Tyranids, Genestealer Cults, <Cult> Infantry, Aberrants Melee Melee x2 -1 2 Make 2 hit rolls for each attack made with this weapon, instead of 1. Tyranids, Genestealer Cults, <Cult> Infantry, Acolyte Hybrids 6" 3+ 4+ 4 3 1 3 8 5+ 6" 3+ 4+ 4 3 1 2 7 5+ 6" 3+ 4+ 4 3 1 2 7 5+ 6" 3+ 4+ 4 3 1 2 7 5+ 6" 3+ 3+ 4 3 4 4 8 5+ Roll a D6 each time a <CULT> INFANTRY or BIKER model (other than an ABERRANT) loses a wound whilst its unit is within 6" of any friendly <CULT> ACOLYTE ICONWARDS; on a 6 that wound is not lost. You can re-roll Morale tests for friendly <CULT> units whilst they are within 6" of this model. Tyranids, Genestealer Cults, <Cult> Infantry, Character, Acolyte Iconward Re-roll Bestial Vigour rolls of 1 for friendly <CULT> ABERRANT models whilst their unit is within 6" of this model. Tyranids, Genestealer Cults, Brood Brothers Vehicle, Cult Armoured Sentinels 8" 4+ 4+ 5 6 6 1 7 3+ * 6+ * 6 7 10 * 7 3+ Up to 12 BROOD BROTHERS INFANTRY models. Each Brood Brothers Weapons Team takes the space of two other models. Each ASTRA MILITARUM Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models. If, during deployment, this unit is set up in ambush using the Cult Ambush ability, only units with the Cult Ambush ability can be inside when it is set up. 6-10+ 12" 4+ 3 1-2 4" 6+ 1 3-5 8" 5+ D3 Tyranids, Genestealer Cults, Brood Brothers Vehicle, Transport, Chimera * 6+ * 7 8 12 * 7 3+ 7-12+ 10" 4+ 3 4-6 7" 5+ D3 1-3 4" 6+ 1 If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). Furthermore, hit rolls for this model's turret weapon do not suffer the penalty for moving and shooting a Heavy weapon. The following weapons are turret weapons: battle cannon, eradicator nova cannon, exterminator autocannon and vanquisher battle cannon. If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. Tyranids, Genestealer Cults, Brood Brothers Vehicle, Cult Leman Russ 6" 3+ - 4 3 1 2 8 6+ If a character is accompanied by any Familiars, then once per game, at the end of the controlling player's psychic phase, its Familiars can lend it additional power. If they do so, the character can immediately attempt to manifest an additional psychic power. When rolling to wound this unit, always use the character's Toughness while it is on the battlefield. The death of a Familiar is ignored for the purposes of Morale tests. Familiars are considered to have the CHARACTER keyword for the purposes of shooting attacks. Tyranids, Genestealer Cults, <Cult> Infantry, Familiar At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Tyranids, Genestealer Cults, Brood Brothers Vehicle, Cult Scout Sentinels 9" 4+ 4+ 5 5 6 1 7 4+ * 4+ * 6 7 10 * 7 4+ 6-10+ 10" 4+ 6 3-5 6" 5+ D6 1-2 4" 6+ D3 Up to 6 <CULT> INFANTRY models. Each PATRIARCH takes the space of five other models. Tyranids, Genestealer Cults, <Cult> Vehicle, Transport, Goliath Rockgrinder * 6+ * 6 6 10 * 7 4+ 6-10+ 12" 4+ 3 3-5 8" 5+ D3 1-2 4" 6+ 1 Up to 10 <CULT> INFANTRY models. Each PATRIARCH takes the space of five other models. Tyranids, Genestealer Cults, <Cult> Vehicle, Transport, Goliath Truck Tyranids, Genestealer Cults, <Cult> Infantry, Hybrid Metamorphs 6" 3+ 4+ 4 3 1 3 7 5+ 6" 3+ 4+ 4 3 1 4 8 5+ 8" 2+ 5+ 6 5 6 6 10 4+/5++ 1 1 Smite + 2 Broodmind - Add 1 to hit rolls for attacks made by <CULT> GENESTEALER units in the Fight phase whilst they are within 6" of of any friendly <CULT> PATRIARCH models. <CULT> and BROOD BROTHERS units automatically pass Morale tests whilst they are within 6" of any friendly <CULT> PATRIARCH models. Tyranids, Genestealer Cults, <Cult> Infantry, Genestealer, Character, Psyker, Patriarch 6" 2+ 3+ 4 3 5 4 9 5+ Add 1 to hit rolls for attacks made by <CULT> units in the Fight phase whilst they are within 6" of any friendly <CULT> PRIMUSES. The first time this model is set up on the battlefield, select one enemy unit on the battlefield. Re-roll wound rolls of 1 for attacks made by friendly <CULT> units that have the Cult Ambush ability whilst they are within 6" of this model when targeting that enemy unit. Tyranids, Genestealer Cults, <Cult> Infantry, Character, Primus 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. Add 1 to the Attacks characteristic of models in this unit whilst it contains 10 or more models. Tyranids, Genestealer Cults, <Cult> Infantry, Genestealer, Purestrain Genestealers 8" 3+ - 4 4 1 3 9 5+/5++ 6" 3+ 3+ 3 3 4 3 8 5+ 1 1 Smite + 2 Broodmind - <CULT> units (other than PSYKERS) within 6" of any friendly <CULT> MAGUS models at the start of your opponent's Psychic phase can attempt to deny one psychic power manifested within 12" of them that phase as if they were themselves a PSYKER (measure range to any model in the unit). Tyranids, Genestealer Cults, <Cult> Infantry, Character, Psyker, Magus 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. Tyranids, Genestealer Cults, <Cult> Infantry, Neophyte Hybrids 6" 4+ 4+ 3 3 1 2 8 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ Re-roll hit rolls of 1 for a unit's attacks in the Fight phase if