Genestealer Cults 9th Edition

Codex: Genestealer Cults 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
AbominantHQ110
Acolyte IconwardHQ60
Jackal AlphusHQ75
MagusHQ85
FamiliarsHQ15
PatriarchHQ135
FamiliarsHQ15
PrimusHQ80
Acolyte HybridsTroops8
Brood Brothers Infantry SquadTroops5
Neophyte HybridsTroops6
Cult ChimeraDedicated Transport65
Goliath TruckDedicated Transport50
AberrantsElites22
BiophagusElites40
Alchemicus FamiliarElites15
ClamavusElites60
Hybrid MetamorphsElites11
KelermorphElites80
LocusElites45
NexosElites55
Purestrain GenestealersElites17
SanctusElites60
Achilles RidgerunnerFast Attack40
Atalan JackalsFast Attack14
Atalan WolfquadFast Attack20
Cult Armored SentinelsFast Attack30
Cult Scout SentinelsFast Attack30
Tectonic FragdrillFortification80
Brood Brothers Heavy Weapon SquadHeavy Support6
Cult Leman RussHeavy Support130
Goliath RockgrinderHeavy Support90
Atalan incineratorRanged15
AutocannonRanged10/15
AutogunRanged0
AutopistolRanged0
Battle cannonRanged30
Blasting chargeRanged0
bolt pistolRanged2
Cache of demolition chargesRanged10
Clearance incineratorRanged30
Demolition chargeRanged10
Eradicator nova cannonRanged15
Exterminator autocannonRanged30
FlamerRanged5
Frag grenadesRanged0
Grenade launcherRanged5
Hand flamerRanged2
Heavy bolterRanged10/15
Heavy flamerRanged15
Heavy mining laserRanged15
Heavy mortarRanged15
Heavy seismic cannonRanged15
Heavy stubberRanged5
Hunter-killer missileRanged5
Jackal snipe rifleRanged0
LascannonRanged15/20
LasgunRanged0.0
Lasgun arrayRanged0.0
LaspistolRanged0.0
Liberator autostubRanged0.0
Mining laserRanged10.0
Missile launcherRanged15/20
MortarRanged10.0
Multi-laserRanged5.0
Multi-meltaRanged25
Needle pistolRanged0
Plasma cannonRanged20
Seismic cannonRanged12
ShotgunRanged0
Silencer sniper rifleRanged5
Storm bolterRanged3
Twin autocannonRanged30
Vanquisher battle cannonRanged15
Web pistolRanged2
WebberRanged5
BoneswordMelee5
ChainswordMelee0
Cultist knifeMelee0
Drilldozer bladeMelee0
Familiar clawsMelee0
Force staveMelee0
Heavy improvised weaponMelee30
Heavy power hammerMelee15
Heavy rock cutterMelee10
Heavy rock drillMelee15
Heavy rock sawMelee10
Hypermorph tailMelee0
Improvised weaponMelee0
Injector goadMelee0
Lash whip and boneswordMelee5
Locus bladesMelee0
Metamorph clawMelee3
Metamorph talonMelee2
Metamorph whipMelee0
Monstrous rending clawsMelee0
Power axeMelee5
Power hammerMelee5
Power maulMelee5
Power pickMelee10
Power sledgehammerMelee0
Purestrain talonsMelee0.0
Rending clawsMelee0.0
Sanctus bio-daggerMelee0.0
Sentinel chainsawMelee2.0
Toxin injector clawMelee0.0
Augur arrayWargear5
Cult iconWargear10
Cult vox casterWargear5
Dozer bladeWargear5
Flare launcherWargear5
SpotterWargear5
Survey augurWargear5
Track guardsWargear5
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

Genestealer Cults Special Rules

Unquestioning Loyalty: 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.

Cult Ambush: 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 count as being set up on the battlefield for the purposes of Tactical Reserves. 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.

