Genestealer Cults 9th Edition

Codex: Genestealer Cults 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour CompendiumMunitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2022Munitorum Field Manual 2022 MK1
AbominantElites110----85-
Acolyte IconwardHQ60----75-
Jackal AlphusHQ75----80-
MagusHQ85----80-
PatriarchHQ135----140-
PrimusHQ80------
Acolyte HybridsTroops8----9-
Brood Brothers Infantry SquadTroops5--6---
Neophyte HybridsTroops6------
Cult ChimeraDedicated Transport65------
Goliath TruckDedicated Transport50--75-90-
AberrantsElites22--30---
BiophagusElites40------
ClamavusElites60----50-
Hybrid MetamorphsElites11----12-
KelermorphElites80------
LocusElites45----50-
NexosElites55----50-
Purestrain GenestealersElites17---1514-
SanctusElites60----70-
Achilles RidgerunnerFast Attack40--70-80-
Atalan JackalsFast Attack14---12--
Atalan WolfquadFast Attack20--25-24-
Cult Armored SentinelsFast Attack30--35---
Cult Scout SentinelsFast Attack30--35---
Tectonic FragdrillFortification80------
Brood Brothers Heavy Weapon SquadHeavy Support6--50---
Cult Leman RussHeavy Support130--140---
Goliath RockgrinderHeavy Support90--95-110-
Lying in WaitUpgrade-----20-
Exacting PlannerUpgrade-----15-
Alchemist SupremeUpgrade-----15-
A Trap SprungUpgrade-----15-
A Perfect AmbushUpgrade-----15-
From Every AngleUpgrade-----10-
Meditations in ShadowUpgrade-----15-
ExcavateUpgrade-----20-
They Came from BelowUpgrade-----10-
Our Time is NighUpgrade-----10-
NameBattlefield RoleChapter Approved 2020Forgeworld 2020Imperial Armour CompendiumMunitorum Field Manual 2021 MK1Chapter Approved 2021Codex 2022Munitorum Field Manual 2022 MK1

Genestealer Cults Special Rules

THE <CULT> KEYWORD

GENESTEALER CULTS datasheets in this section have the <CULT> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

All GENESTEALER CULTS units belong to a cult. When you include such a unit in your army, you must nominate which cult it belongs to and then replace the <CULT> keyword in every instance on its datasheet with the name of your chosen cult. This could be one of the cults detailed in a Warhammer 40,000 publication, or one of your own design.

If your army is Battle-forged, you can only include units from one <CULT> in the same Detachment.

ABILITIES

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.

CONCEAL

Ambush

If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone.

Units set up in ambush are considered to be set up on the battlefield (unless they are embarked within a TRANSPORT model that is set up in ambush), even though their models are not actually on the battlefield. Enemy models cannot be set up or moved within 9″ of the centre of any of your ambush markers.

Underground

If this unit is set up underground, then in the Reinforcements step of one of your Movement phases, you can set up this unit under one of the following conditions:

  • You can set up this unit anywhere on the battlefield that is more than 8″ away from any enemy models.
  • You can set up this unit anywhere on the battlefield that is more than 6″ away from any enemy models, but that unit is not eligible to declare a charge this turn.

If a unit set up underground has any abilities that are used in your Command phase (e.g. Meticulous Planner), then the first time that unit is set up on the battlefield, it can use any or all of those abilities as if it were your Command phase.

Units set up underground are considered to be set up in a location other than the battlefield, therefore this must be determined in the Declare Reserves and Transports step of a mission sequence that includes such a step.

Revealing Ambush Markers

In the first battle round:

  • If you have the first turn, you must reveal all of your ambush markers at the start of your Command phase.
  • If you do not have the first turn, you must reveal all of your ambush markers at the end of your opponents Movement phase.

To reveal an ambush marker, select one unit from your army that was set up in ambush and has not yet been set up from an ambush marker:

  • Set up one model from that unit within 1″ of the centre of that ambush marker, wholly within your deployment zone and more than 9″ away from any enemy models. Then remove that ambush marker.
  • Set up the remaining models in that unit wholly within 6″ of the first model, wholly within your deployment zone and more than 9″ away from any enemy models.

Units set up from an ambush marker do not count as Reinforcements. After all units from your army that were set up in ambush have been set up from an ambush marker, remove any remaining ambush markers you placed on the battlefield.


UNQUESTIONING LOYALTY

Each time a saving throw made for a <CULT> CHARACTER model from your army is failed, you can select one other friendly <CULT> or BROOD BROTHERS model with this ability within 3″ of that CHARACTER model and take an Unquestioning Loyalty test. To do so, roll one D6, adding 1 to the result if that CHARACTER model is a PATRIARCH model: on a 4+, the test is passed and that CHARACTER model does not suffer damage. Instead, the friendly model you selected is destroyed and the attack sequence ends.


SUMMON THE CULT

Each time a NEOPHYTE HYBRIDS unit from your army summons the cult, D6 destroyed models can be added back to that unit. Each time any other GENESTEALER CULTS unit from your army summons the cult, D3 destroyed models can be added back to that unit with their full wounds remaining. If a unit could summon the cult more than once (e.g. a unit equipped with a cult icon is also in range of an ACOLYTE ICONWARD’s Nexus of Devotion ability), the results are cumulative. However, no more than 6 models can be added back to a NEOPHYTE HYBRIDS unit per turn, and no more than 3 models can be added back to any other GENESTEALER CULTS unit per turn. These returned models can only be set up within Engagement Range of enemy units that are already within Engagement Range of the unit they are being added back to.


CROSSFIRE

The inhuman coordination of Genestealer Cultists more than makes up for their motley assortment of weapons and vehicles.

If every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units), and every unit from your army that belongs to a cult belongs to the same cult, this unit can use this ability and the following rules apply. Note that there are rules that enhance or otherwise interact with these Crossfire rules. No matter the source, you can only use such rules if every unit from your army has the GENESTEALER CULTS keyword (excluding UNALIGNED units and the percentage ratio of BROOD BROTHERS units, and every unit from your army that belongs to a cult belongs to the same cult.

In your Shooting phase, each time a CROSSFIRE unit is selected to shoot, if all of those attacks target one enemy unit without a crossfire marker, after resolving those attacks, the target gains a crossfire marker if any of the following conditions were satisfied:

  • Five or more of those attacks scored a hit.
  • One or more of those attacks with a Damage characteristic other than 1 scored a hit.

At the end of your turn, remove all crossfire markers enemy units have.

Effects of Crossfire

  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, add 1 to that attack’s hit roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker and was Exposed when it was selected as the target (see below), add 1 to that attack’s wound roll.
  • Each time a CROSSFIRE model makes a ranged attack, if the target unit has a crossfire marker, was Exposed when it was selected as the target, and was within 12″ when it was selected as the target, the target does not receive the benefits of cover against that attack.

Exposed

To determine if a target unit is Exposed, draw a line from any part of the base (or hull) of one model in the attacking CROSSFIRE unit to any part of the base (or hull) of one model in another friendly CROSSFIRE unit that is visible to that model (as shown in the diagrams below). The target unit is Exposed if both of the following conditions are satisfied:

  • That line passes over any part of the base (or hull) of one or more models in the target unit.
  • That line does not pass over a terrain feature with the Obscuring terrain trait (unless those CROSSFIRE units or the target unit are on or within that terrain feature, or the target unit could still be targeted even if a terrain feature with the Obscuring terrain trait was between it and an attacking model, e.g. it is an AIRCRAFT unit, it has a Wounds characteristic of 18 or more, etc.).

