Tyranids – Genestealers
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5

Genestealers

NoNAME  M WS BS S T W A Ld Sv Base
16
Genestealer (base: 25mm)
5‑10
16
Genestealer
8" 3+ 6+ 4 4 1 4 8 5+ 25mm
If this unit contains 6 or more models, it has Power Rating 9. Every model is equipped with: Genestealer claws and talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Genestealer claws and talons
Genestealer claws and talons
Melee
Melee
User
-3
1
-
OTHER WARGEAR
ABILITIES 
Acid maw
The bearer gains the ACID MAW keyword.
Acid maw
The bearer gains the ACID MAW keyword.
+1
Extended carapace
The bearer has a Move characteristic of 7" and a Save characteristic of 4+.
+1
Extended carapace
The bearer has a Move characteristic of 7" and a Save characteristic of 4+.
Flesh hooks
The bearer gains the FLESH HOOKS keyword. When the bearer’s unit makes a Normal Move, Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
Flesh hooks
The bearer gains the FLESH HOOKS keyword. When the bearer’s unit makes a Normal Move, Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
+20
Infestation node
<HIVE FLEET> Infestation Node markers have the following abilities:
Hive Infestation: In your Command phase, select one friendly GENESTEALERS unit within 3" of this marker that has not already been selected for this ability this turn. Up to D3 destroyed models are returned to that unit. When setting these models up on the battlefield, they cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that Genestealers unit.
Burn Them Out: At the end of any phase, if there are any enemy models within 3" of this marker and there are no friendly models within 3" of this marker, remove it from the battlefield.

An Infestation Node marker does not count as a model for any rules purposes.
+20
Infestation node
<HIVE FLEET> Infestation Node markers have the following abilities:
Hive Infestation: In your Command phase, select one friendly GENESTEALERS unit within 3" of this marker that has not already been selected for this ability this turn. Up to D3 destroyed models are returned to that unit. When setting these models up on the battlefield, they cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that Genestealers unit.
Burn Them Out: At the end of any phase, if there are any enemy models within 3" of this marker and there are no friendly models within 3" of this marker, remove it from the battlefield.

An Infestation Node marker does not count as a model for any rules purposes.
+3
Toxin sacs
The bearer gains the TOXIN SACS keyword. Each time the bearer makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
+3
Toxin sacs
The bearer gains the TOXIN SACS keyword. Each time the bearer makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in this unit can be equipped with 1 extended carapace each.
 • All of the models in this unit can be equipped with 1 toxin sacs each.
 • For every 4 models this unit contains, 1 model can be equipped with 1 acid maw.
 • For every 4 models this unit contains, 1 model can be equipped with 1 flesh hooks.
 • This unit can be equipped with 1 infestation node.
ABILITIES
ABILITIES
Lightning Reflexes: Models in this unit have a 5+ invulnerable save. Models in this unit have a 4+ invulnerable save against melee attacks.
Vanguard Predator: During deployment, this unit can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. After this unit is set up, if it is equipped with an infestation node, you can set up one friendly <HIVE FLEET> Infestation Node marker on the battlefield within 1" of this unit.
Infiltration Spawning: If your army is Battle-forged, then for each Detachment that includes any GENESTEALERS units, one BROODLORD unit can be included in that Detachment without taking up a Battlefield Role slot.
Insidious Infestation: If this unit is equipped with an infestation node, but you did not set up a friendly <HIVE FLEET> Infestation Node marker within 1" of this unit during deployment, this unit can perform the following action:

Insidious Infestation (Action): In your Command phase, any number of GENESTEALERS units from your army can start to perform this action. The action is completed at the end of your next Movement phase. When it is completed, set up this unit’s Infestation Node marker on the battlefield within 1" of this unit.
FACTION KEYWORDS: HIVE TENDRIL, TYRANIDS,
KEYWORDS: INFANTRY, CORE, FEEDER TENDRILS, GENESTEALERS

Datasheet-related Stratagems

VANGUARD ONSLAUGHT1CP
Tyranids – Battle Tactic Stratagem – Crusade

First amongst the swarm to assail the prey, vanguard organisms pounce upon ill-prepared defenders.

