasgun with either a flamer or a grenade launcher.
 • One other Brood Brother may take a cult vox caster.
 • Up to two Brood Brothers may form a single Brood Brothers Weapons Team; this team must take one item from the Heavy Weapons list.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Cult vox caster:
+5
You can re-roll Morale tests for a unit whilst it contains a model with a cult vox caster.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, BROOD BROTHERS
KEYWORDS: INFANTRY, BROOD BROTHERS INFANTRY SQUAD


4

Neophyte Hybrids

NoNAME  M WS BS S T W A Ld Sv Base
6
Neophyte Hybrid (base: 25mm)
9‑19
6
Neophyte Hybrid
6" 4+ 4+ 3 3 1 1 7 5+ 25mm
6
Neophyte Leader (base: 25mm)
1
6
Neophyte Leader
6" 4+ 4+ 3 3 1 2 8 5+ 25mm
This unit contains 9 Neophyte Hybrids and 1 Neophyte Leader. It can include up to 10 additional Neophyte Hybrids (Power Rating +3). Each model is armed with an autogun, autopistol and blasting charges.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
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.
Blasting charge
Blasting charge
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Neophyte Hybrid may replace its autogun with a shotgun.
 • One Neophyte Hybrid may carry a cult icon.
 • Up to two Neophyte Hybrids may each replace their autogun with one item from the Special Weapons list.
 • A Neophyte Leader may replace its autogun and autopistol with one item from the Pistols list and one item from the Melee Weapons list.
 • Up to two Neophyte Hybrids may each replace their autogun with one item from the Heavy Mining Weapons list.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Cult Icon:
+10
Re-roll hit rolls of 1 for a unit’s attacks in the Fight phase whilst it contains a model with a cult icon.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, NEOPHYTE HYBRIDS


Dedicated Transport


5

Cult Chimera

NoNAME  M WS BS S T W! A Ld Sv Base
65
Cult Chimera (base: Use model)
1
65
Cult Chimera
12" 6+ 4+ 6 7 6-10 3 7 3+ Use model
8" 6+ 5+ 6 7 3-5 D3 7 3+
4" 6+ 6+ 6 7 1-2 1 7 3+
A Cult Chimera is a single model equipped with a multi-laser, heavy bolter and two lasgun arrays.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Heavy bolter
+10
Heavy bolter
36"
Heavy 3
5
-1
2
-
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy 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.
+5
Heavy stubber
+5
Heavy stubber
36"
Heavy 3
4
0
1
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Lasgun array
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
Multi-laser
Multi-laser
36"
Heavy 3
6
0
1
-
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its heavy bolter with a heavy flamer.
 • This model may replace its multi-laser with a heavy flamer or heavy bolter.
 • This model may take a hunter-killer missile.
 • This model may take a storm bolter or a heavy stubber.
 • This model may take items from the Vehicle Upgrades list.
ABILITIES
ABILITIES
Cult Ambush
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Launchers: Once per game, instead of shooting its weapons in the Shooting phase, this unit can use its smoke launchers. If it does so, subtract 1 from hit rolls for attacks made with ranged weapons that target it until your next Shooting phase.
TRANSPORT
TRANSPORT
A Cult Chimera can transport up to 12 BROOD BROTHERS INFANTRY models. Each Brood Brothers Weapons Team takes the space of two other models. If, during deployment, this unit is set up in ambush using the Cult Ambush ability, only units with the Cult Ambush ability can be embarked inside it when it is set up. Each ASTRA MILITARUM Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, BROOD BROTHERS
KEYWORDS: VEHICLE, TRANSPORT, CULT CHIMERA


4

Goliath Truck

NoNAME  M WS BS S T W! A Ld Sv Base
75
Goliath Truck (base: Use model)
1
75
Goliath Truck
12" 6+ 4+ 6 6 6-10 3 7 4+ Use model
8" 6+ 5+ 6 6 3-5 D3 7 4+
4" 6+ 6+ 6 6 1-2 1 7 4+
A Goliath Truck is a single model equipped with a heavy stubber and twin autocannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Cache of demolition charges
+10
Cache of demolition charges
6"
Assault D6
8
-3
D3
Blast. This weapon can only be fired if a model (excluding models with a Ballistic Skill characteristic of ‘-’) is embarked upon the vehicle equipped with it.
Blast. This weapon can only be fired if a model (excluding models with a Ballistic Skill characteristic of ‘-’) is embarked upon the vehicle equipped with it.
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
Twin autocannon
Twin autocannon
48"
Heavy 4
7
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a cache of demolition charges.
ABILITIES
ABILITIES
Cult Ambush
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Rugged Construction: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model Fell Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
TRANSPORT
TRANSPORT
A Goliath Truck can transport up to 10 <CULT> INFANTRY models. Each PATRIARCH takes the space of five other models.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: VEHICLE, TRANSPORT, GOLIATH TRUCK


