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==Wargear== ===Melee Weapons=== *'''Bonesword (3 pts)''': An AP-2 melee weapon for your unit leaders and the Primus. More of a sidegrade to the standard Rending claws which are free for those who come with them. It costs 1pt less than a Power Sword that other armies get access to and is 1 ap worse. Skip unless you take a Primus as he has to have one. Never let the Primus use it, the Toxin Injector is always better. Acolytes Leaders perform worst against T4 Sv3+ and less than 5% better against guardsmen by using a BS instead of the Rending Claws, take an additional Neophyte Hybrids that have a 16.66% to kill a guardsman instead and wait for GW to learn how to math and price things. **'''Lash whip & Bonesword (5 pts)''': The reason not to take a solo Bonesword. For 2 points more, you get the same stats as a base Bonesword, and the ability to use that character's attacks if they're slain before their turn in the fight phase. If you're going to spend the points for that -2 AP, may as well spend the measly 2 points for this as well. Remember that an Acolyte Leader has to trade both the Autopistol ''and'' its Cultist Knife for this - this does mean you lose an S4 AP0 D1 attack in melee ''and'' an S3 AP0 D1 attack at range, and, of course, you can't take this with a Hand Flamer. *'''Chainsword (0 pts)''': Bonus attacks as standard. *'''Cultist Knife (0 pts)''': It's a chainsword with a funny name and great aesthetic. *'''Heavy Improvised Weapon (25 pts)''': A Power Fist only better, in handy stop sign format. Exclusive to the Aberrant Hypermorph. Sx2 AP-1 D2, makes ''two hit rolls per attack'', and doesn't have -1 to hit like a power fist....now your squad leader(s) can oneshot Primaris units by THEMSELVES before the others can even attack! Sadly got a hefty point increase with Chapter Approved 2019... *'''Heavy Rock Cutter (12 pts)''': Sx2 AP-4 D1d3 -1 to hit sounds fantastic (in fact, that's better than a power fist but worse than a chainfist), but that's not all. If you successfully damage a non-{{W40kKeyword|VEHICLE}} target and beat its remaining wounds on 1d6, ''it dies instantly''. Goodbye Ogryns, TyraWarriors, Terminators, and characters. **The roll to beat a model's remaining wounds happens ''each time it takes damage''. If you're rolling lots of dice at once, make sure to stay on top of this - for example, if you hit, wound, and beat the target's save twice with one of these, and you're trying to murder some Ogryn (W3), correct procedure is roll the first damage die, then if the Ogryn lives roll to slay it, and only then move on to the second damage die. You can speed this up with colored dice, so you can roll the damage die and the slay die together, but be careful of doing this against a target with optional abilities for damage resistance, like a feel no pain strat - you should be forcing your opponent to be making the choice to trigger those abilities or not after the damage die but before the slay die. **Don't forget, while the instant slay will trigger instant slay feel no pain, like Graia has, that's incredibly rare - most feel no pains will not be able to roll against the slay effect. *'''Heavy Rock Drill (17 pts)''': At first glance, it's a D1 Power Fist with no accuracy penalty. However, it can inflict up to 5 extra mortal wounds per unsaved wound. No piercing the heavens for us, unfortunately, as the rock drill stops dealing mortal wounds once the skewered target dies. However, this is our best weapon against tough targets with lots of wounds, as it does an average of 2.777 damage against any target with 6 or more wounds or that has a feel no pain. Usually worse than the Rock Saw, because all that damage is ''incredibly'' swingy, with lots of variance - unlike the Saw, which is also a lot cheaper, you can't really guess how well this will do against a given target. *'''Heavy Rock Saw (10 pts)''': A chainfist, ''without'' the -1 to hit roll. ''Real'' saws that make chainswords look like pool noodles. Stick a primus nearby for effective 2+ to hit shenanigans. Best special CQC weapon GSC has by a mile. *'''Heavy Power Hammer (16 pts)''': Your Aberrants' weapon upgrade choice. 7 more points than the already expensive Pick they start with, but it might be worth it for a thunder hammer, which is what it is. Generally not worth it due to -1 to hit and the loss of your rending attacks. *'''Improvised weapon (0 pts)''': Probably the most egregious example of copy-pasting from GW ever. [[Derp|It's just a close combat weapon, doesn't even give +1 Strength or anything]]. For obvious reasons, take cultist knives or guns on your Jackals instead. *'''Injector Goad (0 pts)''': A poisonous(2+) with d3 damage for the biophagus. Also when a character loses any amount of wound due to this weapon, roll a die, and if it's higher than it's wound characteristic it suffers d3 extra mortal wounds. Like a shittier Heavy Rock Cutter. Weirdly it also has S+1 even though it always wounds on 2+ except against vehicles and Titanic units. Good weapon on a throwaway unit like Biophagus. *'''Locus Blades (0 pts)''': Basically a power sword; SU AP-3 D1, but boosted to 2 if the Locus charged, got charged, or performed a heroic intervention. 