it contains a model with a cult icon. 5 18" The closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. If your army is Battle-forged, all Troops units in GENESTEALER CULTS and BROOD BROTHERS Detachments gain this ability. A unit with this ability that is within range of an objective marker (as specified in the mission) controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal. 6" 3+ 6+ 6 5 5 3 8 5+ At the start of each of your turns, this model regains D3 lost wounds. Subtract 1 from Psychic tests taken for PSYKERS that are within 12" of any enemy ABOMINANTS. TYRANID PSYKERS are not affected. Each unmodified hit roll of 6 made in the Fight phase by friendly <CULT> ABERRANT units within 6" of this model scores 2 hits instead of 1. Melee Melee x2 -3 D6 When attacking with this weapon, subtract 1 from the hit roll. Damage rolls of 1 or 2 made for this weapon count as 3 instead. Melee Melee 4 0 1 Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon. 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. Use this stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be an Anointed Throng Specialist Detachment. ABOMINANTS and ABERANTS in that Detachment gain the ANOINTED THRONG keyword. Add 1 to charge rolls for your Warlord and friendly ANOINTED THRONG units that are within 6" of your Warlord when the roll is made. Use this stratagem when choosing your army. Pick a GENESTEALER CULTS Detachment from your army to be a Deliverance Broodsurge Specialist Detachment. ACOLYTE ICONWARDS, NEOPHYTE HYBRIDS, ACOLYTE HYBRIDS and GOLIATH TRUCKS in that Detachment gain the DELIVERANCE BROODSURGE keyword. You can re-roll Advance and charge rolls for friendly DELIVERANCE BROODSURGE units if they are within 6" of your Warlord when the roll is made. 6" 3+ 3+ 3 3 4 3 8 5+ This model can enhance one friendly <CULT> ABERRANT unit that is within 1" of it at the end of each of your Movement phases. Roll a D6; on a 1, one model from the selected unit is slain. Then the roll a D3 and refer to the table below to see what bonus the survivors gain for the rest of the battle. A unit can only be the target of this ability once per battle. +1 Strength +1 Toughness +1 Attacks If a Biophagus is accompanied by an Alchemicus Familiar, then once per game, when the Biophagus uses its Genomic Enhancement ability, its Alchemicus Familiar can add to it. If it does so, roll two D3 when rolling on the Genomic Enhancement table and choose which result to apply. The death of an Alchemicus Familiar is ignored for the purposes of Morale tests. Alchemicus Familiars are considered to have the CHARACTER keyword for the purposes of shooting attacks. 6" 3+ - 4 3 1 2 8 6+ Melee Melee +1 0 D3 This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. If a CHARACTER loses any wounds as a result of an attack with this weapon, roll a D6 for it after all of the bearer's attacks have been resolved; if the result is higher than that model's Wounds characteristic, it suffers D3 mortal wounds. If your army is Battle-forged, all GENESTEALER CULTS Detachments gain the Cult Creed ability. 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 on the cult they are from, as shown in the table. Note that due to their purely xenos nature and physiology, GENESTEALER units are an exception and do not gain a Cult Creed. 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. 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. 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. 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. 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. 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. Until the end of the first battle round, add 1 to Advance and charge rolls made for units with this Cult Creed. 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. When a Morale test is taken for a unit with this Cult Creed, halve the number of models that flee (rounding up). INFANTRY models with this Cult Creed do not suffer the penalty for moving and firing Heavy weapons. 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. 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. Add 1 to the Strength characteristic of Grenade weapons models with this Cult Creed are equipped with. When a Psychic test is taken for a <CULT> model with this Cult Creed within 6" of another <CULT> unit, you can re-roll any or all dice rolls of 1. 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. When a charge roll is made for a <CULT> unit with this Cult Creed whilst it is 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. 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 on additional attack against the same unit with the same weapon. This additional attack cannot generate another attack. 6" 4+ 4+ 3 3 1 2 8 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 2 2 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 1 1 7 5+ 6" 4+ 4+ 3 3 2 2 7 5+ Subtract 1 from hit rolls for attacks that target this unit in the Shooting phase. 