Elites


8

Aberrants

NoNAME  M WS BS S T W A Ld Sv Base
30
Aberrant (base: 32mm)
5‑10
30
Aberrant
6" 3+ 6+ 5 4 2 2 7 5+ 32mm
30
Aberrant Hypermorph (base: 32mm)
0‑2
30
Aberrant Hypermorph
6" 3+ 6+ 5 4 2 3 7 5+ 32mm
This unit contains 5 Aberrants. It can include up to 5 additional Aberrants (Power Rating +8). For every 5 models in the unit, one Aberrant Hypermorph can take the place of one Aberrant. Each Aberrant is armed with a rending claw and either a heavy power hammer or power pick. Each Aberrant Hypermorph is armed with a rending claw, Hypermorph tail and either a heavy power hammer or heavy improvised weapon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Heavy improvised weapon
+20
Heavy improvised weapon
Melee
Melee
x2
-1
2
Make 2 hit rolls for each attack made with this weapon.
Make 2 hit rolls for each attack made with this weapon.
+5
Heavy power hammer
+5
Heavy power hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Hypermorph tail
Hypermorph tail
Melee
Melee
User
-1
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.
Power pick
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.
Rending claw
Rending claw
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Bestial Vigour: When inflicting damage on a model in this unit, reduce the Damage characteristic of the attack by 1 (to a minimum of 1). In addition, roll a D6 each time a model in this unit loses a wound; on a 5+ that wound is not lost.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, ABERRANTS


2

Biophagus

NoNAME  M WS BS S T W A Ld Sv Base
40
Biophagus (base: 25mm)
1
40
Biophagus
6" 3+ 3+ 3 3 4 3 8 5+ 25mm
15
Alchemicus Familiar (base: 25mm)
0‑1
15
Alchemicus Familiar
6" 3+ - 4 3 1 2 8 6+ 25mm
A Biophagus is a single model armed with an autopistol and injector goad. It may be accompanied by an Alchemicus Familiar (Power Rating +1).
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Injector goad
Injector goad
Melee
Melee
+1
0
D3
This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. If a CHARACTER loses any wounds as a result of an attack with this weapon, roll a D6 for it after all of the bearer’s attacks have been resolved; if the result is higher than that model’s Wounds characteristic, it suffers D3 mortal wounds.
This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. If a CHARACTER loses any wounds as a result of an attack with this weapon, roll a D6 for it after all of the bearer’s attacks have been resolved; if the result is higher than that model’s Wounds characteristic, it suffers D3 mortal wounds.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Genomic Enhancement: This model can enhance one friendly <CULT> ABERRANT unit that it is within 1" of it at the end of each of your Movement phases. Roll a D6; on a 1, one model from the selected unit is slain. Then roll a D3 and refer to the table below to see what bonus the survivors gain for the rest of the battle. A unit can only be the target of this ability once per battle.
D3Bonus
1Enhanced Musculature: +1 Strength
2Enhanced Resilience: +1 Toughness
3Enhanced Aggression: +1 Attacks
Alchemicus Familiar: If a Biophagus is accompanied by an Alchemicus Familiar, then once per game, when the Biophagus uses its Genomic Enhancement ability, its Alchemicus Familiar can aid it. If it does so, roll two D3 when rolling on the Genomic Enhancement table and choose which result to apply.

