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Warhammer 40,000/8th Edition Tactics/Genestealer Cults
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===Cult-Specific=== *{{W40Kkeyword|Cult of the Four-Armed Emperor}} - '''A Plan Generations in the Making (3 CP)''': Once per game, use when your opponent spends CP for using a stratagem but before it takes effect. Roll 1d6; on a 1, nothing happens. On 2-5, the CP used by your opponent is refunded but the stratagem does not take effect and can't be used again this phase. On a 6, the CP is not refunded and the stratagem does not take effect and can't be used again this phase. This stratagem cannot be used against a stratagem that is used before the battle or during deployment. **Every bit as potent as it is for the Kabal of the Black Heart, and your version is 1 CP cheaper too. Once use per game limits it's effectiveness for mind games, however. *{{W40Kkeyword|Twisted Helix}} - '''Monstrous Biohorrors (3 CP) ''': Drop 3 CP for your big special muscle boys to attack again at the end of the fight phase. Also -1 LD for units within 6". This lets your pick aberrants totally annihilate what they touch when combined with the Abominant, who can also use this to finish off that Baneblade or eat another Leman Russ. Remember your aberrants are +1 S for being Twisted Helix too. Could be good with the Anointed Throng detachment, since a model has a chance of fighting three times a turn *{{W40Kkeyword|Hive Cult}} - '''Chilling Efficiency (2 CP) ''': This is basically 'Overlapping Fields of Fire' from Cadian guard. Activate in the shooting phase, +1 to hit vs a unit that you've done a wound against. Fits with the Hive Cults' general theme of being the shooty subfaction. *{{W40Kkeyword|Bladed Cog}} - '''Overthrow the Oppressors (1 CP) ''': Use this Stratagem before a {{W40Kkeyword|Bladed Cog}} unit (excluding {{W40Kkeyword|Genestealer}} units) from your army is selected to fight in the Fight phase. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack by a model in that unit, that model can immediately make an additional hit roll against the same target using the same weapon. These bonus attacks cannot themselves generate any further attacks. These extra attacks are instead generated on unmodified hit rolls of 5 or 6 when targeting {{W40Kkeyword|Imperium}} units or on unmodified rolls of 4, 5, or 6 when targeting {{W40Kkeyword|Adeptus Mechanicus}} units. If you find yourself as Bladed Cog against AdMech in CQC... You ''probably'' don't need this, but there is no kill like overkill. Much more useful and will see much better results against Marines, High Invul Characters and Custodes as opposed to the Cogboys. *{{W40Kkeyword|Rusted Claw}} - '''Drive by Demolitions (1 CP)''': Use on a {{W40Kkeyword|Rusted Claw Biker}} Unit. +1 to hit and wound rolls with grenades. After it resolves all its shooting, it can immediately make a move as if it were the movement phase, but cannot charge this turn. Combine with the Extra Explosive Stratagem and dirt cheap Demo Charges for maximum grenade shenanigans. *{{W40Kkeyword|Pauper Princes}} - '''Vengeance of the Martyrs (1 CP)''': Use when a {{W40Kkeyword| Pauper Princes Character}} dies. For the rest of the battle, your units gain +1 to hit when targeting the unit that dealt the killing blow.
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