14" 4+ 4+ 3 4 4 1 7 5+ 14" 4+ 4+ 3 4 2 1 7 5+ 14" 4+ 4+ 3 4 2 2 8 5+ 14" 3+ 2+ 3 4 5 3 8 5+ At the start of your Shooting phase, select an enemy unit that is visible to and within 36" of this model. Until the end of the phase, add 1 to hit rolls for attacks made by friendly <CULT> units that target that enemy unit whilst they are within 6" of this model (or within 12" if they are a friendly <CULT> BIKER unit). An enemy unit can only be selected as the target of this ability once per phase. Subtract 1 from hit rolls for attacks that target this unit in the Shooting phase. 36" Heavy 1 4 -2 D3 This weapon can target CHARACTERS even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage. This model has a 5+ invulnerable save. This model always fights first in the Fight phase, even if it did not charge. If the enemy has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn it is. 6" 2+ 3+ 4 3 4 4 8 5+/5++ Each time a <CULT> CHARACTER model (other than a LOCUS) loses a wound whilst within 3" of any friendly <CULT> LOCUSES, you can select one of those LOCUSES to use this ability instead of using the Unquestioning Loyalty ability. If you do so, roll a D6; on a 2+ the character does not lose a wound but the selected model suffers 1 mortal wound. You cannot then use the Unquestioning Loyalty ability to avoid this. On a 1 the original character loses a wound as normal. Subtract 1 from the Leadership characteristic of units whilst they are within 6" of any enemy LOCUSES. In the Charge phase, if this model is within 3" of any enemy units after your opponent has completed all of their charge moves, it can perform a Heroic Intervention. This model can move up to 6" when performing Heroic Interventions and can choose to move towards the nearest enemy CHARACTER within 6" rather than the nearest enemy model. Melee Melee User -3 1 Increase the Damage characteristic of this weapon to 2 if the bearer made a charge move, was charged or performed a Heroic Intervention this turn. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. In addition, at the start of your Shooting phase, roll a D6 for each enemy unit that is within 6" of any CLAMAVUSES from your army; on a 6 that enemy unit suffers 1 mortal wound. Add 1 to the Leadership characteristic of <CULT> units whilst they are within 6" of any friendly <CULT> CLAMAVUSES. In addition, add 1 to Advance and charge rolls made for <CULT> units that are within 6" of any friendly <CULT> CLAMAVUSES when the roll is made. 6" 3+ 3+ 3 3 4 3 8 5+ 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. This model can never have a Warlord Trait. In addition, the 'A Perfect Ambush' Stratagem has a Command Point cost of 0 if it is being used to affect this model. Add 2 to saving throws made for this model when it receives the benefit of cover, instead of 1. Units do not receive the benefit of cover to their saving throws for attacks made by this model. 6" 2+ 2+ 3 3 4 4 8 5+ Melee Melee 4 0 1 Each time a model guided by a Familiar fights, it can make 2 additional attacks with this weapon. 36" Heavy 1 4 -1 D3 This weapon can target CHARACTERS even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts 1 mortal wound in addition to its normal damage. If a PSYKER unit loses any wounds as a result of an attack made by this weapon, it suffers Perils of the Warp after the attack has been resolved. Melee Melee 1 -2 2 Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. 6" 3+ 3+ 3 3 4 3 8 5+ After this model has been set up on the battlefield, you can select one of your ambush markers that is on the battlefield and remove it before setting it up again anywhere that is wholly within your deployment zone and more than 12" away from any enemy models. In addition, if your army is Battle-forged, roll one D6 for each time either player spends a Command Point to use a Stratagem whilst any NEXOSES from your army are on the battlefield. If it was a Command Point you spent, and there is at least one <CULT> PRIMUS and one <CULT> NEXOS from your army on the battlefield, add 1 to the result. If it was a Command Point your opponent spent, and there is at least one <CULT> CLAMAVUS and one <CULT> NEXOS from your army on the battlefield, add 1 to the result. In either case, if the result is 6+ you immediately gain 1 Command Point. Once per turn, in their Movement phase, one INFANTRY or BIKER unit with the Cult Ambush ability can move off the battlefield if all of its models are on the ground level and can move within 1" of this model (a unit cannot do so in the same phase that it arrived as reinforcements). If a unit does this, remove the selected unit from the battlefield. At the end of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. If the battle ends before this unit is set back up, it is destroyed. After it is set up, a Tectonic Fragdrill is treated as a Sector Mechanicus terrain feature. It cannot move for any reason, is not treated as a friendly or enemy model, and cannot be targeted or affected by any attacks or abilities. Only