The death of an Alchemicus Familiar is ignored for the purposes of Morale tests. Alchemicus Familiars are considered to have the CHARACTER keyword for the purposes of shooting attacks.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS (Biophagus): INFANTRY, CHARACTER, BIOPHAGUS
KEYWORDS (Familiar): INFANTRY, FAMILIAR, ALCHEMICUS FAMILIAR


3

Clamavus

NoNAME  M WS BS S T W A Ld Sv Base
60
Clamavus (base: 32mm)
1
60
Clamavus
6" 3+ 3+ 3 3 4 3 8 5+ 32mm
A Clamavus is a single model armed with an autopistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Scrambler Array: Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. In addition, at the start of your Shooting phase, roll a D6 for each enemy unit that is within 6" of any CLAMAVUSES from your army; on a 6 that enemy unit suffers 1 mortal wound.
Proclamator Hailer: Add 1 to the Leadership characteristic of <CULT> units whilst they are within 6" of any friendly <CULT> CLAMAVUSES. In addition, add 1 to Advance and charge rolls made for <CULT> units that are within 6" of any friendly <CULT> CLAMAVUSES when the roll is made.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, CHARACTER, CLAMAVUS


3

Hybrid Metamorphs

NoNAME  M WS BS S T W A Ld Sv Base
11
Hybrid Metamorph (base: 32mm)
4‑9
11
Hybrid Metamorph
6" 3+ 4+ 4 3 1 3 7 5+ 32mm
11
Metamorph Leader (base: 32mm)
1
11
Metamorph Leader
6" 3+ 4+ 4 3 1 4 8 5+ 32mm
This unit contains 4 Hybrid Metamorphs and 1 Metamorph Leader. It can include up to 5 additional Hybrid Metamorphs (Power Rating +3). Each model is armed with an autopistol, rending claw, Metamorph talon and blasting charges.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
+2
Hand flamer
+2
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.
+5
Bonesword
+5
Bonesword
Melee
Melee
User
-2
1
-
+3
Metamorph claw
+3
Metamorph claw
Melee
Melee
+2
-1
1
-
+2
Metamorph talon
+2
Metamorph talon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon. Add 1 to hit rolls for this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon. Add 1 to hit rolls for this weapon.
Metamorph whip
Metamorph whip
Melee
Melee
User
0
1
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
Rending claw
Rending claw
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Blasting charge
Blasting charge
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its rending claw with a Metamorph talon.
 • Any model may replace its Metamorph talon and rending claw with a Metamorph whip and rending claw.
 • Any model may replace its Metamorph talon and rending claw with a Metamorph claw.
 • Any model may replace its autopistol with a hand flamer.
 • A Metamorph Leader may take a bonesword.
 • One Hybrid Metamorph may carry a cult icon.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Cult Icon:
+10
Re-roll hit rolls of 1 for a unit’s attacks in the Fight phase whilst it contains a model with a cult icon.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, HYBRID METAMORPHS


4

Kelermorph

NoNAME  M WS BS S T W A Ld Sv Base
80
Kelermorph (base: 32mm)
1
80
Kelermorph
6" 3+ 2+ 3 3 4 3 8 5+ 32mm
A Kelermorph is a single model armed with three liberator autostubs and a cultist knife.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Liberator autostub
Liberator autostub
12"
Pistol 2
4
-1
2
-
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.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Gunslinger: Each time you select a target for a ranged attack made by this model, you can ignore the Look Out, Sir rule. In addition, each time this model hits an enemy with a Pistol weapon, it can immediately make one additional hit roll against that target using the same weapon. These bonus hit rolls cannot themselves generate any further hit rolls.
Heroic Deeds, Heroic Inspiration: If this model kills any enemy models with its ranged weapons, then until the end of the phase, after resolving its attacks, re-roll hit rolls of 1 for attacks made by friendly <CULT> INFANTRY units whilst they are within 6" of this model.
Preternatural Senses: This model has a 5+ invulnerable save.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, CHARACTER, KELERMORPH


