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unit
Atalan Jackals

Genestealer Cults

Keywords: Grenades • Mounted • Atalan Jackals • Great Devourer

Scouts 9"
Stealth
Unit Profiles
ModelMTSvWLdOCInvuln
Atalan Jackal12"45+27+1
Atalan Wolfquad12"45+47+1
Scouts 9"
Stealth
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Atalan power weaponMelee24+4-21
Close combat weaponMelee24+301
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Atalan incinerator
Ignores CoverTorrent
12"D6N/A5-11
Atalan small arms
Pistol
12"24+401
Grenade launcher — frag
Blast
24"D34+401
Grenade launcher — krak24"14+9-2D3
Heavy stubber
AssaultRapid Fire 3
36"34+401
Mining laser24"14+12-3D6+1

Unit Composition

4-8 Atalan Jackals
1-2 Atalan Wolfquads*
**This unit can only contain 2 Atalan Wolfquads if it also contains 8 Atalan Jackals.*

Every Atalan Jackal is equipped with: Atalan small arms; close combat weapon.
Every Atalan Wolfquad is equipped with: Atalan small arms; heavy stubber; close combat weapon.

Unit Abilities
Cult Ambush
View Army Rule

If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.

Incursion: 6 Resurgence points
Strike Force: 10 Resurgence points
Onslaught: 14 Resurgence points

Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength.

Aberrants. For 5 models, you must spend 4 Resurgence points. For 10 models, you must spend 8 Resurgence points.  Acolyte Hybrids with Autopistols, or Acolyte Hybrids with Hand Flamers, or Hybrid Metamorphs. For 5 models, you must spend 2 Resurgence points. For 10 models, you must spend 4 Resurgence points.  Atalan Jackals. For 5 models, you must spend 2 Resurgence points. For 10 models, you must spend 6 Resurgence points.  Neophyte Hybrids. For 10 models, you must spend 3 Resurgence points. For 20 models, you must spend 6 Resurgence points.  Purestrain Genestealers. For 5 models, you must spend 2 Resurgence points. For 10 models, you must spend 6 Resurgence points.

If you do:

■ Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.
■ Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

Units in Cult Ambush

Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn.

Cult Ambush Markers

Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush and set up that unit using that Cult Ambush marker. To do so, set that unit up on the battlefield more than 9" horizontally away from all enemy units, with at least one model in that unit touching that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).

Outrider Gangs

Each time you use the Cult Ambush ability to set this unit back up on the battlefield, in addition to the normal rules, all of its models must be set up wholly within 9" of a battlefield edge and at least one of its models must be touching one of your Cult Ambush markers (that marker is then removed from the battlefield). If this cannot be done, this unit cannot be set back up.

Demolition Run

Once per turn, in your Movement phase, when this unit ends a Normal, Advance or Fall Back move, you can select one enemy unit within 6" of and visible to this unit and roll one D6 for each ATALAN JACKALS model in this unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Core Abilities
Scouts 9"

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Stealth

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Stratagems by Detachment

Evasive Vanguard
1 CP
strategic Ploy

When: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers, before removing those markers from the battlefield.

Target: Select one of those Cult Ambush markers.

Effect: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.


Gene-twisted Muscle
1 CP
battle Tactic

When: Fight phase.

Target: One ABERRANTS, BIOPHAGUS or PURESTRAIN GENESTEALERS unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE, add 1 to the Wound roll.


Hyper-metabolic Vigour
1 CP
battle Tactic

When: Fight phase.

Target: One ABERRANTS, BIOPHAGUS or PURESTRAIN GENESTEALERS unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.


Stimulated Bio-surge
1 CP
battle Tactic

When: Your Charge phase.

Target: One ABERRANTS, BIOPHAGUS or PURESTRAIN GENESTEALERS unit from your army that has not declared a charge this phase.

Effect: Until the end of the phase, each time your unit declares a charge, if the closest eligible enemy unit is selected as one of the targets of that charge, add 1 to the Charge roll for each selected target of that charge (including the closest eligible enemy unit), to a maximum of +3.


Bio-horror Revelation
1 CP
strategic Ploy

When: Start of your opponent’s Shooting phase.

Target: One ABERRANTS, BIOPHAGUS or PURESTRAIN GENESTEALERS unit from your army.

Effect: Until the end of the phase, each time an enemy unit within 9" of your unit is selected to shoot, it must take a Leadership test, subtracting 1 from the result. If that test is failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll.


Symbiotic Destruction
1 CP
battle Tactic

When: Your Shooting phase.

Target: One ASTRA MILITARUM and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.

Effect: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.


A Dark Network
1 CP
strategic Ploy

When: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.

Target: One ASTRA MILITARUM or GENESTEALER CULTS unit from your army (excluding MONSTERS and VEHICLES) within 12" of that enemy unit.