INFANTRY, BEASTS, SWARMS and units that can FLY can be set up or end their move on the upper floors of a Sector Mechanicus Structure (any units can do so on the ground floor). Unless they can FLY, INFANTRY, BEASTS and SWARMS must scale ladders, girders or walls to ascend or descend between the different levels of a Sector Mechanicus structure. INFANTRY are also able to traverse around girders, buttresses and hanging chains, and so move through them without impediment. INFANTRY units that are entirely on a Sector Mechanicus Structure receive the benefit of cover if at least 50% of every model is obscured from the point of view of the shooting model. If a model from your army is on a Tectonic Fragdrill at the end of your Movement phase, and there are no enemy models on it, you can activate the drill. If you do so, first roll a D6 for every unit on the ground level that is within 3" of the tip of this model's large drill; on a 6 that unit immediately suffers D6 mortal wounds. Then roll a D6, adding 1 to the result for each other time the drill on this model has been activated this battle. If the total is less than 6, the Seismic Tremors result below takes effect. On a 6+ the Seismic Tremors and Seismic Quake results below take effect. The Seismic Quake result can only take effect once per battle, regardless of how many Tectonic Fragdrills are on the battlefield. Until the start of your next Movement phase, subtract 2 from charge rolls made for units whilst they are within 12" of this model. This does not apply to units that can FLY, and the effects of multiple Seismic Tremors are not cumulative. Draw a straight line, 1mm in thickness, from any point of one battlefield edge to any point of another battlefield edge in such a way that it crosses this model. Roll a D6 for every unit this line crosses that is on the ground level (do not roll for units that can FLY); on a 4+ that unit suffers D3 mortal wounds and its Move characteristic is halved until the end of its next Movement phase. Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a model equipped with an augur array. If a model with a dozer blade charges in the Charge phase, add 1 to hit rolls for it until the end of the ensuing Fight phase. A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds). You can re-roll Morale tests for a unit whilst it contains a model with a cult vox-caster. If a model is equipped with a flare launcher, roll a D6 each time it loses a wound. On a 6, that wound is not lost. In addition, once per game, at the start of your Movement phase, you can select one <CULT> BIKER unit within 6" of this model, that unit moves and additional 6" if it Advances this phase - no dice roll is necessary. If a model has a spotter, increase the Range characteristic of its ranged weapons by 6". Units do not receive the benefit of cover to their saving throws for attacks made by a model with a survey augur. At the start of the first battle round but before the first turn begins, you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. 14" 6+ 4+ 5 5 8 3 7 4+ 6" 3+ 2+ 3 3 4 3 8 5+/5++ This model can target enemy CHARACTERS even if they are not the closest enemy model. In addition, each time this model hits an enemy with a Pistol weapon, it can immediately make one additional hit roll against that target using the same weapon. These bonus hit rolls cannot themselves generate any further hit rolls. If this model kills any enemy models with its ranged weapons, then until the end of the phase, after resolving its attacks, re-roll hit rolls of 1 for attacks made by friendly <CULT> INFANTRY units whilst they are within 6" of this model. This model has a 5+ invulnerable save. 12" Pistol 2 4 -1 2 - 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. 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. 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. 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 8 18" Select one enemy INFANTRY unit within 18" of this psyker. Until the start of your next Psychic phase, halve the Movement characteristic of models in that unit and hlave any Advance or charge rolls made for that unit (rounding up). 6 18" Select one eney unit within 18" of an visible to this psyker. Roll a number of D6 equal the the number of HIVECULT models from your army within 3" of that unit; for each roll of 6 that unit suffers 1 mortal wound. 6 12" Select one friendly BLADED COG unit from your amry 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. 6 18" Select one enemy VEHICLE unit within 18" of and visible to this psyker. Until the end of the turn, when resolving an attack made with a melee weapon against that unit, improve the Armour Penetration characteristic of that attack by 1 (e.g. AP 0 becomes AP -1). 7 12" 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. 