3

Locus

NoNAME  M WS BS S T W A Ld Sv Base
45
Locus (base: 32mm)
1
45
Locus
6" 2+ 3+ 4 3 4 4 8 5+ 32mm
A Locus is a single model armed with Locus blades and a Hypermorph tail.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hypermorph tail
Hypermorph tail
Melee
Melee
User
-1
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.
Locus blades
Locus blades
Melee
Melee
User
-3
1
Increase this weapon’s Damage characteristic to 2 if the bearer made a charge move, was charged or performed a Heroic Intervention this turn.
Increase this weapon’s Damage characteristic to 2 if the bearer made a charge move, was charged or performed a Heroic Intervention this turn.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Unquestioning Bodyguard: Each time a <CULT> CHARACTER model (other than a LOCUS) loses a wound whilst they are within 3" of any friendly <CULT> LOCUSES, you can select one of those LOCUSES to use this ability instead of using the Unquestioning Loyalty ability. If you do, roll a D6; on a 2+ the character does not lose a wound but the selected model suffers 1 mortal wound (you cannot then use the Unquestioning Loyalty ability to avoid this). On a 1, the original model loses the wound as normal.
Neurotraumal Rod: Subtract 1 from the Leadership characteristic of units while they are within 6" of any enemy LOCUSES.
Sudden Strike: In the Charge phase, if this model is within 6" of any enemy units after your opponent has completed all of their charge moves, it can perform a Heroic Intervention. This model can move up to 6" when performing Heroic Interventions, and can choose to move towards the nearest enemy CHARACTER within 6" rather than the nearest enemy model.
Quicksilver Dodge: This model has a 5+ invulnerable save.
Quicksilver Strike: This model always fights first in the Fight phase, even if it did not charge. If the enemy has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, CHARACTER, LOCUS


3

Nexos

NoNAME  M WS BS S T W A Ld Sv Base
55
Nexos (base: 32mm)
1
55
Nexos
6" 3+ 3+ 3 3 4 3 8 5+ 32mm
A Nexos is a single model armed with an autopistol.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Strategic Coordinator: After this model has been set up on the battlefield, you can select one of your ambush markers that is on the battlefield and remove it before setting it up again anywhere that is wholly within your deployment zone and more than 12" from any enemy models.

In addition, if your army is Battle-forged, roll one D6 each time either player spends a Command Point to use a Stratagem whilst any NEXOSES from your army are on the battlefield. If it was a Command Point you spent, and there is at least one <CULT> PRIMUS and one <CULT> NEXOS from your army on the battlefield, add 1 to the result. If it was a Command Point your opponent spent, and there is at least one <CULT> CLAMAVUS and one <CULT> NEXOS from your army on the battlefield, add 1 to the result. In either case, if the result is 6+ you immediately gain 1 Command Point.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, CHARACTER, NEXOS


4

Purestrain Genestealers

NoNAME  M WS BS S T W A Ld Sv Base
15
Purestrain Genestealer (base: 25mm)
5‑20
15
Purestrain Genestealer
8" 3+ - 4 4 1 3 9 5+ 25mm
This unit contains 5 Purestrain Genestealers. It may include up to 5 additional Purestrain Genestealers (Power Rating +4), up to 10 additional Purestrain Genestealers (Power Rating +8) or up to 15 additional Purestrain Genestealers (Power Rating +12). Each Purestrain Genestealer is armed with rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Purestrain talons
Purestrain talons
Melee
Melee
User
0
1
Re-roll hit rolls of 1 for attacks with this weapon.
Re-roll hit rolls of 1 for attacks with this weapon.
Rending claw
Rending claw
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may take Purestrain talons.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Flurry of Claws: Add 1 to the Attacks characteristic of models in this unit whilst it contains 10 or more models.
Lightning Reflexes: Models in this unit have a 5+ invulnerable save.
Swift and Deadly: This unit can charge even if it Advanced during its turn.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, GENESTEALER, PURESTRAIN GENESTEALERS


3

Sanctus

NoNAME  M WS BS S T W A Ld Sv Base
60
Sanctus (base: 32mm)
1
60
Sanctus
6" 2+ 2+ 3 3 4 4 8 5+ 32mm
A Sanctus is a single model armed with a silencer sniper rifle. It is guided by a Soulsight Familiar, which attacks using its Familiar claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Silencer sniper rifle
+5
Silencer sniper rifle
36"
Heavy 1
4
-1
D3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage. If a PSYKER unit loses any wounds as a result of an attack with this weapon, it suffers Perils of the Warp after the attack has been resolved.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage. If a PSYKER unit loses any wounds as a result of an attack with this weapon, it suffers Perils of the Warp after the attack has been resolved.
Familiar claws
Familiar claws
Melee
Melee
4
0
1
Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon.
Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon.
Sanctus bio-dagger
Sanctus bio-dagger
Melee
Melee
1
-2
2
Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.
Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its silencer sniper rifle with a Sanctus bio-dagger.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
Cult Assassin: This model can never have a Warlord Trait. In addition, the ‘A Perfect Ambush’ Stratagem has a Command Point cost of 0 if it is being used to affect this model.
Camo cloak: Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Soulsight Familiar: Units do not receive the benefit of cover to their saving throws for attacks made by this model.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: INFANTRY, CHARACTER, SANCTUS