Effect: Your unit can make a Normal move of up to 6".


Hyperferocity
1 CP
battle Tactic

When: Fight phase.

Target: One GENESTEALER CULTS unit from your army that has not been selected to fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re‑roll a Wound roll of 1. If one or more friendly TYRANIDS units are within 6" of that enemy unit, you can re‑roll the Wound roll instead.


Divine Imperative
1 CP
battle Tactic

When: Your Charge phase.

Target: One GENESTEALER CULTS unit from your army that has not declared a charge this phase.

Effect: Select one enemy unit within Engagement Range of one or more TYRANIDS units from your army. Until the end of the phase, each time your GENESTEALER CULTS unit declares a charge, if that enemy unit is one of the targets of that charge, add 1 to Charge rolls made for your unit and you can re‑roll the Charge roll.


Resistance Tunnels
1 CP
strategic Ploy

When: End of your opponent’s Fight phase.

Target: One GENESTEALER CULTS or TYRANIDS unit from your army that is not within Engagement Range of one or more enemy units.

Effect: Remove your unit from the battlefield and place it into Strategic Reserves.


Coordinated Trap
2 CP
battle Tactic

When: The start of your Shooting phase or the start of the Fight phase.

Target: Two GENESTEALER CULTS units from your army that have not been selected to shoot or fight this phase.

Effect: Select one enemy unit (if this Stratagem is used in the Fight phase, that enemy unit must be within Engagement Range of both of your units). Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, add 1 to the Wound roll.


Primed and Readied
2 CP
battle Tactic

When: Your Shooting phase or the Fight phase.

Target: One GENESTEALER CULTS units from your army that has not been selected to shoot or fight this phase.

Effect: Until the end of the phase, each time a model in your unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.


Tunnel Crawlers
1 CP
strategic Ploy

When: Your Movement phase.

Target: One GENESTEALER CULTS unit from your army that is arriving using the Deep Strike ability this phase.

Effect: Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

Restrictions: A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.


Lying in Wait
1 CP
strategic Ploy

When: Your opponent’s Movement phase.

Target: One GENESTEALER CULTS BATTLELINE unit from your army in Cult Ambush.

Effect: Until the end of the phase, when setting your unit up using a Cult Ambush marker, set your unit up anywhere on the battlefield wholly within 6" of that Cult Ambush marker and not within Engagement Range of one or more enemy units.


Return to the Shadows
1 CP
strategic Ploy

When: End of your opponent’s Fight phase.

Target: One GENESTEALER CULTS INFANTRY unit from your army that is not within Engagement Range of one or more enemy units.

Effect: Remove your unit from the battlefield and place it into Strategic Reserves.


A Deadly Snare
1 CP
strategic Ploy

When: Your opponent’s Charge phase, just after an enemy unit declares a charge.

Target: One GENESTEALER CULTS INFANTRY unit from your army that was selected as a target of that charge.

Effect: Roll one D6: on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.


Along Shadowed Trails
1 CP
strategic Ploy

When: Any phase, just after an enemy unit ends a move within 9" of one or more of your Cult Ambush markers.

Target: Select one of those Cult Ambush markers.

Effect: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units.


Close-range Shoot-out
1 CP
battle Tactic

When: Your Shooting phase.

Target: One GENESTEALER CULTS MOUNTED or GENESTEALER CULTS VEHICLE unit from your army that has not been selected to shoot this phase.

Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability while targeting an enemy unit within 18".


Rapid Feint
1 CP
strategic Ploy

When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target: One ACHILLES RIDGERUNNERS or ATALAN JACKALS unit from your army that is within 9" of that enemy unit.

Effect: Your unit can make a Normal move of up to 6".


Deft Manoeuvring
1 CP
battle Tactic

When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target: One ACHILLES RIDGERUNNERS or ATALAN JACKALS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect: Until the end of the phase, models in your unit have a 4+ invulnerable save.


Encircling the Prey
1 CP
strategic Ploy

When: End of your opponent’s Fight phase.

Target: One GENESTEALER CULTS MOUNTED or GENESTEALER CULTS VEHICLE unit from your army that is not within Engagement Range of one or more enemy units and is wholly within 9" of one or more battlefield edges.

Effect: Remove your unit from the battlefield and place it into Strategic Reserves.


Vengeance for the Martyr!
1 CP
epic Deed

When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a GENESTEALER CULTS CHARACTER model from your army.

Target: One other GENESTEALER CULTS CHARACTER model from your army.

Effect: Until the end of the battle, each time a friendly ACOLYTE HYBRIDS, HYBRID METAMORPHS or NEOPHYTE HYBRIDS model makes an attack that targets that enemy unit, re-roll a Hit roll of 1. If the destroyed model was a MAGUS, PRIMUS or ACOLYTE ICONWARD, you can re-roll the Hit roll instead.