DETACHMENT RULES

GENESTEALER CULTS Detachment is one that only includes models with the GENESTEALER CULTS keyword (excluding models with the UNALIGNED keyword).

  • GENESTEALER CULTS Detachments gain the Gene-sect, Broodcoven and Brood Brothers abilities.
  • GENESTEALER CULTS units in GENESTEALER CULTS Detachments gain the Cult Creed ability.
  • GENESTEALER CULTS Troops units in GENESTEALER CULTS Detachments gain the Objective Secured ability.

GENE-SECT

  • You can include a maximum of one of each GENESTEALER CULTS CHARACTER model in this Detachment.
  • For each GENESTEALER CULTS model with the HQ Battlefield Role that takes up a Battlefield Role slot in this Detachment, one other GENESTEALER CULTS CHARACTER model can be included in this Detachment without taking up a Battlefield Role slot.

BROODCOVEN

  • If your army includes any PATRIARCH models, you cannot select any other GENESTEALER CULTS model as your WARLORD.
  • If your army does not include any PATRIARCH models but does include any PRIMUS or MAGUS models, you cannot select any other GENESTEALER CULTS model as your WARLORD.
  • GENESTEALER CULTS CHARACTER models in this Detachment that do not have the HQ Battlefield Role cannot have a Warlord Trait.

CULT CREED

All GENESTEALER CULTS units with this ability, and all the models in them, gain a Cult Creed provided every unit in their Detachment that belongs to a cult belongs to the same cult. The Cult Creed gained depends upon which cult they belong to, as shown below.

If your cult does not have an associated Cult Creed, it is known as a Myriad Cult and you must instead create your own Cult Creed for them. this allows you to customize the rules for your Myriad Cult. In either case, write down all of your Detachments’ Cult Creeds on your army roster.

BROOD BROTHERS

When mustering a Battle-forged army, for each GENESTEALER CULTS Detachment you include in your army, you can also include one ASTRA MILITARUM Detachment, even though the units in such Detachments do not have any Faction keywords in common (this does not prevent your army from being Battle-forged). These ASTRA MILITARUM Detachments are also known as BROOD BROTHERS Detachments and have the following rules:

  • You can only include units with the REGIMENTAL or UNALIGNED keyword in a BROOD BROTHERS Detachment.
  • When you include an ASTRA MILITARUM unit in a BROOD BROTHERS Detachment, replace the ASTRA MILITARUM and REGIMENTAL keywords in every instance on its datasheet with the BROOD BROTHERS keyword.
  • BROOD BROTHERS models cannot be selected as your WARLORD or have a Warlord Trait.
  • BROOD BROTHERS models cannot be given any Relics.

The inclusion of BROOD BROTHERS units in your army does not prevent GENESTEALER CULTS units from your army from using the Crossfire ability, provided that the total Power Rating (or points values in a game that uses them) of BROOD BROTHERS units from your army is no more than 25% of your army’s total.

You cannot include any of the following units in a BROOD BROTHERS Detachment:

  • Named characters (i.e. those that can only be included once in your army)
  • Cadian Castellan
  • Cadian Command Squad
  • Regimental Attachés and Bodyguards
  • Cadian Shock Troops
  • Death Korps of Krieg
  • Catachan Jungle Fighters
  • Kasrkin
  • Regimental Preacher
  • Attilan Rough Riders
  • Field Ordnance Battery

BROOD BROTHERS units in a BROOD BROTHERS Detachment gain the following Regimental Doctrine instead of Born Soldiers: Loyalty to the Cult

  • Add 2 to the Leadership characteristic of models in a unit with this Regimental Doctrine.
  • INFANTRY units with this Regimental Doctrine gain the Unquestioning Loyalty ability.
Cult Creeds

If your army is Battle-forged, <CULT> units in GENESTEALER CULTS Detachments gain access to the following cult rules, provided every model in that Detachment that is from a cult is drawn from the same cult. Such a Detachment is referred to as a Cult Detachment. All <CULT> units in a Cult Detachment will gain a Cult Creed. The creed gained depends upon which cult they are from. Below you will find the Cult Creeds associated with each cult, as well as the list of Myriad Cult Creeds that you must use if your cult does not have an associated Cult Creed.


CULT OF THE FOUR-ARMED EMPEROR

SUBTERRANEAN AMBUSHERS

    • You can re-roll charge rolls made for units with this creed.
    • Each time a ranged attack is made against a unit with this creed, if the attacker is more than 12″ away, then the unit with this creed is treated as having the benefits of Light Cover against that attack.

THE HIVECULT

DISCIPLINED MILITANTS

    • Units with this creed are eligible to shoot in a turn in which they Fell Back, but if they do so, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.
    • Units with this creed can perform actions in a turn in which they Fell Back or Advanced. While a unit with this creed is performing an action, that unit can shoot without that action failing.

THE BLADED COG

CYBORGISED HYBRIDS

    • Models with this creed have a 6+ invulnerable save.
    • Each time a unit with this creed is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
    • Add 3″ to the Range characteristic of ranged weapons that models with this creed are equipped with (excluding Grenades and cache of demolition charges).

THE RUSTED CLAW

NOMADIC SURVIVALISTS

    • Each time an attack is allocated to a model with this creed, if that attack has an Armour Penetration characteristic of -1 or -2, the Armour Penetration characteristic of that attack is worsened by 1.
    • Each time a unit with this creed makes a Normal Move or Advances in your Movement phase, until the end of your Shooting phase, it counts as having Remained Stationary.

THE PAUPER PRINCES

DEVOTED ZEALOTS

    • Each time a model with this creed makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll.
    • Each time a Combat Attrition test is taken for a unit with this creed, you can ignore any or all modifiers.

THE TWISTED HELIX

EXPERIMENTAL SUBJECTS

    • Add 1 to the Strength characteristic of models with this creed.
    • Add 1″ to the Move characteristic of models with this creed.
    • Each time an attack is made against a unit with this creed, an unmodified wound roll of 1-2 always fails, irrespective of any abilities that the weapon or the attacker may have.
Myraid Cults

If your army is Battle-forged, <CULT> units in GENESTEALER CULTS Detachments gain access to the following cult rules, provided every model in that Detachment that is from a cult is drawn from the same cult. Such a Detachment is referred to as a Cult Detachment. All <CULT> units in a Cult Detachment will gain a Cult Creed. The creed gained depends upon which cult they are from. Below you will find the Cult Creeds associated with each cult, as well as the list of Myriad Cult Creeds that you must use if your cult does not have an associated Cult Creed. If your chosen cult does not have an associated Cult Creed, you must instead create their Cult Creed by selecting Myriad Cult Creeds from the list here. Each Myriad Cult Creed has a value displayed with it; when selecting your Myriad Cult Creeds, their combined value cannot exceed 4. When you select a Myriad Cult Creed, replace all instances of the <CULT> keyword (if any) with the name of your Myriad Cult.


SPLINTER CULT: 4

Select one of the following cults: Cult of the Four-armed Emperor, the Hivecult, the Bladed Cog, the Rusted Claw, the Pauper Princes, the Twisted Helix.