Insurrectionists: A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Brood Brothers: Several GENESTEALER CULTS units also have the BROOD BROTHERS keyword. These units can be included in a GENESTEALER CULTS Detachment without preventing other units in that Detachment from gaining a Cult Creed. Note, however, that BROOD BROTHERS units do not themselves benefit from any Cult Creed. In addition, to represent Astra Militarum forces that have been subverted, you can include ASTRA MILITARUM units and GENESTEALER CULTS units in the same matched play army, even though these units do not have any Faction keywords in common. In such cases, ignore the ASTRA MILITARUM units when choosing your army’s Faction. If your army is Battle-forged, you can only include one ASTRA MILITARUM Detachment (one in which every unit has the ASTRA MILITARUM keyword) in your army for each GENESTEALER CULTS Detachment in that army. You cannot include ASTRA MILITARUM named characters in these Detachments, and these Detachments cannot be Specialist Detachments. These ASTRA MILITARUM Detachments are then known as BROOD BROTHERS Detachments, and every unit in them that has the <REGIMENT> or MILITARUM TEMPESTUS keyword must replace it in every instance on its datasheet with BROOD BROTHERS (if a unit does not have either of these keywords, it simply gains the BROOD BROTHERS keyword). BROOD BROTHERS Detachments do not gain any of the Detachment abilities listed in Codex: Astra Militarum, such as Regimental Doctrines, nor can they use any regiment-specific Stratagems, Orders etc. Furthermore, INFANTRY models in BROOD BROTHERS Detachments increase their Leadership characteristic by 1 and they gain the Unquestioning Loyalty ability (see Codex: Genestealer Cults). Units in BROOD BROTHERS Detachments do not gain the Cult Ambush ability. Your Warlord cannot be from a BROOD BROTHERS Detachment, and you cannot give any Relics to BROOD BROTHERS CHARACTERS. In addition, the Command Benefits of all BROOD BROTHERS Detachments included in your army in this way are halved (rounding up). This reflects that such Detachments are not a Genestealer Cult’s primary fighting force, and the acquisition of such military assets is costly in terms of resource. The Command Benefits of Auxiliary Support Detachments are unaffected. Orders BROOD BROTHERS units that have the Voice of Command or Tank Orders abilities (see Codex: Astra Militarum) cannot issue orders to any unit that has the GENESTEALER CULTS Faction keyword, nor can they issue orders to units that they would not have been able to issue orders to before they gained the BROOD BROTHERS keyword (e.g. a BROOD BROTHERS COMPANY COMMANDER cannot issue orders to a BROOD BROTHERS OGRYN unit or to a BROOD BROTHERS TEMPESTUS SCIONS unit). Transports BROOD BROTHERS TAUROX PRIMES can only transport 10 BROOD BROTHERS OFFICIO PREFECTUS INFANTRY models or 10 INFANTRY models that replaced their MILITARUM TEMPESTUS keyword with BROOD BROTHERS.

Cult Creeds

All <CULT> INFANTRY and BIKER units with this ability gain a Cult Creed, so long as every unit in its Detachment is from the same cult. The Cult Creed gained depends upon the cult they are drawn from, as shown on the page opposite. For example, a Rusted Claw unit with the Cult Creeds ability gains the ‘Nomadic Survivalists’ Cult Creed. If you have chosen a cult that does not have an associated Cult Creed, you can choose the creed that best suits the fighting style and strategies of the cultists that hail from it. Note that due to their purely xenos nature and physiology, GENESTEALER units are an exception and do not gain a Cult Creed.

Cult of the Four-Armed Emperor Subterranean Ambushers: Until the end of the first battle round, add 1 to Advance and charge rolls made for units with this Cult Creed. Starting from the second battle round, if a unit with this Cult Creed is set up on the battlefield, then until the end of that turn, add 1 to Advance and charge rolls made for that unit.

The Pauper Princes Devoted Zealots: You can re-roll hit rolls for attacks made with melee weapons by a unit with this Cult Creed in a turn in which it made a charge move, was charged or performed a Heroic Intervention.

The Hivecult Disciplined Militants: If a unit with this Cult Creed fails a Morale test, halve the number of models that flee (rounding up). In addition, units with this Cult Creed can still shoot in a turn in which they Fall Back, but if they do so you must subtract 1 from their hit rolls in the Shooting phase of that turn.

The Bladed Cog Cyborgised Hybrids: All models with this Cult Creed have a 6+ invulnerable save. Models with this Cult Creed that already have an invulnerable save instead improve their invulnerable save by 1 (to a maximum of 3+). In addition, INFANTRY models with this Cult Creed do not suffer the penalty to their hit rolls for moving and shooting Heavy weapons.