Fast Attack


4

Achilles Ridgerunners

NoNAME  M WS BS S T W A Ld Sv Base
70
Achilles Ridgerunner (base: 120 x 92mm)
1‑3
70
Achilles Ridgerunner
14" 6+ 4+ 5 5 8 3 7 4+ 120 x 92mm
This unit contains 1 Achilles Ridgerunner. It can include 1 additional Achilles Ridgerunner (Power Rating +4) or 2 additional Achilles Ridgerunners (Power Rating +8). Each model is equipped with two heavy stubbers, a heavy mining laser and a flare launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy mining laser
Heavy mining laser
36"
Heavy D3
9
-3
D6
Blast
Blast
Heavy mortar
Heavy mortar
48"
Heavy D6
5
-1
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
+5
Missile launcher
When attacking with this weapon, choose one of the profiles below.
+5
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its heavy mining laser with either a missile launcher or a heavy mortar.
 • Any model may replace its flare launcher with either a survey augur or a spotter.
ABILITIES
ABILITIES
Cult Ambush
Flare launcher:
+5
If a model is equipped with a flare launcher, roll a D6 each time it loses a wound. On a 6, that wound is not lost. In addition, once per game, at the start of your Movement phase, you can select one <CULT> BIKER unit within 6" of this model; that unit moves an additional 6" if it Advances this phase – no dice roll is necessary.
Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Scout Vehicle: At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Survey augur:
+5
Units do not receive the benefit of cover to their saving throws for attacks made by a model with a survey augur.
Spotter:
+5
If a model has a spotter, increase the Range characteristic of its ranged weapons by 6".
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: VEHICLE, ACHILLES RIDGERUNNERS


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


3

Cult Armoured Sentinels

NoNAME  M WS BS S T W A Ld Sv Base
35
Cult Armoured Sentinel (base: Use model)
1‑3
35
Cult Armoured Sentinel
8" 4+ 4+ 5 6 6 1 7 3+ Use model
This unit contains 1 Cult Armoured Sentinel. It can include 1 additional Cult Armoured Sentinel (Power Rating +3) or 2 additional Cult Armoured Sentinels (Power Rating +6). Each model is equipped with a multi-laser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Autocannon
+10
Autocannon
48"
Heavy 2
7
-1
2
-
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy 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.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+15
Lascannon
+15
Lascannon
48"
Heavy 1
9
-3
D6
-
+15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
+15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Multi-laser
Multi-laser
36"
Heavy 3
6
0
1
-
+15
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+15
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+2
Sentinel chainsaw
+2
Sentinel chainsaw
Melee
Melee
User
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its multi-laser with a heavy flamer, autocannon, missile launcher, lascannon or plasma cannon.
 • Any model make take a hunter-killer missile.
 • Any model may take a Sentinel chainsaw.
ABILITIES
ABILITIES
Cult Ambush
Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Smoke Launchers: Once per game, instead of shooting its weapons in the Shooting phase, this unit can use its smoke launchers. If it does so, subtract 1 from hit rolls for attacks made with ranged weapons that target it until your next Shooting phase.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, BROOD BROTHERS
KEYWORDS: VEHICLE, CULT ARMOURED SENTINELS


3

Cult Scout Sentinels

NoNAME  M WS BS S T W A Ld Sv Base
35
Cult Scout Sentinel (base: Use model)
1‑3
35
Cult Scout Sentinel
9" 4+ 4+ 5 5 6 1 7 4+ Use model
This unit contains 1 Cult Scout Sentinel. It can include 1 additional Cult Scout Sentinel (Power Rating +3) or 2 additional Cult Scout Sentinels (Power Rating +6). Each model is equipped with a multi-laser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Autocannon
+10
Autocannon
48"
Heavy 2
7
-1
2
-
+10
Heavy flamer
+10
Heavy flamer
12"
Heavy 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.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+15
Lascannon
+15
Lascannon
48"
Heavy 1
9
-3
D6
-
+15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
+15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Multi-laser
Multi-laser
36"
Heavy 3
6
0
1
-
+2
Sentinel chainsaw
+2
Sentinel chainsaw
Melee
Melee
User
-1
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its multi-laser with a heavy flamer, autocannon, missile launcher or lascannon.
 • Any model make take a hunter-killer missile.
 • Any model may take a Sentinel chainsaw.
ABILITIES
ABILITIES
Cult Ambush
Scout Vehicle: At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
Smoke Launchers: Once per game, instead of shooting its weapons in the Shooting phase, this unit can use its smoke launchers. If it does so, subtract 1 from hit rolls for attacks made with ranged weapons that target it until your next Shooting phase.
Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, BROOD BROTHERS
KEYWORDS: VEHICLE, CULT SCOUT SENTINELS