Use this Stratagem in the Fight phase, when a GARGOYLES, GENESTEALERS, HARPY, HIVE CRONE or LICTOR unit from your army is selected to fight. Until the end of the phase, if that unit made a charge move, was charged, or performed a Heroic Intervention this turn, then each time a model in that unit makes an attack, you can re-roll the wound roll.
UNPARALLELED FEROCITY1CP/2CP
Behemoth – Battle Tactic Stratagem

So single-minded is the aggression with which the beasts of Hive Fleet Behemoth fight that even death does not immediately halt their brutal rampage.

Use this Stratagem in the Fight phase, when a BEHEMOTH INFANTRY unit (excluding CHARACTER units) from your army that has not fought this phase is selected as the target of a melee attack. Until the attacking model’s unit has finished making its attacks, each time a model in that BEHEMOTH unit is destroyed, instead of using any rules that are triggered when that model is destroyed, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, attack as if its unit had been selected to fight. After resolving these attacks, the destroyed model is then removed. If that BEHEMOTH INFANTRY unit has the ENDLESS MULTITUDE keyword, this Stratagem costs 1CP; otherwise, it costs 2CP.
OPPORTUNISTIC ADVANCE1CP
Kraken – Battle Tactic Stratagem

Before the prey can react, Krakens swarms are already amongst them.

Use this Stratagem in your Movement phase, when a KRAKEN unit from your army is selected to move. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in that unit (note that a unit cannot be affected by both this Stratagem and the Bounding Advance Stratagem, in the same phase).
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
COMBINED ASSAULT1CP
Leviathan – Battle Tactic Stratagem

The broods of Hive Fleet Leviathan hunt as one, exhibiting eerie precision in their strikes.

Use this Stratagem in the Fight phase. Select one enemy unit within Engagement Range of two or more LEVIATHAN units from your army. Until the end of the phase, each time a LEVIATHAN model makes a melee attack against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
CRITICAL MASS1CP
Hydra – Battle Tactic Stratagem

Once this hive fleets warrior organisms outnumber their prey, they soon overwhelm them in a hideous, heaving mass.

Use this Stratagem in the Fight phase, when a HYDRA unit from your army is selected to fight. Until the end of the phase, each time a melee attack made by a model in that unit targets an enemy unit with fewer models than its own, you can re-roll the wound roll.
ACID BLOOD1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

Caustic fluids flow through the blood vessels of some Tyranids, spraying over any enemy that wounds them.

Use this Stratagem in the Fight phase, when an enemy unit is selected to fight. Select one HIVE TENDRIL unit from your army within Engagement Range of that enemy unit. Until that enemy unit finishes making its attacks, each time a model in that HIVE TENDRIL unit loses a wound, roll one D6: on a 5+, after that enemy unit has finished making its attacks, it suffers 1 mortal wound (to a maximum of 3 mortal wounds).
LAYERED CHITIN1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

When armoured with multiple layers of thick chitin, Tyranids can shrug off direct hits.

Use this Stratagem in the Fight phase, when a HIVE TENDRIL unit from your army containing models with a Wounds characteristic of more than 1 is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Strength characteristic of that attack.
BURIED IN WAIT1CP
Jormungandr – Requisition Stratagem

The Great Serpent attacks from below, bursting out from subterranean tunnels into the midst of its prey.

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one JORMUNGANDR unit from your army (excluding TITANIC units). You can set up that unit near to the surface instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
SUDDEN POUNCE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

Unwary foes cannot spot the silent and still Tyranids hiding amongst the vents, which strike with preternatural speed.

Use this Stratagem in your opponent’s Charge phase. Select one HIVE TENDRIL unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
RAVENOUS TIDE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

The Hive Mind pushes forward in a living tide of ravenous maws.

Use this Stratagem in your Movement phase, when a HIVE TENDRIL unit from your army is selected to Fall Back. Until the end of the turn:
  • That unit is still eligible to declare a charge this turn even though it Fell Back.
  • If that unit has the ENDLESS MULTITUDE or RIPPER SWARMS keywords, then when Falling Back, models in that unit can move across other models as if they were not there (they cannot finish a move on top of another model or its base).
OVERRUN1CP
Tyranids – Strategic Ploy Stratagem

Tyranids are an unstoppable avalanche of flesh and chitin.