The Rusted Claw Nomadic Survivalists: When making saving throws (excluding invulnerable saving throws) for a model with this Cult Creed, add 1 to the result if the weapon being used to make the attack has an Armour Penetration characteristic of 0 or -1. In addition, BIKER models with this Cult Creed do not suffer the penalty to their hit rolls for moving and shooting Heavy weapons or for Advancing and shooting Assault weapons.

The Twisted Helix Experimental Subjects: Add 1 to the Strength characteristic of models with this Cult Creed. In addition, add 2 to Advance rolls for a unit with this Cult Creed.

Codex: Genestealer Cults describes how the <CULT> keyword can be substituted with the name of your chosen cult, as well as describing the abilities that units in GENESTEALER CULTS Detachments gain. One of these abilities is Cult Creeds. If your chosen cult does not have an associated Cult Creed in Codex: Genestealer Cults, you can create its Cult Creed by selecting two rules from the following list.

Hunter’s Instincts: Until the end of the first battle round, add 1 to Advance and charge rolls made for units with this Cult Creed.

Innate Fighters: When resolving an attack made with a melee weapon by a model with this Cult Creed in a turn in which it made a charge move, was charged or performed a Heroic Intervention, re-roll a hit roll of 1.

Thralls of the Patriarch: When a Morale test is taken for a unit with this Cult Creed, halve the number of models that flee (rounding up).

Seasoned Enforces: INFANTRY models with this Cult Creed do not suffer the penalty for moving and firing Heavy weapons.

Agile Outriders: BIKER models with this Cult Creed do not suffer the penalty for moving and firing Heavy weapons and do not suffer the penalty for Advancing and firing Assault weapons.

Armoured-piercing Ammunition: When resolving an attack made with an autopistol, autogun or heavy stubber by a model with this Cult Creed against a unit that is within half range, that weapon has an Armour Penetration characteristic of -1 for that attack.

Munitions Experts: Add 1 to the Strength characteristic of Grenade weapons models with this Cult Creed are equipped with.

Unnatural Symbiosis: When a Psychic test is taken for a <CULT> model with this Cult Creed within 6″ of another friendly <CULT> unit, you can re-roll any or all dice rolls of 1.

Workers Arisen: When resolving an attack made with a weapon from the Heavy Mining Weapons list (see Codex: Genestealer Cults) by a model with this Cult Creed, you can re-roll the hit roll.

Devout Worshippers: When a charge roll is made for a <CULT> unit with this Cult Creed whilst within 3″ of a friendly <CULT> HYBRID METAMORPHS unit, you can re-roll the dice. This Cult Creed cannot be selected together with the Hunter’s Instincts Cult Creed.

Poisoned Blades: When resolving an attack made with a bonesword, a lash whip and bonesword, or a cultist knife by a model with this Cult Creed, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

 

Genestealer Cults Stratagems

  As of 07-25-2020 Genestealer Cults Stratagems groups are…

  • Core Stratagems
  • Genestealer Cults Stratagems
  • Cult Creed Stratagems
  • The Greater Good Stratagems

(See tabs for details)      

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army is Battle-forged and includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the forces of the Genestealer Cults on the battlefield.

Lurk in the Shadows: 2 CP

Use this Stratagem at the start of your opponent’s Shooting phase. Select a GENESTEALER CULTS INFANTRY unit from your army that is entirely on or within any terrain feature. Until the end of the phase, enemy models can only shoot that unit if it is the closest unit that is visible to them.

They Came from Below…: 1 CP

Use this Stratagem before you reveal an ambush marker. Select up to 3 units (excluding VEHICLES) from your army that are set up in ambush. For each unit that you select, remove one ambush marker from the battlefield. The selected units are no longer set up in ambush and are instead set up underground, as described in the Cult Ambush ability.

Broodcoven: 1 CP

Use this Stratagem before the battle if your Warlord is a PATRIARCH . Select up to one MAGUS and up to one PRIMUS from your army. Generate a Warlord Trait for each selected model (note that these models are only regarded as your Warlord for the purposes of these Warlord Traits). All three models must have a different Warlord Trait. This Stratagem can only be used once per battle.

