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Warhammer 40,000/8th Edition Tactics/Genestealer Cults
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==={{W40Kkeyword|Cult of The Four-Armed Emperor}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim Darkness of the far future, salvation is won when things go [[Just as Planned]].<br> The Cult of the Four-Armed Emperor are the most cunning of cults. Their strategies are planned out centuries in advance, and by the time they emerge from the sewers it's already too late. <br> On the tabletop, ...<br> <div class="mw-collapsible-content"> '''Special Rules''' '''Creed - Subterranean Ambushers:''' Until the end of the first battle round, gain +1 to advance and charge rolls. From the second round onwards, units that are set up (e.g: Cult Ambush) get this bonus. GSC's Black Heart but with an actually useful trait. Expect everyone and their mother to have a detachment of these for the things it unlocks. Very competitive choice. '''Warlord Trait - Inscrutable Cunning''': Gain d3 bonus CP. Additionally, once per battle you can re-roll one hit, wound, or saving throw for any friendly unit (not just the Warlord) as long as the Warlord is on the field. Nice to give to a Magus via Broodcoven stratagem. '''Relics - Sword of the Four-Armed Emperor''': Replaces a bonesword or Locus blades. S User AP-3 1 D, and when used in the fight phase it grants ''4'' extra attacks. Say goodbye to that MEQ squad. '''Stratagems - 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. '''Psykic Power - Undermine:''' WC8. Select an enemy infantry unit within 18", halve that units movement, advance and charge distances unitl your next psychic phase. '''Tactics''' </div></div>
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