  • Use the Cult Creed of the cult you selected, as listed in Cults section.
  • If a CHARACTER model with this Myriad Cult Creed gains a Warlord Trait, they can have the Cult Warlord Trait associated with the cult you selected, instead of a Genestealer Cults Warlord Trait. If a CHARACTER has such a Warlord Trait, replace all instances of the <CULT> keyword on that Warlord Trait (e.g. TWISTED HELIX), if any, with the name of the Myriad Cult that this CHARACTER is from.
  • Unless the only units with this Myriad Cult Creed are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment, you will gain access to the Cult Stratagem associated with the cult you selected. When using such a Stratagem, replace all instances of the <CULT> keyword on that Stratagem (e.g. TWISTED HELIX), if any, with the Myriad Cult that the units with this Myriad Cult Creed have.
  • Unless the only units with this Myriad Cult Creed are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment, <CULT> PSYKER models with this Myriad Cult Creed know the cult psychic power associated with the cult you selected in addition to any other psychic powers they know. When using that psychic power, replace all instances of the <CULT> keyword on that psychic power (e.g. TWISTED HELIX), if any, with the Myriad Cult that the units with this Myriad Cult Creed have.

HUNTER’S INSTINCTS: 3

You can re-roll charge rolls made for units with this creed.

IMPASSIONED: 3

Each time a model with this creed makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll.

SYMBIOTIC BROODMIND: 3

A unit with this creed is eligible to shoot in a turn in which it Fell Back. If it does so, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.

DEEP SUPPLIES: 2

Each time a unit with this creed is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks

AGILE GUERRILLAS: 2

Each time a unit with this creed makes a Normal Move or Advances in your Movement phase, in your following Shooting phase, that unit counts as having Remained Stationary. If you select this creed you cannot select the Martial creed below.

THRALLS OF THE PATRIARCH: 2

Each time a Combat Attrition test is taken for a unit with this creed, ignore any or all modifiers.

TOXIN AGENTS: 2

Each time a model with this creed makes a melee attack against a unit (excluding a VEHICLE or MONSTER unit), an unmodified hit roll of 6 automatically wounds the target.

MARTIAL: 2

Each time a CROSSFIRE INFANTRY model with this creed makes a ranged attack, unless that model’s unit has moved this turn, the target is treated as having a crossfire marker for that attack. If you select this creed you cannot select the Agile Guerrillas creed above.

ACCUSTOMED TO TOIL: 1

Each time an attack is made against a unit with this creed, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the attacker may have.

ALIEN FURY: 1

Each time a unit with this creed piles in or consolidates, models in that unit can move an additional 1″.

WAR CONVOY: 1

Each time a VEHICLE or BIKER model with this creed would lose a wound, roll one D6: on a 6, that wound is not lost.

SYNAPTIC RESONANCE: 1

Each time a Psychic test is taken for a unit with this creed, you can re-roll any or all dice rolls of 1-2.

COLD-EYED KILLERS: 1

Each time a model with this creed makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

Proficient Planning

If your army is Battle-forged and includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments) then when you are mustering your army, you can upgrade any GENESTEALER CULTS units from your army by giving them one Proficient Planning ability, chosen from those presented here.

Each time you give a unit a Proficient Planning ability, select one GENESTEALER CULTS unit from your army, then select one of the abilities below for that unit to gain. Its Power Rating is increased accordingly, as shown in the table below. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster each time you upgrade a unit using these rules, specifying the ability it has gained. Each GENESTEALER CULTS unit from your army can only be upgraded once, and you cannot select a Proficient Planning ability for a GENESTEALER CULTS unit if another GENESTEALER CULTS unit from your army already has that Proficient Planning ability.


LYING IN WAIT

INFANTRY unit only. When this unit is set up on the battlefield as Reinforcements as a result of being set up underground, it can lie in wait. If it does so:

    • Set up this unit anywhere on the battlefield that is more than 3″ away from any enemy models.
    • Until the end of the turn, this unit is not eligible to declare a charge with.

EXACTING PLANNER

PRIMUS model only. Once per battle, in your Command phase, this model can use this ability. If it does so, until the end of the phase:

    • This model can use its Meticulous Planner ability one additional time.
    • Each time this model uses the Meticulous Planner ability, you can select one friendly <CULT> unit within 9″ of this model for that ability (instead of a <CULT> CORE unit).

ALCHEMIST SUPREME

BIOPHAGUS model only. When you give a unit this ability, select one <CULT> CORE or <CULT> ABERRANT unit from your army, then select one genomic enhancement for that unit to gain (see the Genomic Enhancement ability).

A TRAP SPRUNG

When this unit is set up on the battlefield as Reinforcements as a result of being set up underground, until the end of the turn, each time a charge roll is made for this unit, roll one additional dice and discard one of the dice.

A PERFECT AMBUSH

CROSSFIRE unit only. When this unit is set up on the battlefield as Reinforcements as a result of being set up underground, you can use this ability. If you do so, select one enemy unit within 12″ of this unit. Until the end of the turn, each time a model in this unit makes a ranged attack against that enemy unit, that enemy unit is treated as having a crossfire marker and as being Exposed for that attack.

FROM EVERY ANGLE

    • At the start of the first battle round, if the mission uses the Strategic Reserves rules, this unit can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves.
    • When setting up this unit from Strategic Reserves, treat the current battle round number as being one higher. Note that this means this unit can arrive from Strategic Reserves in the first battle round.

MEDITATIONS IN SHADOW

PSYKER model only. This model knows one additional psychic power from the Broodmind discipline.

EXCAVATE

Before the battle, if this unit is set up underground, it can excavate. If it does so, in the Resolve Pre-battle Abilities step of the mission sequence, select one terrain feature on the battlefield (you cannot select a Fortification). That terrain feature loses the DefensibleHeavy CoverLight Cover and Inspiring traits and gains the Difficult Ground trait.

THEY CAME FROM BELOW

Non-VEHICLE unit only. If this unit is set up in ambush, when revealing ambush markers, you can do one of the following:

    • Remove one ambush marker from the battlefield and set up this unit underground instead.
    • After setting up this unit from an ambush marker, this unit can make a Normal Move as if it were your Movement phase, but must end that move more than 9″ away from any enemy models.

OUR TIME IS NIGH

The first time this unit is selected to fight in this battle, until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. This is not cumulative with the additional attack granted by the Might From Beyond psychic power.

Genestealer Cults Stratagems

  As of 01-18-2023 Genestealer Cults Stratagems groups are…

  • Core Stratagems
  • Genestealer Cults Stratagems
  • Cult Creed 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 includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <CULT> on that Stratagem (if any) with the name of the Cult that your selected unit belongs to.


BORE THROUGH1CP
Genestealer Cults – Battle Tactic Stratagem

Wielding hefty industrial saws and drills, sufficiently determined broodkin can carve their way through the toughest enemy defence lines.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack with an industrial weapon against an enemy MONSTER or VEHICLE unit, you can re-roll the wound roll.
RAPID ADVANCE1CP
Genestealer Cults – Battle Tactic Stratagem

Like an alien predator suddenly pouncing upon its cornered prey, the cult surges forward as one.

Use this Stratagem in your Movement phase, when a GENESTEALER CULTS GENESTEALERGENESTEALER CULTS BIKER or GENESTEALER CULTS VEHICLE unit from your army 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.
ONE WITH THE SHADOWS1CP
Genestealer Cults – Battle Tactic Stratagem

As enemy fire hammers their position, so the faithful melt into the shadows to avoid its fury.