Devoted Crew: 1 CP

Use this Stratagem at the start of any turn. Select a GENESTEALER CULTS VEHICLE model from your army. Until the end of the turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.

Monstrous Vigour: 2 CP

Use this Stratagem at the start of your turn. Select an ABERRANT unit from your army. Until the start of your next turn, add 1 to Bestial Vigour rolls made for that unit.

Meticulous Uprising: 1 CP

Use this Stratagem before you reveal an ambush marker. Move up to 3 of your ambush markers up to 12″ each. These markers cannot be moved within 9″ of any enemy models or outside your deployment zone.

Hyper-Metabolism: 1 CP

Use this Stratagem at the start of your Movement phase. Select a GENESTEALER CULTS CHARACTER from your army. That model regains D3 lost wounds.d.

Rigged to Blow: 1 CP

Use this Stratagem when a GENESTEALER CULTS VEHICLE model from your army that is equipped with a cache of demolition charges is destroyed. Do not roll a D6; that model automatically explodes.

The First Curse: 1 CP

Use this Stratagem before the battle. Select a PURESTRAIN GENESTEALER unit from your army and roll a D6 to see which effect applies to this unit for the duration of the battle: on a 1-2, each wound roll of 6+ for an attack made in the Fight phase by models in this unit inflicts 1 additional damage; on a 3-4, add 1 to Advance and charge rolls made for the unit: and on a 5-6, the unit loses its Swift and Deadly ability but the Save characteristic of models in the unit is changed to 4+. You can only use this Stratagem once per battle.

Cult Reinforcements: 1 CP

Use this Stratagem at the start of your Movement phase. Select a GENESTEALER CULTS unit from your army that has the Troops Battlefield Role. You can return up to D6 slain models to that unit, with each set up in unit coherency and more than 1″ away from any enemy models – if it is not possible to place a model in such a way, it is not returned to the unit.

Detonate Concealed Explosives: 2 CP

Use this Stratagem at the start of your Shooting phase if any GENESTEALER CULTS models from your army are on the battlefield. Select an enemy unit on the battlefield and roll a D6. Subtract 1 from the result if the unit is a CHARACTER and add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3 mortal wounds; on a 7+ it suffers D6 mortal wounds instead.

Scanner Decoys: 1 CP

Use this Stratagem when you set up a unit from your army that has the Cult Ambush ability in ambush. Place four ambush markers for that unit instead of one. If you have used this Stratagem, then when you reveal ambush markers, once there are no units from your army remaining in ambush, remove all of your remaining ambush markers from the battlefield. You can only use this Stratagem once per battle.

A Perfect Ambush: 3 CP

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 move D6″ (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).

Telepathic Summons: 2 CP

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

Return to the Shadows: 1 CP

Use this Stratagem at the end of your Movement phase. Select one INFANTRY or BIKER unit from your army that has the Cult Ambush ability and is more than 3″ away from any enemy models (you cannot select a unit that arrived as reinforcements this turn). Remove that unit from the battlefield. At the end of your next Movement phase, that unit is set up on the battlefield again, anywhere that is more than 9″ from any enemy models. If the battle ends before this unit is set back up, it is destroyed.

Death Frenzy: 2 CP

Use this when a Tyranids Character from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.

Lying in Wait: 2 CP

Use this Stratagem when you set up a unit from your army that has the Cult Ambush ability as reinforcements. When setting up that unit, it can be set up anywhere on the battlefield that is more than 3″ from any enemy models, but that unit cannot make a charge move this turn.

Extra Explosives: 1 CP

Use this Stratagem before a GENESTEALER CULTS unit from your army is selected to shoot or fire Overwatch. Up to 10 models from that unit that are armed with Grenades can throw a Grenade this phase, instead of only one model being able to do so (no more than five of these models can throw demolition charges).

Grandsire’s Gifts: 1/3 CP

Use this Stratagem before the battle. Your army can have one extra Sacred Relic of the Cult for 1 CP, or two extra sacred Relics of the Cult for 3 CPs. All of the Sacred Relics of the Cult that you include must be different and be given to different GENESTEALER CULTS CHARACTERS. This Stratagem can only be used once per battle.

If your army is Battle-forged and includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by the forces of the Genestealer Cults on the battlefield.