Use this Stratagem at the end of the Fight phase. Select one HIVE TENDRIL CORE unit from your army that made a charge move this turn. If there are no enemy models within Engagement Range of that unit, models in that unit can make a Normal Move.
HYPER-TOXICITY1CP
Gorgon – Wargear Stratagem

Few substances are as lethal as the toxins of Hive Fleet Gorgon. Fewer still tailor themselves so effectively to their luckless victims.

Use this Stratagem in the Fight phase, when a GORGON TOXIN SACS unit from your army is selected to fight. Until the end of the phase, each time a TOXIN SACS model in that unit makes a melee attack, an unmodified hit roll of 5+ automatically wounds the target.
IMPALING HOOKS1CP
Tyranids – Wargear Stratagem

Pinioned upon vicious flesh hooks, the squirming prey is all the easier to tear apart.

Use this Stratagem in the Fight phase, when a FLESH HOOKS unit from your army is selected to fight. Until the end of the phase, each time a FLESH HOOKS model in that unit makes a melee attack against an enemy unit (excluding VEHICLE and MONSTER units), add 1 to that attack’s hit roll.
ACIDIC TORRENT1CP
Tyranids – Wargear Stratagem

This crude but undeniably effective method of killing the prey has the added advantage of rendering them down to easily consumed slurry.

Use this Stratagem in the Fight phase, when a unit from your army that contains any ACID MAW models is selected to fight. Select one enemy unit within Engagement Range of that unit. For each ACID MAW INFANTRY model in that unit that is within Engagement Range of that enemy unit, roll one D6, or three D6 if that model has the MONSTER keyword; for each 3+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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 ENDLESS MULTITUDE keyword is used in the following Tyranids datasheets:

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 HORMAGAUNTS keyword is used in the following Tyranids datasheets:

BOUNDING ADVANCE1CP/2CP
Tyranids – Strategic Ploy Stratagem

Synaptic impulses from the Hive Mind cause Hormagaunts to surge into battle.

Use this Stratagem in your Movement phase, when a HORMAGAUNTS unit from your army is selected to Advance. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • That unit is still eligible to declare a charge this turn even though it Advanced.
If that unit has 15 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
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.
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.
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.

The TITANIC keyword is used in the following Tyranids datasheets:

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

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

The RIPPER SWARMS keyword is used in the following Tyranids datasheets:

Fast Attack

The TOXIN SACS keyword is used in the following Tyranids datasheets:


– if equipped with the Toxin sacs the bearer gains the TOXIN SACS keyword.

Toxin sacs used in the following datasheets:


– may take Toxin sacs as an option.

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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.
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.

The GORGON and TOXIN SACS keywords are used in the following Tyranids datasheets:


– if equipped with the Toxin sacs the bearer gains the TOXIN SACS keyword.

Flesh hooks used in the following datasheets:

The FLESH HOOKS keyword is used in the following Tyranids datasheets:


– if equipped with the Flesh hooks the bearer gains the FLESH HOOKS keyword.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The CORE keyword is used in the following Tyranids datasheets:

Fast Attack

The HIVE TENDRIL and CORE keywords are used in the following Tyranids datasheets:

Fast Attack

This datasheet has Elites Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

Acid maw used in the following datasheets:

Heavy Support

The ACID MAW keyword is used in the following Tyranids datasheets:

Heavy Support

– if equipped with the Acid maw the bearer gains the ACID MAW keyword.

The and GENESTEALER keywords are used in the following Tyranids datasheets:

The and BROODLORD keywords are used in the following Tyranids datasheets:

The FEEDER TENDRILS keyword is used in the following Tyranids datasheets:

The GARGOYLES keyword is used in the following Tyranids datasheets:

Troops

The GENESTEALERS keyword is used in the following Tyranids datasheets:

The HARPY keyword is used in the following Tyranids datasheets:

Flyers

The HIVE CRONE keyword is used in the following Tyranids datasheets:

The LICTOR keyword is used in the following Tyranids datasheets:

The ACID MAW and INFANTRY keywords are used in the following Tyranids datasheets:


– if equipped with the Acid maw the bearer gains the ACID MAW keyword.
© Vyacheslav Maltsev 2013-2023