Heavy Support


3

Brood Brothers Heavy Weapons Squad

NoNAME  M WS BS S T W A Ld Sv Base
Brood Brothers Weapons Team (base: 40mm)
3Brood Brothers Weapons Team 6" 4+ 4+ 3 3 2 2 7 5+ 40mm
This unit contains 3 Brood Brothers Weapons Teams. Each model is armed with a lasgun and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Lasgun
Lasgun
24"
Rapid Fire 1
3
0
1
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Each model must take one item from the Heavy Weapons list.
ABILITIES
ABILITIES
Cult Ambush, Unquestioning Loyalty
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, BROOD BROTHERS
KEYWORDS: INFANTRY, BROOD BROTHERS HEAVY WEAPONS SQUAD


11

Cult Leman Russ

NoNAME  M WS BS S T W! A Ld Sv Base
140
Cult Leman Russ (base: Use model)
1
140
Cult Leman Russ
10" 6+ 4+ 7 8 7-12 3 7 3+ Use model
7" 6+ 5+ 7 8 4-6 D3 7 3+
4" 6+ 6+ 7 8 1-3 1 7 3+
A Cult Leman Russ is a single model equipped with a battle cannon and a heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Battle cannon
+5
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
Eradicator nova cannon
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
Blast. Units do not receive the benefit of cover to their saving throws for attacks made with this weapon.
+15
Exterminator autocannon
+15
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Heavy flamer
+15
Heavy flamer
12"
Heavy 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.
+5
Heavy stubber
+5
Heavy stubber
36"
Heavy 3
4
0
1
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+20
Lascannon
+20
Lascannon
48"
Heavy 1
9
-3
D6
-
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+20
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+20
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Vanquisher battle cannon
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its battle cannon with an eradicator nova cannon, exterminator autocannon or vanquisher battle cannon.
 • This model may replace its heavy bolter with a heavy flamer or lascannon.
 • This model may take two heavy flamers, two heavy bolters, two multi-meltas or two plasma cannons.
 • This model may take a heavy stubber or storm bolter.
 • This model may take a hunter-killer missile.
 • This model may take items from the Vehicle Upgrades list.
ABILITIES
ABILITIES
Cult Ambush
Smoke Launchers: Once per game, instead of shooting its weapons in the Shooting phase, this unit can use its smoke launchers. If it does so, subtract 1 from hit rolls for attacks made with ranged weapons that target it until your next Shooting phase.
Emergency Plasma Vents: If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
Grinding Advance: If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon and vanquisher battle cannon.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, BROOD BROTHERS
KEYWORDS: VEHICLE, CULT LEMAN RUSS