A Plan Generations in the Making: 3 CP

Use this Stratagem just after your opponent has spent CPs to use a Stratagem, but before the effects of that Stratagem are resolved. Roll a D6; on a 1 your opponent’s Stratagem is resolved as normal. On a 2-5 your opponent’s CPs are refunded, but the Stratagem they were using is not resolved and cannot be attempted again this phase. On a 6 the Stratagem they were attempting to use is not resolved, cannot be attempted again this phase and the CPs spent are lost. This Stratagem cannot be used if there are no CULT OF THE FOUR-ARMED EMPEROR units on the battlefield, and cannot be used to affect Stratagems used ‘before the battle’ or ‘during deployment’.

Chilling Efficiency: 2 CP

Use this Stratagem after a HIVECULT unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other friendly HIVECULT units that target the same enemy unit this phase.

Overthrow the Oppressors: 1 CP

Use this Stratagem before a BLADED COG unit (excluding GENESTEALER units) from your army is selected to fight in the Fight phase. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack by a model in that unit, that model can immediately make an additional hit roll against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks. These extra attacks are instead generated on unmodified hit rolls of 5 or 6 when targeting IMPERIUM units, or on unmodified rolls of 4, 5 or 6 when targeting ADEPTUS MECHANICUS units.

Drive-by Demolitions: 1 CP

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

Vengeance for the Martyred: 1 CP

Use this Stratagem when an enemy unit destroys a PAUPER PRINCES CHARACTER model from your army. For the remainder of the battle, add 1 to hit rolls for attacks made by friendly PAUPER PRINCES models when they target the enemy unit that destroyed that character.

Monstrous Bio-Horrors: 3 CP

Use this Stratagem at the end of the Fight phase. Select a TWISTED HELIX ABERRANT unit from your army. That unit can immediately fight again. In addition, until the end of the turn, subtract 1 from the Leadership characteristic of enemy units while they are within 6″ of that unit.

If your army is Battle-forged and includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Genestealer Cults on the battlefield.

Prepared Ambush: 1 CP

Use this Stratagem at the start of your Shooting phase. Select one NEOPHYTE HYBRIDS unit from your army that was set up on the battlefield using the Cult Ambush ability in this battle round. Until the end of that phase, autoguns models in that unit are equipped with have a Type characteristic of Assault 2.

Annihilating Advance: 1 CP

Use this Stratagem in your Charge phase, when a GOLIATH ROCKGRINDER unit from your army finishes a charge move. Select one enemy INFANTRY unit within 1″ of that unit, and roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.

Integrated Vox-Net: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one JACKAL ALPHUS model from your army. Until the end of that phase, replace that model’s Priority Target Sighted ability with the following: ‘Vox Contact: At the start of your Shooting phase, select one enemy unit within 36″ and visible to this model. Until the end of that phase, when resolving an attack made by a friendly <CULT> model against that unit whilst that model is within 18″ of this model, add 1 to the hit roll. An enemy unit can only be selected as the target of this ability or the Priority Target Sighted ability once per phase.’

Close-Range Shoot-Out: 1 CP

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

Violence Unleashed: 1 CP

Use this Stratagem in the Fight phase, when a HYBRID METAMORPHS unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Attacks characteristic of models in that unit.

Commanding Amplification: 1 CP

Use this Stratagem before the battle. Select one CLAMAVUS model from your army. The range of that model’s Proclamator Hailer ability is increased by 3″. The same model cannot be selected by this Stratagem more than once per battle.

The Gnarled Fist: 1 CP

Use this Stratagem before the battle. Select one ABOMINANT unit from your army. That unit’s The Chosen One ability affects friendly <CULT> ABERRANT units within 9″ of that unit, instead of within 6″. You can only use this Stratagem once per battle.

The Cult’s Psyche: 1 CP

Use this Stratagem before the battle. Select one <CULT> MAGUS unit from your army. That unit can attempt to manifest one additional psychic power in your Psychic phase. When a Psychic test is taken for that unit, add 1 to the total for each other friendly <CULT> PSYKER unit within 3″ (to a maximum of +3). You can only use this Stratagem once per battle.