Use this Stratagem in your opponents Shooting phase, when a GENESTEALER CULTS INFANTRY unit from your army is selected as the target of an attack. Until the end of the phase, each time a ranged attack is allocated to a model in that unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
DIG THEM OUT1CP
Genestealer Cults – Battle Tactic Stratagem

Many of the same techniques employed in freeing precious ores from bedrock can be applied to violently digging enemies out of fortified positions.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with an industrial weapon that targets a unit within 12″ of it, the target is treated as being Exposed for that attack.
OVERLOAD FUEL CELLS1CP
Genestealer Cults – Battle Tactic Stratagem

The faithful think nothing of abusing the machine spirits of their weaponry, deeming the stirring of those spirits’ wrath to be an acceptable price for the overcharged slaughter they can wreak.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS unit from your army is selected to shoot, or in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Until the end of the phase, each time an industrial weapon is selected for a model in that unit to attack with, that model can overload it. If it does so, then until that shooting or fight is resolved, each time that model makes an attack with that weapon:

  • If it is a ranged weapon, add 1 to the Damage characteristic of that attack.
  • If it is a melee weapon, add 1 to the Strength characteristic of that attack.
  • If any unmodified hit rolls of 1 are made for attacks with that weapon, after the attacking models unit has finished making its attacks, it suffers 1 mortal wound.
MONSTROUS VIGOUR1CP/2CP
Genestealer Cults – Battle Tactic Stratagem

The Aberrants of the cult’s dark underbelly take a grim satisfaction in their ability to shrug off horrific damage.

Use this Stratagem in any phase, when an ABERRANT or ABOMINANT unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
RAKING FIRE1CP
Genestealer Cults – Battle Tactic Stratagem

At great speed, the cult’s outriders roar into optimal firing positions to inflict catastrophic damage.

Use this Stratagem in your Shooting phase, when an ATALAN or ACHILLES RIDGERUNNERS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, if the target has a crossfire marker and was Exposed when it was selected as the target, you can re-roll the hit roll. Note that the target must be Exposed (see Crossfire rule), rather than by any other means (e.g. the Priority Target ability).
MASSED FIREARMS1CP
Genestealer Cults – Battle Tactic Stratagem

A key tenet of guerrilla warfare is knowing how to concentrate the fire of even inferior weapons to inflict maximum harm.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS CROSSFIRE unit from your army that contains 6 or more models is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack, if all the models in that unit target one enemy unit that has a crossfire marker, an unmodified hit roll of 6 automatically wounds the target.
DEVOTED CREW1CP
Genestealer Cults – Epic Deed Stratagem

Even should their vehicle be terribly damaged and they themselves fatally wounded, this crew fight on with zealous fervour.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS VEHICLE model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.
HYPER-METABOLISM1CP
Genestealer Cults – Epic Deed Stratagem

Even the most grievous wounds can be sealed over by those with the alien biology of the Tyranid under their skin.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS CHARACTER model from your army. That model regains up to D3 lost wounds.
RIGGED TO BLOW1CP
Genestealer Cults – Epic Deed Stratagem

Genestealer Cults are willing to sacrifice any asset for the cause.

Use this Stratagem in any phase, when a GENESTEALER CULTS VEHICLE model from your army equipped with a cache of demolition charges is destroyed. Do not roll to see if that model explodes: it does so automatically.
DATA PARASITE1CP/2CP
Genestealer Cults – Epic Deed Stratagem

Clamavuses are able to send corrupting data-wyrms burrowing into enemy machine spirits to weaken and degrade their hosts.

Use this Stratagem in your Movement phase. Select one enemy VEHICLE model within 18″ of and visible to a CLAMAVUS model from your army. If that enemy VEHICLE model’s characteristics can change as it suffers damage, roll one D6: on a 3+, until the start of your next Command phase, that enemy VEHICLE model is considered to have half the number of wounds remaining for the purposes of determining what those characteristics are. If that enemy VEHICLE model has the TITANIC keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
LEGENDARY DEMISE2CP
Genestealer Cults – Epic Deed Stratagem

Even in death, the Kelermorph seeks to set a bloodthirsty example.

Use this Stratagem in any phase, when a KELERMORPH model from your army is destroyed by an enemy model. Do not remove that KELERMORPH model from play; it can, after the attacking model’s unit has finished making its attacks, shoot as if it were your Shooting phase. After resolving these attacks, the destroyed KELERMORPH model is then removed.
GESTALT CONSCIOUSNESS1CP
Genestealer Cults – Epic Deed Stratagem

Cult psykers are able to employ the minds of the faithful as willing conduits for their unnatural powers.

Use this Stratagem in your Psychic phase, when a <CULT> PSYKER model from your army manifests a Blessing psychic power that instructs you to select a friendly unit. When selecting a unit to be affected by that psychic power, you can select one friendly <CULT> unit anywhere on the battlefield (that unit does not have to be visible to or within any specified range of that PSYKER model).
RECKLESS DEMOLITIONS1CP
Genestealer Cults – Epic Deed Stratagem

Determined to destroy their enemies, some broodkin will risk hurling explosives into combat at point-blank range.

Use this Stratagem in the Fight phase, when a GENESTEALER CULTS unit from your army is selected to fight. Select one model in that unit, then select one Grenade weapon that model is equipped with (excluding weapons that can only be shot with once per battle which that model has already shot with). Until the end of the phase:

  • That model can only attack with that Grenade weapon (even though it is not a melee weapon and even if it has the Blast special rule), and can do so even if it is within Engagement Range of an enemy unit. When it does so, it makes a number of attacks equal to that weapons Type characteristic.
  • Each time that model makes an attack with that weapon, an unmodified hit roll of 2+ is always successful. On an unmodified hit roll of 1, after that model’s unit has finished making all of its attacks, one model in that unit is destroyed.

After using this Stratagem, if you selected a weapon that can only be shot with once per battle for this Stratagem, that model is considered to have shot with that weapon.

LEADERS OF THE CULT1CP
Genestealer Cults – Requisition Stratagem

Each Patriarch’s broodcoven is made up of powerful individuals possessed of the skills and charisma needed to further its will.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD is a <CULT> PATRIARCH. Select up to two other <CULT> models with the HQ Battlefield Role from your army and determine one Warlord Trait for each of them (these must be Warlord Traits they could have); those models are only regarded as your WARLORD for the purposes of those Warlord Traits. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
GENE-SIRE’S GIFTS1CP
Genestealer Cults – Requisition Stratagem

The relics taken reverently from the Patriarch’s lair include captured guns, sentient blades and strange biomantic artefacts.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the GENESTEALER CULTS keyword. Select one GENESTEALER CULTS CHARACTER model from your army and give them one Sacred Relic of the Cult (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
PACK HUNTERS2CP
Genestealer Cults – Strategic Ploy Stratagem

Through constant harassment tactics, Atalan Jackals can misdirect their enemies’ attention and leave them wide open to attack from an unexpected quarter.

Use this Stratagem in your Shooting phase. Select one enemy unit within 6″ of and visible to a <CULT> ATALAN JACKALS unit from your army. Until the end of the phase, each time a model in another friendly <CULT> unit makes a ranged attack against that enemy unit, treat that enemy unit as being Exposed for that attack.
GENETIC LINEAGE1CP
Genestealer Cults – Strategic Ploy Stratagem

So strong is the Genestealer influence on the psyches of some hybrids that occasionally their bestial nature takes over. The consequences are always bloody.