4 attacks and always strike first makes a great chaff defense against any melee units, like berserkers and such. *'''Power Axe (5 pts)''': S+1 Ap-2. It's a power axe, what else do you want? Give it to an Atalan leader or a neophyte if you want to splurge a bit, but it's not really points efficient, since you're only S3 - stick with a Maul on the Neophyte (if you really want them), and the Atalan Leader should be taking an autogun plus shotgun before he takes this. *'''Power Hammer (4 pts)''': This is a Power Maul. A classic, and pretty nice on your neophytes so they can wound easier. *'''Power Maul (4 pts)''': S+2 AP-1 D1. *'''Power Pick (9 pts)''': Your choice of viewing this as a -1S Force Axe or a +1AP Force Sword, that costs halfway in between what those two cost for factions that can take them. Grants a free Rending Claw attack (if you have one) for each attack made with the Power Pick, which is the only way to make this weapon earn back its cost - because there are exactly three ways to take these, the rule of thumb is simple. Neophytes and Atalans should never, ever take this. Aberrants should take this to be cheaper and better at better at fighting hordes than their hammer flavor. *'''Drilldozer Blades (0 pts)''': S9 AP-2 D1d3 and can make an additional 1d3 attacks when the rockgrinder charges. *'''Sanctus bio-dagger (0 pts)''': The Sanctus' brain melting knife with 2's across the board. S1 but always wounds on 2s, Ap-2 and 2 damage and can make an additional attack with this weapon. *'''Toxin Injector Claw (0 pts)''': Default Primus weapon, a venomous Rending Claw. It always performs better than the Bonesword the Primus carries, so this should be chosen for slicing and dicing. ===Pistols=== *'''Autopistol''': Standard S3 sidearm. Most of your troops have one, don't forget to use them before charging (if that doesn't increase your charge distance) and sometimes even in melee. Absolutely wonderful to have since they're free damage. *'''Bolt Pistol''': Standard S4 sidearm. *'''Hand Flamer''': Absolutely brutal weapon, '''1 point''' D6 S3 Pistol. Get this for your Acolytes, shove them into your opponent's chaff with Lying in Wait, shoot with "A perfect ambush" and then shoot again in the following Shooting phase. Sisters and Salamanders wished they could be half as hot as these. Or at least as cheap. [[Rape|and then there's Overwatch...]] *'''Laspistol''': Standard S3 sidearm, and carbon copy of the Autopistol. *'''Liberator Autostub''': The Kelermorph's rootin' tootin' shootin' 12" Pistol 2 S4 AP-1 D2. The Kelermorph has three of these babies and can just gun down space marines and below with ease. Cipher ''wishes'' he could get guns this good - seriously, these easily outperform even Deathwatch bolt pistols. Ignore the fluff entry about these being popular with gangsters and arbites - there aren't any Imperium pistols that can compete with this thing. **[[Troll|Because all of the Kelermorphs stealing them, of course.]] *'''Web Pistol''': Makes wound rolls against the lower of the target's S and T. Situational. It is a 1 point, 1 shot hand flamer, for what it's worth. ===Basic Weapons=== *'''Autogun''': Not much to be said here. Standard S3 Rapid Fire, your Neophytes all get one. Surprisingly vicious against T3 (and T5) en-masse if you make effective use of cult ambush. *'''Flamer''': Not a very effective weapon since you can't use them from Ambush (unless using A Perfect Ambush but why would you?), also a bit pricey when the Webber is literally half a flamer for 1/6 the cost. Pass *'''Grenade Launcher''': Just like tossing a hand grenade, except with a 24" range and an Assault weapon type, so you can use more than one per unit and toss them while Advancing. Especially useful for you because you don't have access to regular Krak grenades. Can also be fired as a single [S6, AP-1, Dd3] shot, which you might prefer to use when targeting vehicles and other bigger models. Very good weapon you should be taking for Shooting Neophytes Builds. *'''Lasgun''': Identical to, and interchangeable with, the Autoguns your Neophytes start with. *'''Shotgun''': Assault 2, and +1S below half range. Not bad if you're zerging across the table, but the short range will come back to bite you in other circumstances. *'''Webber''': Makes wound rolls against the lower of the target's S and T, using its S of 4. Situational rule but it's half a flamer for 1 pt with a 16" range (that can be used after running as well). Very good weapon and a bit underestimated by many people. If you're playing Neophytes you should be either taking this or Grenade Launchers, else back to Brood Brothers. **A largely accurate summary of units where this matters, typically meaning T8+/S5-7,T5/S4,T4/S3, or if you can find it, T3/S1-2: - Most artillery (mek guns, etc) - Almost all bikes, Eldar Vypers, Marine gravis/landspeeders - Wraithlords, Ironclad Dreads - Most T'au drones - Most Coven units - Necron Destroyers, Tomb Blades - Sammael - Death Guard - Hive Guard, Malanthropes ===Heavy Mining Weapons=== These only require one guy or quad to wield, so Neophyte squads can take two of them. *'''Atalan Incinerator''': 12" Heavy Flamer. Can only be taken by Wolfquads and expensive as hell. *'''Heavy Stubber (2 pts)''': Standard lead-flinging man-portable support gun. Not great, only 2 points. Was probably being used for mine defense. A Grenade Launcher is 1 point more, suffers no penalty on hit rolls if you moved, and