6 12" 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. Add 1 to the Strength characteristic of friendly <CULT> INFANTRY and BIKER units while they are within 6" of the bearer. ABOMINANT only. The Blessed Sledgehammer replaces the bearer's power sledgehammer. Melee Melee x2 -4 D6 Damage rolls of 1 or 2 made with this weapon count as 3 instead. Add 1 to the Leadership characteristic of friendly GENESTEALER CULTS units within 6" of the bearer. In addition, once per battle, at the start of the Fight phase, you can pick a GENESTEALER CULTS INFANTRY model within 3" of the bearer. Add 2 to that model's Attacks and Strength characteristics until the end of that phase. The Sword of the Void's Eye replaces the bearer's bonesword. Melee Melee +2 -3 D3 You can re-roll hit and wound rolls for this weapon. Add 1 to saving throws made for the bearer against ranged weapons. In addition, enemy units cannot fire Overwatch at the bearer's unit. Add 1 to hit rolls for attacks made with the bearer's melee weapons. In addition, each time an enemy model targets the bearer with a melee weapon and your opponent rolls an unmodified hit roll of 1, the attacker's unit suffers 1 mortal wound after all of its attacks have been resolved. Oppressor's Bane replaces the bearer's autopistol or one of their liberator autostubs. 12" Pistol 3 4 -2 2 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 replaces the bearer's cultist knife or Sanctus bio-dagger. Melee Melee User -2 2 Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. 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. 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. CULT OF THE FOUR-ARMED EMPEROR only. The Sword of the Four-armed Emperor replaces the model's bonesword or Locus blades. Melee Melee User -3 1 Each time the bearer fights, it can make 4 additional attacks with this weapon. HIVECULT 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. BLADED COG 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. RUSTED CLAW only. The Metallophagic Stave replaces the bearer's force stave. Melee Melee +2 -5 D3 Each time you roll a wound roll of 4+ for an attack with this weapon that targets a VEHICLE, the target suffers 1 mortal wound in addition to any normal damage. If you roll a 6+, it suffers D3 mortal wounds instead. PAUPER PRINCES 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 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 can make a single melee attack with a melee weapon as if it were the Fight phase. TWISTED HELIX only. Increase the Attacks, Toughness and Wounds characteristics of the bearer by 1. 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. Friendly <CULT> INFANTRY and BIKER units can perform a Heroic Intervention while they are within 6" of this Warlord, even if they are not CHARACTERS. Your opponent must subtract 1 from their hits rolls for attacks that target your Warlord. 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. Reduce and 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. Add 3" to the range of your Warlord's aura abilities. Add 1 to your Warlord's Attack and Strength characteristics. 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. Add 2 to Unquestioning Loyalty rolls made when you fail saving throws for your Warlord, or when your Warlord suffers a mortal wound. 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. Re-roll hit rolls of 1 for attacks made with ranged weapons by friendly HIVECULT units whilst they are within 6" of your Warlord. 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. Each time you roll an unmodified wound roll of 6 in the Fight phase for a model from a a friendly RUSTED CLAW 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). During deployment, you can set this unit up 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 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, even if they have the Cult Ambush ability. 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. For ambush markers, see Codex: Genestealer Cults p79. Each time you fail a saving throw for a <CULT> CHARACTER model, and each time a <CULT> CHARACTER suffers a mortal wound, before allocating damage check to see if it is within 3" of any <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. 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. 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. 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 GENSTEALER 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). 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. 6" Grenade D6 3 0 1 - 6" Assault D6 8 -3 D3 This weapon can only be fired if a model (excluding models with a Balistic Skill characteristic of '-') is embarked upon the vehicle equipped with it. 12" Heavy 2D6 5 -1 1 This weapon automatically hits its target. 6" Grenade D6 8 -3 D3 The bearer can only use this weapon once per battle. 36" Heavy D6 6 -2 D3 Units in cover do not receive any bonus to their saving throws against wounds caused by this weapon. 48" Heavy 4 7 -1 2 - 24" Assault D6 3 0 1 - 24" Assault 1 6 -1 D3 - 6" Pistol D6 3 0 1 This weapon automatically hits its target. 