Six stratagems. Five cost 1 CP and all of them are 1 CP, which for a 2 DP detachment is generous.
Stimulated Bio-surge gives a qualifying unit that has not declared a charge +2 to charge rolls. Rewritten in this pack, as above.
Evasive Vanguard saves a threatened Cult Ambush marker by moving it, in any phase, just after an enemy ends a move within 8 inches of it and before the markers are removed. This is the counter to the standard anti-Cult play of walking a cheap unit at your markers, and having it is a real reason to pick this detachment.
Gene-twisted Muscle adds 1 to Wound rolls against MONSTER or VEHICLE targets for a qualifying unit that has not fought. Aberrants and Genestealers are excellent against infantry and mediocre against armour, so this is the detachment patching its own weakness.
Hyper-metabolic Vigour makes Pile-in and Consolidation moves 6 inches instead of 3, and removes the requirement to end closer to the nearest enemy model provided you end as close as possible to the nearest enemy unit. That second clause is the useful half: it is how a melee brick walks out of one fight and onto an objective, which matters in a Take and Hold detachment.
Saintly Paroxysm fires just after an enemy destroys one of your Genestealer Cults CHARACTER models: roll a D6, and on a 2+ that enemy suffers D3 mortal wounds, or 2D3 if the destroyed character was an ABOMINANT or PATRIARCH. You may use it on the model even though it was just destroyed.
Bio-horror Revelation makes each enemy unit within 9 inches of your target unit take a Leadership test at -1 when selected to shoot, and on a failure subtract 1 from its Hit rolls against your unit. Note this one still reads 9 inches: the pack's 9-to-8 sweep hit Cult Ambush marker distances and reactive moves, not every number printed in the faction.