is more versatile, so if you're looking for an upgrade to a squad, consider them as well - the frag grenade profile is functionally equivalent to the stubber on average, so the additional point is mostly buying you the krak profile, there. Can also be taken by Wolfquads. You either take this alongside Grenade Launchers or not at all. *'''Mining Laser (12 pts)''': It's a half-range lascannon. On the upside, it's cheaper, and you can have two. Can also be taken by Wolfquads. Not bad but not great either. *'''<s>Blastmaster</s> Seismic Cannon (12 pts)''': Functionally pretty similar to a grenade launcher, but more reliable and with a shorter range and deadlier armor piercing mode. Longwave it's a Heavy 6 lasgun, nearly twice (12/7) as good as a frag grenade unless moving. Shortwave halves your range and shots but gives you AP-1 and doubles the strength and damage, much like krak grenades, but with better damage against W2 targets. AP-4 on 6+ to wound, but with cultist BS it doesn't fire enough shots to reliably get those. Badly needs a point decrease to make it worthwile. ===Heavy Weapons=== Standard options with Brood Brothers, but you can give these to Neophytes if you use their Index entry instead. *'''Mortar (9 pts)''': It's a dirt cheap frag launcher that ignores line of sight; cost-effective anti-horde that you should take in dedicated Heavy Weapons Teams. *'''Heavy Bolter (8 pts)''': Your source of medium-strength support fire. Anti-infantry mainly but almost as versatile as the Autocannon. Since Mortars exist however there aren't really many reasons to go for this. *'''Autocannon (10 pts)''': This is your answer to T6 light armor and monsters, and generally decent at blasting things of all sizes. Loves medium-heavy units like Nobs, Rough Riders, TyraWarriors, and TEQ (especially if they have good invuln saves). One-shotting Primaris marines is also a nice feeling. However remember that your army has the most capabilities to kill multiwound models so it's a mediocre choice. *'''Lascannon (20 pts)''': Long-range anti-tank punch. Eats T8 and 9 for breakfast and comes back for lunch and dinner. Don't take them and go for Mining Lasers instead (if you have the choice, else just don't use them). *'''Missile Launcher (10 pts)''': For when you can't make up your mind between anti-tank and anti-infantry, or when versatility is important. Not recommended since it performs horribly in both cases. ===Vehicle Weapons=== *'''Heavy Mining Laser (25 pts)''': Itβs a D3 shot lascannon with 3/4 the range. If the Neutron Laser is the Lascannon's big brother then this is its weird older cousin. Good weapon to have, but the platforms that can use it are kinda in an awkward spot rules wise. *'''Heavy Seismic Cannon (20 pts)''': Similar to the infantry version only bigger. The longwave should be used against elites like bikers and such while the shortwave's higher output should be used against vehicles. Its short range, however, hampers it. Longwave is 24" Heavy 6 S4 AP-1 D2, while Shortwave is 12" Heavy 3 S8 AP-2 D3. *'''Clearance Incinerator (30 pts)''': Heavy Flamer with 2d6 autohits and 12" range. A nice option for your Rockgrinders to join in the fun with any cult Hellhounds you have. Very very expensive and it might need a lower price. *'''Heavy Mortar (8 pts)''': A mortar with one extra strength and AP-1. Don't use it. ===Grenades=== *'''Blasting Charges''': A Frag grenade by any other name, booms just as sweet. Never forget to use them since it increases your shooting output from 1/2 S3 shots to D6 (and you also use the Grenadier like stratagem to shoot 10D6 of these!). *'''Demolition Charge''': An enormous single-use grenade, now actually Grenade-type. Inflicting D6 S8 hits at AP-3 dealing D1d3 each, probably the best weapon around for Rusted Claw Atalan Jackals builds. **'''Cache of Demolition Charges''': Your transports get these. Can only be used if the transport has embarked passengers (with a BS, so not Purestrain 'stealers), but they're infinitely reusable, unlike the single ones you buy for infantry. ===Other Wargear=== *'''Cult Icon ( 10 pts)''': Allows Re-rolls to hit of 1 for the unit in the fight phase while the bearer is still alive. Good if you're going for 15/20 sized units, a bit useless otherwise. *'''Familiar (12 pts)''': For 12pts get an extra body to add onto your Patriarch or Magus. The Familiar has the same statline as an Acolyte Hybrid, albeit with no weapons, no BS, +1Ld and a 6+ save (rather than a 5+). Once per game if your Magus or Patriarch has at least one familiar, you can cast one additional power - this will almost always be ''Smite''. As it counts as a separate model, it can also absorb atleast one (or more if you're lucky) hit which would otherwise hit your Magus/Patriarch. **Note that although the Primus has the Familiar's statline on its Index datasheet, this was an error, and was removed in an early FAQ, and in the Codex. **Remember that having more than one familiar with a Patriarch/Magus does not give it more than one extra power per game - the ability is once per battle, regardless of how many familiars you have with the character. **Consider that adding a familiar is like adding an Acolyte "bodyguard" to your character, as the Familiar has a near-identical statline to an Acolyte Hybrid.
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