Slipping Through the Shadows: 1 CP

Use this Stratagem in your Movement phase, when a SANCTUS unit is chosen to move. Until the end of that phase, when that unit Advances, add 6″ to its Move characteristic until the end of that phase instead of making an Advance roll. In addition, until the end of the turn, that unit can be chosen to charge with even if they Advanced this turn.

Genetic Lineage: 1 CP

Use this Stratagem in the Charge phase. Select one ACOLYTE HYBRIDS unit from your army. Until the end of that phase, that unit can be chosen to charge with even if it Advanced this turn.

Evasive Driving: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when a GOLIATH ROCKGRINDER or GOLIATH TRUCK unit from your army is chosen as the target of an attack made with a ranged weapon. Until the end of that phase, weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving an attack against that unit.

Overcharged Weaponry: 1 CP

Use this Stratagem in your Shooting phase, when a <CULT> unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a clearance incinerator, heavy mining laser or heavy seismic cannon by a model in that unit, add 1 to the wound roll.

The Heart of the Creed: 1 CP

Use this Stratagem before the battle. Select one <CULT> PRIMUS model from your army. When that model is set up on the battlefield for the first time, you can select one additional enemy unit for that model’s Meticulous Planner ability. You can only use this Stratagem once per battle.

Genestealer Cults Unique Items

As of 07-25-2020 Genestealer Cults Unique Item groups are…

  • Sacred Relics of the Cult
  • Sacred Relics of Cult Creeds

(See tabs for details)

If your army is led by a GENESTEALER CULTS Warlord, then before the battle you may give one of the following Sacred Relics of the Cult to a GENESTEALER CULTS CHARACTER. You cannot give any of these Relics to BROOD BROTHERS CHARACTERS. Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced.

Icon of the Cult Ascendant

ACOLYTE ICONWARD only. Add 1 to the Strength characteristic of friendly <CULT> INFANTRY and BIKER units whilst they are within 6″ of the bearer.

Sword of the Void’s Eye

Model with bonesword only. The Sword of the Void’s Eye replaces the bearer’s bonesword and has the following profile: Sword of the Void’s Eye Melee S+2 AP-3 D3 Abilities: You can re-roll hit and wound rolls for this weapon.

Amulet of the Voidwyrm

Add 1 to saving throws made for the bearer against ranged weapons. In addition, enemy units cannot fire Overwatch at the bearer.

Scourge of Distant Stars

Model with an autopistol or liberator autostub only. Oppressor’s Bane replaces the bearer’s autopistol or one of their liberator autostubs, and has the following profile: Oppressor’s Bane 12″ Pistol 3 S4 AP-2 D2 Abilities: This weapon can target enemy CHARACTERS even if they are not the closest enemy unit. You can re-roll wound rolls for attacks made with this weapon when targeting enemy CHARACTERS.

The Dagger of Swift Sacrifice

Model with a cultist knife or Sanctus bio-dagger only. The Dagger of Swift Sacrifice replaces the bearer’s cultist knife or Sanctus biodagger and has the following profile: Dagger of Swift Sacrifice Melee User S AP-2 D2 Abilities: 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. If a CHARACTER model loses any wounds as a result of an attack with this weapon but is not slain, it suffers D3 mortal wounds after the bearer has made all of its attacks.

The Crouchling

PATRIARCH or MAGUS with Familiar only. The Crouchling replaces one of the model’s Familiars. The Crouchling follows all the normal rules for a Familiar with the following additions: whilst the Crouchling is alive, the Patriarch or Magus it accompanies knows one additional psychic power from the Broodmind discipline and adds 1 to any Psychic tests it takes when attempting to manifest a psychic power from the Broodmind discipline.

The Gift from Beyond

Model with Jackal sniper rifle or silencer sniper rifle only. Add 2 to wound rolls for attacks made with this model’s Jackal sniper rifle or silencer sniper rifle unless it is targeting a VEHICLE or TITANIC unit.

If your army is led by a GENESTEALER CULTS Warlord, then before the battle you may give one of the following Sacred Relics of the Cult to a GENESTEALER CULTS CHARACTER. You cannot give any of these Relics to BROOD BROTHERS CHARACTERS. Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced.