6

Goliath Rockgrinder

NoNAME  M WS BS S T W! A Ld Sv Base
95
Goliath Rockgrinder (base: Use model)
1
95
Goliath Rockgrinder
10" 4+ 4+ 6 7 6-10 6 7 4+ Use model
6" 4+ 5+ 6 7 3-5 D6 7 4+
4" 4+ 6+ 6 7 1-2 D3 7 4+
A Goliath Rockgrinder is a single model equipped with a heavy stubber, heavy mining laser and drilldozer blade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Cache of demolition charges
+10
Cache of demolition charges
6"
Assault D6
8
-3
D3
Blast. This weapon can only be fired if a model (excluding models with a Ballistic Skill characteristic of ‘-’) is embarked upon the vehicle equipped with it.
Blast. This weapon can only be fired if a model (excluding models with a Ballistic Skill characteristic of ‘-’) is embarked upon the vehicle equipped with it.
+15
Clearance incinerator
+15
Clearance incinerator
12"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Heavy mining laser
Heavy mining laser
36"
Heavy D3
9
-3
D6
Blast
Blast
Heavy seismic cannon
When attacking with this weapon, choose one of the profiles below. All wound rolls of 6+ have an AP of -4.
Heavy seismic cannon
When attacking with this weapon, choose one of the profiles below. All wound rolls of 6+ have an AP of -4.
 - Long-wave
 - Long-wave
24"
Heavy 6
4
-1
2
-
 - Short-wave
 - Short-wave
12"
Heavy 3
8
-2
3
-
Heavy stubber
Heavy stubber
36"
Heavy 3
4
0
1
-
Drilldozer blade
Drilldozer blade
Melee
Melee
+3
-2
D3
The bearer can make D3 additional attacks on a turn in which it made a charge move.
The bearer can make D3 additional attacks on a turn in which it made a charge move.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take a cache of demolition charges.
 • This model may replace its heavy mining laser with a clearance incinerator or heavy seismic cannon.
ABILITIES
ABILITIES
Cult Ambush
Rugged Construction: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
A Goliath Rockgrinder can transport up to 6 <CULT> INFANTRY models. Each PATRIARCH takes the space of five other models.
FACTION KEYWORDS: TYRANIDS, GENESTEALER CULTS, <CULT>
KEYWORDS: VEHICLE, TRANSPORT, GOLIATH ROCKGRINDER


Fortifications


4

Tectonic Fragdrill

A Tectonic Fragdrill is a single model.
80
ABILITIES
ABILITIES
Sector Mechanicus Structure: After it is set up, a Tectonic Fragdrill is treated as a Sector Mechanicus terrain feature. It cannot move for any reason, is not treated as a friendly or enemy model, and cannot be targeted or affected by any attacks or abilities.

Only INFANTRY, BEASTS, SWARMS and units that can FLY can be set up or end their move on the upper floors of a Sector Mechanicus Structure (any unit can do so on the ground floor). Unless they can FLY, INFANTRY, BEASTS and SWARMS must scale ladders, girders or walls to ascend or descend between the different levels of a Sector Mechanicus structure. INFANTRY are also assumed to be able to traverse around girders, buttresses and hanging chains, and so move through them without impediment. INFANTRY units that are entirely on a Sector Mechanicus Structure receive the benefit of cover. Other units that are entirely on or within a Sector Mechanicus Structure only receive the benefit of cover if at least 50% of every model is obscured from the point of view of the shooting model.
Underground Ingress: Once per turn, in their Movement phase, one INFANTRY or BIKER unit with the Cult Ambush ability can move off the battlefield if all of its models are on ground level and can move within 1" of this model (a unit cannot do so in the same phase it arrived as reinforcements). If a unit does this, remove the selected unit from the battlefield. At the end of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" from any enemy models. If the battle ends before this unit is set back up, it is destroyed.
Activate the Drill: If a model from your army is on a Tectonic Fragdrill at the end of your Movement phase, and there are no enemy models on it, you can activate the drill. If you do, first roll a D6 for every unit on ground level that is within 3" of the tip of this model’s large drill; on a 6 that unit immediately suffers D6 mortal wounds. Then roll a D6, adding 1 to the result for each other time the drill on this model has been activated during the battle. If the total is less than 6, the Seismic Tremors result below takes effect. On a 6+ the Seismic Tremors and Seismic Quake results below take effect. The Seismic Quake result can only take effect once per battle, regardless of how many Tectonic Fragdrills are on the battlefield.

Seismic Tremors: Until the start of your next Movement phase, subtract 2 from charge rolls made for units whilst they are within 12" of this model. This does not apply to units that can FLY, and the effects of multiple Seismic Tremors are not cumulative.

Seismic Quake: Draw a straight imaginary line, 1mm in thickness, from any point of one battlefield edge to any point of another battlefield edge in such a way that it crosses this model. Roll a D6 for every unit this line crosses that is on ground level (do not roll for units that can FLY): on a 4+ that unit suffers D3 mortal wounds and its Move characteristic is halved until the end of its next Movement phase.
FACTION KEYWORDS: GENESTEALER CULTS
KEYWORDS: SECTOR MECHANICUS, TECTONIC FRAGDRILL

Familiar claws used in the following datasheets:

Elites
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.
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.