Use this Stratagem in your Charge phase. Select one ACOLYTE HYBRIDS or HYBRID METAMORPHS unit from your army. Until the end of the turn, that unit is eligible to charge in a turn in which it Advanced.
METICULOUS UPRISING2CP
Genestealer Cults – Strategic Ploy Stratagem

A long-planned strategy comes to fruition as the cultists rise up.

Use this Stratagem when you would reveal your ambush markers. If you are playing a Combat Patrol or Incursion battle, you can remove one of your ambush markers. If you are playing a Strike Force or Onslaught battle, you can remove up to two of your ambush markers. For each ambush marker removed, set them up again anywhere on the battlefield that is wholly within your deployment zone and more than 9″ away from any enemy models. Once you have done so, reveal all of your ambush markers as normal.
CLANDESTINE GOALS1CP
Genestealer Cults – Strategic Ploy Stratagem

The cultists who infest this world know well that secrecy can be made into a weapon of war.

Use this Stratagem after selecting secondary objectives or Agendas. Choose one of your selections; do not reveal that selection to your opponent. The first time you score victory points or experience points for that selection, reveal it to your opponent. Note that you must still make a record of your selection; we recommend writing it down and concealing it until revealed. You can only use this Stratagem once.
BOOBY TRAP1CP
Genestealer Cults – Strategic Ploy Stratagem

Genestealer Cultists are not above rigging valuable battlefield assets with explosive traps.

Use this Stratagem at the end of your turn. Select one objective marker you control that has a REDUCTUS SABOTEUR or GENESTEALER CULTS CORE unit from your army within range of it. The next time an enemy unit (excluding AIRCRAFT units) ends any kind of move within range of that objective marker, roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds. You can only select each objective marker for this Stratagem once.
LURK IN THE SHADOWS2CP
Genestealer Cults – Strategic Ploy Stratagem

In dark nooks and crevices the true believers of the cult whisper and skulk, all but invisible to those who approach.

Use this Stratagem at the start of your opponent’s Shooting phase. Select one GENESTEALER CULTS INFANTRY unit from your army. Until the end of the phase, each time an enemy model shoots, if that unit is not the closest eligible target or within 12″ of that enemy model, then until that shooting is resolved, that enemy model cannot target that unit. In addition, until the end of the phase, if the selected unit has the Bodyguard ability (see Locus datasheet), it loses that ability.
RETURN TO THE SHADOWS1CP
Genestealer Cults – Strategic Ploy Stratagem

Ever cunning and duplicitous, broods of the faithful often vanish back into tunnels and vents after their initial strike, ready to attack again elsewhere.

Use this Stratagem in your Movement phase, when a GENESTEALER CULTS INFANTRY unit from your army is selected to move, or in your Fight phase, after a GENESTEALER CULTS INFANTRY unit from your army has resolved all of its attacks but before it makes a consolidation move. If that unit is more than 6″ away from any enemy units, remove it from the battlefield. In the Reinforcements step of your next Movement phase, set that unit back up on the battlefield anywhere that is more than 9″ away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.
COVERING FIRE1CP
Genestealer Cults – Strategic Ploy Stratagem

A sudden hail of cultist fire forces the enemies’ heads down, leaving them unable to respond to the broodkin onslaught.

Use this Stratagem in your Charge phase. Select one enemy unit that has a crossfire marker. Until the end of the turn, that unit cannot fire OverwatchSet to Defend or perform Heroic Interventions.
TUNNEL CRAWLERS1CP
Genestealer Cults – Strategic Ploy Stratagem

Squirming, crawling and scrabbling through confined spaces is second nature to many broodkin, and is a skill they use to assail seemingly impregnable enemy positions.

Use this Stratagem in your Charge phase. Select one Area Terrain feature. Until the end of the turn, each time a GENESTEALER CULTS INFANTRY unit from your army declares a charge against an enemy unit within that Area Terrain feature:

  • Enemy units within that Area Terrain feature cannot fire Overwatch or Set to Defend.
  • That GENESTEALER CULTS INFANTRY unit ignores the effects of the Difficult Ground trait from that Area Terrain feature.
FANATICAL DEVOTION1CP
Genestealer Cults – Strategic Ploy Stratagem

The faithful will gladly hurl themselves into harm’s way to protect the masters of their cult.

Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one enemy unit that is within Engagement Range of a <CULT> PATRIARCH<CULT> PRIMUS or <CULT> MAGUS unit from your army. One friendly <CULT> CORE unit that is within 6″ of that enemy unit and not within Engagement Range of any enemy units can perform a Heroic Intervention. When performing that Heroic Intervention, each model in that friendly <CULT> Core unit can move up to 6″ instead of up to 3″ and does not have to finish that move closer to the closest enemy model; instead, at least one model from that unit must end that move within Engagement Range of the selected enemy unit, and no models from that unit can end that move within Engagement Range of any other enemy units (otherwise it does not move).
ROAMING ENGAGEMENT2CP
Genestealer Cults – Strategic Ploy Stratagem

Light, swift cult elements often perform hit-and-run strikes against exposed enemies before racing back to cover.

Use this Stratagem in your Shooting phase after making attacks with an ATALAN or ACHILLES RIDGERUNNERS unit from your army. That unit can make a Normal Move of up to 7″ as if it were your Movement phase. Until the end of the turn, that unit is not eligible to declare a charge with.
COORDINATED ASSAULT1CP
Genestealer Cults – Strategic Ploy Stratagem

Swift salvoes of gunfire suppress the enemy and spread panic in their ranks moments before the fanatical charge of the broodkin strikes home.

Use this Stratagem at the start of the Fight phase. Select one enemy unit that has a crossfire marker and is within Engagement Range of any GENESTEALER CULTS units from your army. Until the end of the phase, that enemy unit is not eligible to fight until after all eligible units from your army have done so.
NEURAL OVERLOAD1CP
Genestealer Cults – Wargear Stratagem

Some Sanctuses coat their blades and munitions with neurological agents formulated to fill the victim’s mind with psychic white noise. Disorientating at the very least, this effect induces hideous mental feedback in psykers.

Use this Stratagem in your Shooting phase or the Fight phase, after making an attack with a SANCTUS model from your army. If an enemy model lost any wounds as a result of that attack but was not destroyed, roll 3D6. If the result is greater than that enemy model’s Leadership characteristic:

  • Until the start of your next Shooting phase, that enemy model’s unit loses any aura abilities it has.
  • If that enemy model is a PSYKER, its unit suffers Perils of the Warp.

Each enemy unit can only be affected by this Stratagem once.

SUMMON FAMILIAR1CP
Genestealer Cults – Wargear Stratagem

Through pheromones or Broodmind summons, a slinking familiar is called from the shadows.

Use this Stratagem in your Command phase. Select one GENESTEALER CULTS model from your army that is equipped with a psychic familiar or alchemicus familiar and has already used that familiar’s ability. That model can use that familiar’s ability one additional time during the battle. Each GENESTEALER CULTS model from your army can only be selected for this Stratagem once.
PRIMED EXPLOSIVE1CP
Genestealer Cults – Wargear Stratagem

This explosive has been enhanced with unstable compounds brewed by the cults finest Biophaguses.