36" Heavy D3 9 -3 D6 - 24" Heavy 6 4 -1 2 All wound rolls of 6+ have an AP of -4. 12" Heavy 3 8 -2 3 All wound rolls of 6+ have an AP of -4. 24" Rapid Fire 3 3 0 1 This weapon can only be fired if a unit is embarked upon the vehicle equipped with it. 24" Heavy 1 9 -3 D6 - 48" Heavy D6 4 0 1 Mortars can target units that are not visible to the firing model. 12" Pistol 1 2 0 D3 This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. 24" Heavy 6 3 0 1 All wound rolls of 6+ have an AP of -4. 12" Heavy 3 6 -1 2 All wound rolls of 6+ have an AP of -4. 48" Heavy 4 7 -1 2 - 72" Heavy 1 8 -3 D6 Roll two dice when inflicting damage with this weapon and discard the lowest result. 12" Pistol 1 3 0 1 This weapon automatically hits its target. When making a shooting attack with this weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll - whichever is lowest. 16" Assault D3 4 0 1 This weapon automatically hits its target. When making a shooting attack with this weapon, you can use either the Strength or Toughness characteristic of the target to determine the wound roll - whichever is lowest. Melee Melee User -2 1 - Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Melee Melee +3 -2 D3 The bearer can make D3 additional attacks on a turn in which it made a charge move. Melee Melee x2 -4 D3 Roll a D6 each time a model (other than a VEHICLE) suffers damage from this weapon; if you roll higher than the model's remaining number of Wounds, it is instantly slain. When attacking with this weapon, you must subtract 1 from the hit roll. Melee Melee x2 -3 1 Roll a D6 each time a model suffers damage from this weapon; on a 2+ the model suffers a mortal wound and you can roll another D6. This time, the model suffers a mortal wound on a 3+. Keep rolling a D6 increasing the score required to cause a mortal wound by 1 each time, until the model is slain or the roll is failed. Melee Melee x2 -4 2 - Melee Melee User -2 1 If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Melee Melee +2 -1 1 - Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Add 1 to all hit rolls for this weapon. Melee Melee User 0 1 If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Melee Melee User -3 D3 You may re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -6 and Damage of 3. Melee Melee +2 -1 1 - Melee Melee User -2 D3 Each time a model with a rending claw makes an attack with this weapon, it can make one additional attack with its rending claw. Melee Melee User 0 1 When attacking with this weapon you can re-roll hit rolls of 1. Melee Melee User -1 1 Each time you make a wound roll of 6+, that hit is resolved with an AP of -4. Melee Melee User -1 1 - Melee Melee User -1 1 This weapon always wounds on a 2+ unless it is targeting a VEHICLE or TITANIC unit. Each time you roll a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Models in this unit have a 5+ invulnerable save. This unit can charge even if it Advanced during its turn. Roll a D6 each time this model loses a wounds; on a 6 the wound is not lost. If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Once per game, instead of shooting its weapons in the Shooting phase, this models can use its smoke launchers. If it does so, subtract 1 from hit rolls for attacks made with ranged weapons that target it until your next Shooting phase. Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on the model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. 7 18" 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. If the target has a rule that allows it to fight first in the Fight phase even if it did not charge, then instead of fighting last in the Fight phase, it fights as if it did not have that ability and did not charge. 7 12" 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 either shoot as if it were your Shooting phase, or make a single close combat attack as if it were the Fight phase. In either case, treat that model as if it were a separate unit that is part of your army whilst shooting or making that close combat attack. 7 18" 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. When inflicting damage upon this model, reduce the Damage characteristic of the attack by 1 (to a minimum of 1). In addition, roll a D6 each time this model loses a wound; on a 5+ that wound is not lost. Melee Melee User -1 1 Each time the bearer fights, it can make one additional attack with this weapon. 6" 3+ 6+ 5 4 2 2 7 5+ 6" 3+ 6+ 5 4 2 3 7 5+ 48" Heavy D6 5 -1 1 This weapon can target units that are not visible to the bearer. 6" Grenade D6 3 0 1 - Melee Melee User 0 1 - 12" Heavy D6 5 -1 1 This weapon automatically hits its target. 5 18" 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. 6 18" Select an enemy model within 18" of and visible to the psyker. Each player 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, your opponent rolls a 6, and/or your opponent's result is equal to or higher than yours. 6 18" 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 charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.