Rending claw used in the following 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.

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.

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

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

The datasheets using TYRANIDS and PSYKER keywords can be found in the following Factions:

Xenos: Genestealer Cults, Tyranids.

The TYRANIDS and PSYKER keywords are used in the following datasheets:

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

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

Elites

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.

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.

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

Fast Attack

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

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.
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.
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.
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.

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

Fast Attack

Cultist knife used in the following datasheets:

Fast Attack

– may take Cultist knife as an option.

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

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

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.
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.
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.
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:

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

Elites

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

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

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.
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.

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

Bonesword used in the following datasheets:

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

Hand flamer used in the following datasheets:

Demolition charge used in the following datasheets:

Fast Attack

– may take Demolition charge as an option.
Heavy Weapons
 • Autocannon
 • Heavy bolter
 • Lascannon
 • Missile launcher
 • Mortar
+10

Flamer used in the following datasheets:


– may take Flamer 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.

Grenade launcher used in the following datasheets:

Fast Attack

– may take Grenade launcher as an option.

Lasgun 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.

Laspistol used in the following datasheets:


– may take Laspistol as an option.

Chainsword used in the following datasheets:


– may take Chainsword as an option.

Frag grenade used in the following datasheets:

Heavy Weapons
 • Autocannon
+10
 • Heavy bolter
+10
 • Lascannon
+15
 • Missile launcher
+15
 • Mortar
+10

The BROOD BROTHERS keyword is used in the following Genestealer Cults datasheets:

Dedicated Transport

Autogun used in the following datasheets:

Fast Attack

– may take Autogun as an option.

Shotgun used in the following datasheets:

Fast Attack

– may take Shotgun as an option.
Special Weapons
 • Flamer
+5
 • Grenade launcher
+5
 • Webber
+5
Pistols
 • Autopistol
 • Bolt pistol
+2
 • Laspistol
 • Web pistol
+2
Melee Weapons
 • Chainsword
 • Cultist knife
 • Power maul
+5
 • Power pick
+10
Heavy Mining Weapons
 • Heavy stubber
+5
 • Mining laser
+10
 • Seismic cannon
+10

Heavy bolter used in the following datasheets:

Dedicated Transport

– may take Heavy bolter as an option.

Heavy flamer used in the following datasheets:

Dedicated Transport
Heavy Support

Heavy stubber used in the following datasheets:

Dedicated Transport

– may take Heavy stubber as an option.

Hunter-killer missile used in the following datasheets:

Dedicated Transport
Heavy Support
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.

Multi-laser used in the following datasheets:

Dedicated Transport

Storm bolter used in the following datasheets:

Dedicated Transport
Heavy Support
Vehicle Upgrades
 • Augur array
+5
 • Dozer blade
+5
 • Track guards
+5
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 BROOD BROTHERS and INFANTRY keywords are used in the following Genestealer Cults datasheets:

The OGRYN and ASTRA MILITARUM keywords are used in the following Astra Militarum datasheets:

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

Dedicated Transport

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

Dedicated Transport
Heavy Support

Cache of demolition charges used in the following datasheets:

Heavy Support
Dedicated Transport
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 PATRIARCH keyword is used in the following Genestealer Cults datasheets:

Hypermorph tail used in the following datasheets:

Power pick used in the following datasheets:

Elites
Fast Attack

– may take Power pick as an option.

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

Elites

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

Elites

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

Elites
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.
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 LOCUS keyword is used in the following Genestealer Cults datasheets:

Elites

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

Elites
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.

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

Elites

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

Elites
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.
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.
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.
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).

Heavy mining laser used in the following datasheets:

Heavy Support

Missile launcher used in the following datasheets:


– may take Missile launcher as an option.

Mining laser used in the following datasheets:

Fast Attack

– may take Mining laser as an option.
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

Autocannon used in the following datasheets:


– may take Autocannon as an option.

Lascannon used in the following datasheets:


– may take Lascannon as an option.

Plasma cannon used in the following datasheets:

Heavy Support

Sentinel chainsaw used in the following datasheets:

Price per unit
Heavy Weapons
 • Autocannon
 • Heavy bolter
 • Lascannon
+5
 • Missile launcher
+5
 • Mortar
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.
© Vyacheslav Maltsev 2013-2021