Use this Stratagem in your Shooting phase, when a GENESTEALER CULTS model from your army shoots with a Grenade weapon or a cache of demolition charges. Until the end of the phase, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with an Assault D6 weapon).

Each cult has an associated Cult Stratagem. If your army includes a Cult Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to the relevant Cult Stratagem. If your army includes any GENESTEALER CULTS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of <CULT> on that Stratagem (if any) with the name of the Cult that your selected unit belongs to.


CULT OF THE FOUR-ARMED EMPEROR

A Plan Generations in the Making: 0 CP

Use this Stratagem after your opponent uses a Stratagem (excluding Command Re-roll). Until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1. You can only use this Stratagem once

THE HIVECULT

Fire Discipline: 1 CP

Use this Stratagem in your Shooting phase, when a HIVECULT CORE CROSSFIRE unit from your army is selected to shoot. Select one enemy unit without a crossfire marker; that enemy unit gains a crossfire marker before any attacks are resolved against it. Until the end of the phase, models in that CROSSFIRE unit can only target that enemy unit.

THE BLADED COG

Xenoform Bionics: 1 CP / 2 CP

Use this Stratagem before the battle, when you are mustering your army. Select one BLADED COG INFANTRY or BLADED COG BIKER unit from your army. Models in that unit have a 5+ invulnerable save. If that unit has a Power Rating of 6 or less, this Stratagem costs 1CP; otherwise, it costs 2CP.

THE RUSTED CLAW

Drive-by Demolitions: 1 CP

Use this Stratagem in your Movement phase, after a RUSTED CLAW ATALAN unit from your army makes a Normal MoveAdvances or Falls Back. One model in that unit can shoot with a Grenade weapon it is equipped with as if it were your Shooting phase. If it does so:

  • When selecting a target for that attack, enemy units that RUSTED CLAW ATALAN unit moved within 6″ of in this phase are eligible targets (even if they are not visible to or in range of the model that has been selected to shoot).
  • Until the end of the phase, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Grenade D6 weapon).

THE PAUPER PRINCES

Vengeance for the Martyred: 1 CP

Use this Stratagem when a PAUPER PRINCES CHARACTER model from your army is destroyed by an enemy unit. Until the end of the battle, each time a friendly PAUPER PRINCES model makes a melee attack that targets that enemy unit, add 1 to that attack’s wound roll.

THE TWISTED HELIX

Monstrous Bio-Horrors: 1 CP

Use this Stratagem in the Fight phase, when a TWISTED HELIX ABERRANT or TWISTED HELIX ABOMINANT unit from your army is selected to fight. Until the end of the turn:

  • Each enemy model destroyed by an attack made by a model in that unit counts as two for the purposes of Morale tests.
  • Each time a model in that unit fights, it can frenzy. If it does so, until that fight is resolved, add 1 to that model’s Attacks characteristic and change the Damage characteristic of melee weapons it is equipped with to 1.

Genestealer Cults Unique Items

As of 01-18-2023 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 an GENESTEALER CULTS WARLORD, you can, when mustering your army, give one of the following Sacred Relics of the Cult to a GENESTEALER CULTS CHARACTER model from your army. When a model from your army is given a Sacred Relic of the Cult, replace all instances of the <CULT> keyword in that Relic s rules (if any) with the name of the Cult that your model belongs to.


AMULET OF THE VOIDWYRM

The bearer has a 4+ invulnerable save.

  • Once per battle, when an attack is allocated to the bearer, it can channel the Shadow in the Warp. If it does so, the saving throw is automatically a 6 (do not roll).
  • Each time the bearer declares a charge, enemy units that were targeted by that charge cannot fire Overwatch or Set to Defend against that charge.

CRANIAL INLAY

NEXOS model only.

  • While the bearer is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.
  • The bearer can use its Strategic Coordination ability one additional time per turn.

DAGGER OF SWIFT SACRIFICE

Model equipped with a Magus bio-dagger or Sanctus bio-dagger only.

  • Each time the bearer is selected to fight, you can re-roll one wound roll when making the bearer’s attacks.
  • Each time after the bearer has fought, select one enemy model that lost any wounds as a result of an attack made by the bearer’s Magus bio-dagger or Sanctus bio-dagger but was not destroyed. Roll one D6: on a 3+, that model suffers D3 mortal wounds (if it is destroyed, any excess mortal wounds are ignored).

HAND OF ABERRANCE

Model equipped with a toxin injector claw only. This Relic replaces a toxin injector claw and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Hand of Aberrance
Melee
Melee
User
-2
3
Abilities: Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.

OPPRESSOR’S BANE

Model equipped with an autopistol only. The bearer gains the Crossfire ability and the CROSSFIRE keyword. This Relic replaces an autopistol and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Oppressor’s Bane
15″
Pistol 3
4
-2
2
Abilities: Each time an attack is made with this weapon, the target is treated as having a crossfire marker and as being Exposed for that attack.

SWORD OF THE VOID’S EYE

Model equipped with a cult bonesword or Locus blades only. This Relic replaces a cult bonesword or Locus blades and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Sword of the Void’s Eye
Melee
Melee
+2
-3
2
Abilities: Each time an attack is made with this weapon, you can re-roll the hit roll and you can re-roll the wound roll.

THE CROUCHLING

Model equipped with a psychic familiar only. Replace that psychic familiar’s ability with the following ability:
The Crouchling:

  • Once per Psychic phase, you can re-roll one Psychic test taken for this model.
  • Each time a Psychic test is passed for this model, if all dice results for that test were the same, that psychic power or psychic action cannot be denied.’

THE UNWILLING ORB

PSYKER model only.

  • The bearer can attempt to deny one additional psychic power in your opponent’s Psychic phase.
  • While the bearer is on the battlefield, each time it attempts to deny a psychic power, it can do so from any range, instead of within 24″.
  • Each time the bearer attempts to manifest a Malediction or Witchfire psychic power, add 1 to that attempt’s Psychic test.

THE VOICE OF THE LIBERATOR

CLAMAVUS model only.

  • Add 6″ to the range of the bearer’s Proclamation Hailer and Voice of New Truths abilities.
  • While a friendly <CULT> unit is within 12″ of the bearer, add 1 to the Leadership characteristic of models in that unit.

WYRMTOOTH ROUNDS

KELERMORPH model only. Each time the bearer shoots, you can select any number of liberator autostubs it is equipped with to fire a liberator wyrmtooth round. If you do so, then until that shooting is resolved, each liberator autostub you selected has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Liberator wyrmtooth round
18″
Heavy 1
6
-3
3
Abilities: A liberator wyrmtooth round does not have the liberator autostub’s abilities.

THE GIFT FROM BEYOND

Model equipped with a cult sniper rifle only. This Relic replaces a cult sniper rifle and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Gift From Beyond
48″
Heavy 1
5
-3
3
Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified would roll of 4+ inflicts 1 mortal wound on the target in addition to any normal damage.

If your army is led by an GENESTEALER CULTS WARLORD, you can, when mustering your army, give one of the following Sacred Relics of the Cult to a GENESTEALER CULTS CHARACTER model from your army. When a model from your army is given a Sacred Relic of the Cult, replace all instances of the <CULT> keyword in that Relic s rules (if any) with the name of the Cult that your model belongs to. Each cult has an associated Sacred Relic of the Cult. If your army is led by a GENESTEALER CULTS <CULT> WARLORD, you can, when mustering your army, give the relevant Cult Relic to a GENESTEALER CULTS <CULT> CHARACTER model from your army instead of giving them a Sacred Relic of the Cult.