 Sword of the Four-armed Emperor

CULT OF THE FOUR-ARMED EMPEROR model with bonesword or Locus blades only. The Sword of the Four-armed Emperor replaces the model’s bonesword or Locus blades and has the following profile: Sword of the Four-armed Emperor Melee User S AP-3 D1 Abilities: Each time the bearer fights, it can make 4 additional attacks with this weapon.

Vockor’s Talisman

HIVECULT model only. You can re-roll hit rolls for attacks made with the bearer’s melee weapons when targeting enemy CHARACTERS. In addition, each time you roll a wound roll of 6+ for an attack with one of the bearer’s melee weapons, that attack inflicts 1 mortal wound on the target in addition to any normal damage, unless it is targeting a VEHICLE or TITANIC unit.

Mark of the Clawed Omnissiah

BLADED COG model only. The bearer has a 4+ invulnerable save. In addition, each time this model finishes a charge move, select one enemy unit within 1″ of it and roll a D6; on a 2+ that unit suffers 1 mortal wound.

Metallophagic Stave

RUSTED CLAW MAGUS only. The Metallophagic Stave replaces the bearer’s force stave and has the following profile: Metallophagic Stave Melee Melee +2 -5 D3 Abilities: Each time you roll a wound roll of 4+ for an attack made with this weapon that targets a VEHICLE, the target suffers 1 mortal wound in addition to any normal damage. If you roll a wound roll of 6+, it suffers D3 mortal wounds instead. 

Reliquary of Saint Tenndarc

PAUPER PRINCES model only. Friendly PAUPER PRINCES units automatically pass Morale tests whilst they are within 6″ of the bearer. In addition, roll a D6 each time a friendly PAUPER PRINCES INFANTRY or BIKER model is destroyed whilst it is within 6″ of the bearer, before removing that model from the battlefield. On a 4+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make a single attack with a melee weapon as if it were the Fight phase.

Elixir of the Prime Specimen

TWISTED HELIX model only. Increase the Attacks, Toughness and Wounds characteristics of the bearer by 1.

Genestealer Cults Psychic Powers

As of 07-25-2020 Genestealer Cults Psychic Power groups are…

  • Broodmind Discipline Disciplines
  • Creed Psychic Powers

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Broodmind discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicates results), or you can select the psychic powers you wish the psyker to have.

Mass Hypnosis: WC 7

If manifested, select an enemy unit within 18″ of and visible to the psyker. Until the start of your next Psychic phase, the target cannot fire Overwatch, fights last in the Fight phase even if it charged, and must subtract 1 from its hit rolls.

Mind Control: WC 7

If manifested, select an enemy model within 12″ of the psyker and roll 3D6. If the score is less than that model’s Leadership characteristic, nothing happens, but if it equals or exceeds it, that model can immediately shoot another enemy unit of your choice, or make a single close combat attack against it, as if it were part of your army. Models cannot attack themselves, but they can attack other members of their unit.

Psionic Blast: WC 5

If manifested, select an enemy unit within 18″ of and visible to the psyker and roll 2D6. If the result is less than the highest Leadership characteristic in that unit, it suffers 1 mortal wound, otherwise it suffers D3 mortal wounds.

Mental Onslaught: WC 6

If manifested, select an enemy model within 18″ of and visible to the psyker. Each player then rolls a D6 and adds their model’s Leadership characteristic to their result. If your score is higher, the enemy model’s unit suffers 1 mortal wound; if the selected model is still alive you then repeat this process (each player rolling a D6 and adding their respective Leadership) until either the selected model is destroyed, or you fail to inflict 1 mortal wound by having a score higher than your opponent’s.

Psychic Stimulus: WC 6

If manifested, select a friendly GENESTEALER CULTS unit within 18″ of the psyker. Until the start of your next Psychic phase, that unit can charge even if it Advanced (though not if it Fell Back) and they always fight first in the Fight phase, even if they didn’t charge. If your opponent has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Might From Beyond: WC 7

If manifested, select a friendly GENESTEALER CULTS INFANTRY or BIKER unit within 18″ of the psyker. Add 1 to the Strength and Attacks characteristics of all models in that unit until the start of your next Psychic phase.

All <CULT> PSYKER models can know the psychic power of their respective cult. Instead of generating a psychic power from the Broodmind discipline (see Codex: Genestealer Cults), a <CULT> PSYKER can instead know the appropriate Cult psychic power from the list below.

