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Warhammer 40,000/8th Edition Tactics/Genestealer Cults
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==={{W40Kkeyword|The Rusted Claw}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim Darkness of the far future, salvation is found through entropy.<br> The Rusted Claw is perhaps the most anarchic of the cults, believing that all civilization and artifice will crumble before their newfound Star Gods. For this reason, they don't tend to keep very much and look a bit like a bunch of deranged skinhead three-armed hobos... with bikes<br> On the tabletop, these guys are a highly mobile. Bikes and Wolfquads are best suited to this force, and all units here are especially resilient to small arms fire.<br> <div class="mw-collapsible-content"> '''Special Rules''' '''Creed - Nomadic Survivalists:''' When making armor saves, add +1 to the result if the weapon has an AP of 0 or -1. In addition, BIKER models with this Creed do not suffer any penalties for moving and shooting with Heavy Weapons, or for advancing and firing assault weapons. A must for Bikes and still a very decent chapter tactics if you want to improve the general survivability of your models. Best defensive Creed by a miles but considering the extremely aggressive playstyle of the army might not find universal acclaim. '''Warlord Trait - Entropic Touch''': Friendly units within 6" of the Warlord that make an unmodified wound roll of 6 in the Fight phase improve that attack's AP by 1 (e.g. AP0 becomes AP-1). Useless since your dedicated melee units already have AP -4 on 6s to Wound so it only makes sense for Acolyte's chainsword attacks. Pass. '''Relics - Metallophagic Staff''': Magus only, replaces a force stave. S+2 AP-5 D3 D. When attacking a vehicle, a wound roll of 4+ causes an extra mortal wound, which increases to d3 mortal wounds on a 6+. '''Stratagems - 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. '''Psykic Power -Inescapable Decay:''' WC6. Select an enemy VEHICLE within 18", improve the AP of all attacks targeting that VEHICLE by 1 until the end of the turn. '''Tactics''' </div></div>
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