CULT OF THE FOUR-ARMED EMPEROR

 Sword of the Four-armed Emperor

CULT OF THE FOUR-ARMED EMPEROR model equipped with a cult bonesword or Locus blades only. This Relic replaces a cult bonesword or Locus blades and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Sword of the Four-armed Emperor
Melee
Melee
+1
-4
1
Abilities: Each time the bearer fights, it makes 4 additional attacks with this weapon. Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.

THE HIVECULT

Vockor’s Talisman

HIVECULT model only. Each time the bearer makes a melee attack, on an unmodified wound roll of 5+, saving throws (including invulnerable saving throws) cannot be made against that attack.

THE BLADED COG

Mark of the Clawed Omnissiah

BLADED COG model only.

  • The bearer has a 4+ invulnerable save.
  • At the start of each Fight phase, roll one D6 for each enemy unit within Engagement Range of the bearer: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers 2 mortal wounds; on a 6, that unit suffers 3 mortal wounds.

THE RUSTED CLAW

Tbe Nomad’s Mantle

RUSTED CLAW model only.

  • The bearer is eligible to shoot, charge and manifest psychic powers in a turn in which it Advanced or Fell Back.
  • Each time the bearer makes a Normal MoveAdvancesFalls Back or it makes a charge move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model, or its base).

THE PAUPER PRINCES

Reliquary of Saint Tenndarc

PAUPER PRINCES model only. The bearer has the following ability: ‘Reliquary of Saint Tenndarc (Aura): While a friendly PAUPER PRINCES CORE unit is within 6″ of the bearer, models in that unit have a 5+ invulnerable save.’

THE TWISTED HELIX

Elixir of the Prime Specimen

TWISTED HELIX model only. Select one genomic enhancement for the bearer to gain (see the Genomic Enhancement ability, Biophagus datasheet), even though it is not a CORE or ABERRANT unit. If your army includes any BIOPHAGUS units, you can instead select two genomic enhancements for the bearer to gain.

Genestealer Cults Psychic Powers

As of 01-18-2023 Genestealer Cults Psychic Power groups are…

  • Broodmind Discipline
  • Creed Psychic Powers

(See tabs for details)

Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Broodmind discipline using the table below. You can select which powers the psyker knows. When a Psyker unit from your army manifests a psychic power from this discipline, replace all instances of the <CULT> keyword on that psychic power (if any) with the name of the cult that your PSYKER belongs to.


Mass Hypnosis: WC 7

Malediction: Mass Hypnosis has a warp charge value of 7. If manifested, select one enemy unit within 18″ of and visible to this PSYKER. Until the start of your next Psychic phase:

    • Subtract 1 from the Attacks characteristic of models in that unit.
    • In the Fight phase, that unit is not eligible to fight until after all eligible units from your army have done so.

Mind Control: WC 6

Malediction: Mind Control has a warp charge value of 6. If manifested, select one enemy unit within 18″ of and visible to this PSYKER. Until the start of your next Psychic phase:

    • Each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.
    • If the result of the Psychic test was equal to or greater than that unit’s Leadership characteristic, subtract 1 from that unit’s Leadership characteristic and subtract 1 from Combat Attrition tests taken for that unit.

Psionic Blast: WC 5

Witchfire: Psionic Blast has a warp charge value of 5. If manifested, select one enemy unit within 18″ of and visible to this PSYKER. For the purposes of selecting that enemy unit, unless that enemy unit is within Engagement Range of this PSYKER, the Look Out, Sir rule applies as if this psychic power was a ranged weapon with a Range characteristic of 18″.

    • That unit suffers D3 mortal wounds.
    • If the result of the Psychic test was equal to or greater than that unit’s Leadership characteristic, that unit suffers 3 mortal wounds instead of D3.

Mental Onslaught: WC 5

Witchfire: Mental Onslaught has a warp charge value of 5. If manifested, select one enemy unit within 24″ of and visible to this PSYKER and roll four D6: for each result of 5+, that unit suffers 1 mortal wound. If any models in that unit are destroyed as a result of those mortal wounds but that unit is not destroyed, keep repeating this process, reducing the number of dice rolled by 1 each time (e g. three D6 on the first repeat, two D6 on the second repeat) until any of the following conditions are met during that repeat:

    • The number of dice to roll is 0.
    • You roll no results of 5+.
    • No enemy models are destroyed.

Psychic Stimulus: WC 6

Blessing: Psychic Stimulus has a warp charge value of 6. If manifested, select one friendly <CULT> unit within 18″ of and visible to this PSYKER. Until the start of your next Psychic phase:

    • That unit is eligible to shoot and/or declare a charge with in a turn in which it Advanced or Fell Back.
    • Models in that unit do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn in which their unit Advanced.

Might From Beyond: WC 6

Blessing: Might From Beyond has a warp charge value of 6. If manifested, select one friendly <CULT> unit within 18″ of and visible to this PSYKER. Until the start of your next Psychic phase, add 1 to the Attacks characteristic of models in that unit.

Before the battle, generate the psychic powers for PSYKER models from your army that know powers from the Broodmind discipline using the table below. You can select which powers the psyker knows. When a Psyker unit from your army manifests a psychic power from this discipline, replace all instances of the <CULT> keyword on that psychic power (if any) with the name of the cult that your PSYKER belongs to. Each cult has an associated cult psychic power. GENESTEALER CULTS <CULT> PSYKER models in Cult Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments) know the relevant cult psychic power in addition to any other psychic powers they know.
 

CULT OF THE FOUR-ARMED EMPEROR

Undermine: WC 7

Malediction: Undermine has a warp charge value of 7. If manifested, select one enemy unit (excluding units that can FLY) within 18″ of and visible to this PSYKER. Until the start of your next Psychic phase:

    • Subtract 3″ from the Move characteristic of models in that unit (to a minimum of 0″).
    • Halve Advance rolls made for that unit.
    • Subtract 2 from charge rolls made for that unit.

THE HIVECULT

Synaptic Blast: WC 5

Witchfire: Synaptic Blast has a warp charge value of 5. If manifested, roll one D6, adding 2 to the result for each friendly HIVECULT CORE unit within 6″ of this PSYKER:

    • If the result is less than the Movement characteristic of the closest enemy unit within 18″ of and visible to this PSYKER, that enemy unit suffers D3 mortal wounds.
    • If the result is equal to or greater than the Movement characteristic of the closest enemy unit within 18″ of and visible to this PSYKER, that enemy unit suffers 3 mortal wounds.

THE BLADED COG

Broodvolt Surge: WC 5

Blessing: Broodvolt Surge has a warp charge value of 5. If manifested, until the start of your next Psychic phase, while a friendly BLADED COG unit is within 3″ of this PSYKER, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.

THE RUSTED CLAW

Inescapable Decay: WC 6

Malediction: Inescapable Decay has a warp charge value of 6. If manifested, select one enemy unit within 18″ of and visible to this PSYKER. Until the start of your next Psychic phase, each time a friendly RUSTED CLAW model makes an attack against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.