Undermine: WC 8

If manifested, select one enemy INFANTRY unit within 18″ of this Cult of the Four Armed Emperor psyker. Until the start of your next Psychic phase, halve the Movement characteristic of models in that unit and halve any Advance or charge rolls made for that unit (rounding up).

Synaptic Blast: WC 6

If manifested, select one enemy unit within 18″ of and visible to this psyker. Roll a number of D6 equal to the number of HIVECULT models from your army within 3″ of that unit; for each roll of 6 that unit suffers 1 mortal wound.

Undying Vigour: WC 6

If manifested, select one BLADED COG unit from your army within 12″ of this psyker. Until the start of your next Psychic phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.

Inescapable Decay: WC 6

If manifested, select one enemy VEHICLE unit within 18″ of and visible to this Rusted Claw psyker. Until the end of the turn, when resolving an attack made with a weapon against that unit, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).

Last Gasp: WC 6

If manifested, select one PAUPER PRINCES unit from your army within 12″ of this psyker. Until the start of your next Psychic phase, when a model in that unit is destroyed, roll one D6 before removing that model from play. On a 4+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase.

Mutagenic Deviation: WC 6

If manifested, select one enemy INFANTRY unit within 12″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a melee weapon by a TWISTED HELIX model from your army against that unit, add 1 to the wound roll.

Genestealer Cults Warlord Traits

 

As of 07-25-2020 Genestealer Cult Warlord Traits are…

  • Genestealer Cult Warlord Traits
  • Cult Warlord Traits

(See tabs for details)

   

If a GENESTEALER CULTS CHARACTER is your Warlord, they can generate a Warlord Trait from the table below instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table to randomly generate a Warlord Trait, or you can select the one that best suits their temperament and preferred style of waging war.

Focus of Adoration

Friendly <CULT> INFANTRY and BIKER units can perform a Heroic Intervention whilst they are within 6″ of your Warlord, even if they are not CHARACTERS.

Shadow Stalker

Subtract 1 from hit rolls for attacks that target your Warlord.

Biomorph Adaptation

Add 1 to your Warlord’s Attacks and Strength characteristics.

Born Survivor

Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against an attack that inflicts 3 damage, they will only lose 2 wounds.

Alien Majesty

Add 3″ to the range of your Warlord’s aura abilities.

Preternatural Speed

Your Warlord always fights first in the Fight phase, even if they 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. You cannot select this Warlord Trait for a LOCUS (if randomly selected for a LOCUS, treat this result as Biomorph Adaptation instead).

If you wish, you can pick a Cult Warlord Trait from the list below instead of from the Genestealer Cults Warlord Traits to the left, but only if your Warlord is from the appropriate cult.

Cult of the Four-armed Emperor: Inscrutable Cunning

Once per battle, if this Warlord is on the battlefield, you can re-roll one hit roll, wound roll or saving throw made for a friendly CULT OF THE FOUR-ARMED EMPEROR unit. In addition, if your army is Battle-forged, roll a D3 before the battle begins; you gain a number of additional Command Points equal to the result.

The Hivecult: Hivelord

Re-roll hit rolls of 1 for attacks made with ranged weapons by models in friendly HIVECULT units whilst they are within 6″ of your Warlord.

The Bladed Cog: Single-Minded Obsession

After deployment, but before the first battle round begins, select one unit from your opponent’s army. You can re-roll wound rolls for attacks made by friendly BLADED COG units whilst they are within 6″ of your Warlord when targeting the selected unit.

The Rusted Claw: Entropic Touch

Each time you roll an unmodified wound roll of 6 in the Fight phase for a model from a friendly RUSTED COG unit whilst it is within 6″ of your Warlord, the Armour Penetration characteristic of that attack is improved by 1 (i.e. AP0 becomes AP-1, AP-1 becomes AP-2, and so on).

The Pauper Princes: Beloved Grandsire

Add 2 to Unquestioning Loyalty rolls made when you fail saving throws for your Warlord, or when your Warlord suffers mortal wounds.

The Twisted Helix: Bio-Alchemist

Increase the Damage characteristic of weapons (other than Sacred Relics of the Cult or weapons modified by Sacred Relics of the Cult) used by your Warlord by 1.

Genestealer Cults Resources

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