THE PAUPER PRINCES

Last Gasp: WC 5

Blessing: Last Gasp has a warp charge value of 5. If manifested, select one friendly PAUPER PRINCES CORE unit within 18″ of and visible to this PSYKER. Until the start of your next Psychic phase, each time a model in that unit is destroyed by a melee attack, roll one D6: on a 5+, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 5 mortal wounds per phase as a result of this psychic power).

THE TWISTED HELIX

Mutagenic Deviation: WC 5

Blessing: Mutagenic Deviation has a warp charge value of 5. If manifested, select one friendly TWISTED HELIX unit within 12″ of and visible to this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

Genestealer Cults Warlord Traits

 

As of 01-18-2023 Genestealer Cult Warlord Traits are…

  • Genestealer Cult Warlord Traits
  • Cult Warlord Traits

(See tabs for details)

If a GENESTEALER CULTS CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. When you have determined a Warlord Trait for a GENESTEALER CULTS CHARACTER model, replace all instances of the <CULT> keyword in their Warlord Trait (if any) with the name of the Cult that your model belongs to.


Focus of Adoration

While a friendly <CULT> CORE or <CULT> PURESTRAIN GENESTEALERS unit is within 6″ of this WARLORD, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER unit.

Shadow Stalker

Each time an attack is made against this WARLORD, subtract 1 from that attack’s hit roll.

Biomorph Adaptation

Add 1 to the Attacks and Toughness characteristics of this WARLORD.

Prowling Agitant

Once per turn, when this WARLORD is selected as the target of a charge, before the charge roll is made and after firing any Overwatch, it can make a Normal Move of up to 6″. Your opponent can then select new targets for that charge if they wish.

Alien Majesty

  • Add 3″ to the range of this WARLORD’s aura abilities (to a maximum of 9″).
  • Add 3″ to the range of the following abilities this WARLORD has (if any): Meticulous PlannerPriority Target.

Preternatural Speed

  • Each time this WARLORD makes a melee attack, you can re-roll the hit roll.
  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.

Each cult has an associated Cult Warlord Trait. If a GENESTEALER CULTS <CULT> CHARACTER model gains a Warlord Trait, they can have the relevant Cult Warlord Trait instead of a Genestealer Cults Warlord Trait. If a GENESTEALER CULTS CHARACTER model is your WARLORD, you can use the table below to determine what Warlord Trait they have. When you have determined a Warlord Trait for a GENESTEALER CULTS CHARACTER model, replace all instances of the <CULT> keyword in their Warlord Trait (if any) with the name of the Cult that your model belongs to.


Cult of the Four-armed Emperor: Inscrutable Cunning

Once per battle round, when you use a Genestealer Cults Strategic Ploy Stratagem or Battle Tactic Stratagem, if that Stratagem is used on a CULT OF THE FOUR-ARMED EMPEROR unit within 12″ of this WARLORD, you can reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs. You can only use this ability on each Stratagem once.

The Hivecult: Hivelord

While a friendly HIVECULT CORE unit is within 6″ of this WARLORD, each time a model in that unit makes a ranged attack, an unmodified hit roll of 6 scores 1 additional hit.

The Bladed Cog: Single-Minded Obsession

Before the battle, select one enemy unit from your opponent’s army. While a friendly BLADED COG CORE unit is within 6″ of this WARLORD, each time a model in that unit makes an attack against that enemy unit, you can re-roll the wound roll.

The Rusted Claw: Entropic Touch

  • Each time this WARLORD makes a melee attack, an unmodified hit roll of 6 scores 2 additional hits.
  • Improve the Armour Penetration characteristic of melee weapons this WARLORD is equipped with by 1 (excluding Relics).

The Pauper Princes: Xenoprophet

  • Each time you take an Unquestioning Loyalty test after a saving throw made for this WARLORD is failed, do not roll the dice; it is automatically passed.
  • Each time a saving throw made for this WARLORD is failed, for the purposes of the Unquestioning Loyalty ability, you can select one other friendly PAUPER PRINCES or BROOD BROTHERS model with that ability within 6″ of this WARLORD instead of 3″.
  • While a friendly PAUPER PRINCES CORE unit is within 6″ of this WARLORD, models in that unit can use this model’s Leadership characteristic instead of their own.

The Twisted Helix: Bio-Alchemist

Add 1 to the Damage characteristic of melee weapons this WARLORD is equipped with (excluding Relics).

Genestealer Cults Resources

FAQs

Winning Genestealer Cults Lists of 9th edition 

2020 Genestealer Cults Lists

  1. Alex Macdougall 3rd Place Board Room Brawl 2020 – Genestealer Cults
  2. Erik Lathouras 3rd Place Brisbane 40k GT 2020 – Tyranids – Genestealer Cults
  3. Bilbo Goransson 3rd Place Fantasia Fanatic XXXVIII 2020 – Genstealer Cults
  4. Clifton Russell 2nd Place Clutch City GT 2020 – Genestealer Cult 
  5. Alex Macdougall 1st Place Amiable Bright Plague War – Genestealer Cult – Tyranids 

2021 Genestealer Cults Lists

  1. Alex MacDougall 1st Place No Tak X 2021 – Tyranids – Genestealers Cult
  2. Tyler Heppler 1st Place Ocotillo Onslaught 40K Event 2021 – Tyranids – Genestealer Cults
  3. Mani Cheema 1st Place Northern Warlords Singles 2021 – Tyranids – Genestealer Cults
  4. Olof Svensson 1st Place West Coast GT 2021 – Tyranids – Genestealer Cults
  5. Tyler Bortel 3rd Place Badger Brawl GT#3 2021 – Tyranids – Genestealers Cults
  6. John Lennon 1st Place Frontline Gaming New Orleans Open 2021 – Tyranids – Genestealer Cults

2022 Genestealer Cults Lists

  1. TJ Lanigan 1st Place Fabricators Forge 40k LVO Primer GT 2022 – Genestealer Cults
  2. Nick Nanavati 1st Place Melee At Shiloh 2022 – Genestealers Cults
  3. Innes Wilson 2nd Place Void Hammer 40k GT 2022 – Genestealers Cults
  4. Josh McMillan 3rd Place Down Under 40k GT Feb 2022 – Tyranids – Genestealer Cults
  5. Adam Merrett 2nd Place Confrontation Redemption #1 2022 – Tyranids – Genestealer Cults
  6. Eric Hoerger 3rd Place Confrontation Redemption #1 2022 – Genestealer Cults
  7. Robin Roberts 3rd Place YHP 40k GT War In The Burg 2022 – Genestealer Cult
  8. Innes Wilson 3rd Place Black Heart 40k GT 2022  – Tyranids – Genestealer Cults
  9. Terence Voller 3rd Place Exterminatus V Domocalypse  2022 – Genestealer Cults
  10. Greg Chamberlain 3rd Place The Beast in the East Midlands 2022 – Genestealer Cults
  11. Erik Lathouras 1st Place TNA Open 2022 – Genestealer Cults
  12. Ryan Lynn 1st Place Atomic City Warzone 2022 – Tyranids – Genestealer Cults
  13. Jens Gottfried 3rd Place Corsair Open GT 2022 – Genestealer Cults
  14. Innes Wilson 3rd Place The Coventry GT 3-day 2022 – Genestealer Cults
  15. Alex Macdougall 1st Place Heroes Of The Mid-Table 2022 – Tyranids – Genestealer Cults
  16. rOBIN rOBERTS 2nd Place The Cleveland Chainsword Championship 2022 – Genestealer Cults