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Warhammer 40,000/8th Edition Tactics/Genestealer Cults
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==Cult Creeds== Here's your Chapter Tactics/Doctrines/Specialisations, like everyone else has. These replace the {{W40Kkeyword|Cult}} Keyword when you choose one. Infantry and Bikes (ie, not vehicles) gain the relevant ability listed below; in addition, anything with the {{W40kKeyword|GENESTEALER}} keyword (namely Patriarchs and Purestrain Genestealers), does NOT benefit from these either. Sorry but no Str 5 or 4++ Purestrains. Familiars are fair game though, apparently. *{{W40Kkeyword|Cult of the Four-Armed Emperor}} - '''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. *{{W40Kkeyword|The Twisted Helix}} - '''Experimental Subjects:''' Everyone with this Creed gets +1 Strength, and adds +2 to their advance rolls. S3, S4, and S5 are the largest jump on to wound rolls, massively increasing the effectiveness of your army across the board, melee-wise that is. Ironically this doesn't appear to be the best Creed for Aberrants based on ability alone but the related Stratagem makes up for it. Best used with Acolyte spam and one big unit of Aberrants. *{{W40Kkeyword|The Pauper Princes}} - '''Devoted Zealots:''' You may re-roll hit rolls for attacks made with Melee Weapons in a turn where a unit with this Creed charged, was charged or performed a Heroic Intervention. Another melee sub-faction, it competes with the Twisted Helix; The problem lies in the fact that Cult has easy access to +1 to Hit via Primus (effectively making the Creed just a reroll 1s the times it applies) and Cult Icon (which comboed with Primus effectively gives you the Pauper Princes Cult Creed). Can't effectively compete with C4AE and Twisted Helix. On a side note, this will save you points on buying cult icons. This also the only way (outside of custom cults) for your aberrants to get a reroll. *{{W40Kkeyword|The Hivecult}} - '''Disciplined Militants:''' If a unit with this Creed fails a morale test, halve the number of models that flee (rounding up). Furthermore, units with this Creed that fall back may still shoot, but they are at -1 to hit when they do so. Neophytes/Kelermorphs are incredible with this strategy; make sure to combine this with the Jackal Alphus' target marking ability to maximise shooting potential plus Hivelord Warlord Trait (preferably on a Magus with Broodcoven) and the related Creed Stratagem (Chilling Efficiency) to maximise shooting potential. It isn't a Cult Creed you're willingly take as "Main" (in case of Cults mix) but has potential to be the best Cult Creed for shooting units in a specific Detachment. *{{W40Kkeyword|The Bladed Cog}} - '''Cyborgised Hybrids:''' Models with this Creed have a 6+ invulnerable save if they don't have an Invulnerable beforehand, and add +1 to their Invulnerable Save if they do have one. Furthermore, {{W40Kkeyword|Infantry}} models with this Creed do not suffer the penalty for moving and shooting with Heavy Weapons. If you think about it only Characters with a built-in invulnerable save and Multiwound units really benefit from it (you want Rusted Claw to improve the survivability of the sea of Hybrids) but the Heavy Weapons bonus suggests taking Neophytes with such weapons. Also its Creed is something you can only use in Fight phase so it's really schizophrenic after all. *{{W40Kkeyword|The Rusted Claw}} - '''Nomadic Survivalists:''' When making armor saves, add +1 to the result if the weapon has an AP of 0 or -1. In addition, {{W40Kkeyword|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 tactic if you want to improve the general survivability of your models. Best defensive Creed by miles but considering the extremely aggressive playstyle of the army it might not find universal acclaim. ===Custom Creeds=== With The Greater Good, you can make your own Cult Creed by combining any two rules from those listed below. Note how five of these are basically one half of a major cult's creed. Not very inventive. *'''Agile Outriders''': {{W40Kkeyword|Biker}} models with this Creed do not suffer any penalties for moving and shooting with Heavy Weapons, or for advancing and firing assault weapons. One half of the Rusted Claw's Creed. *'''Hunters' Instincts:''' Add 1" to Advance and Charge rolls for all cult units, for the first battle round. The less good half of the Cult of the Four Armed Emperor creed. Best avoided. *'''Innate Fighters:''' Reroll hit rolls of 1 for any cult unit that charged, was charged or Heroically Intervened. Half of the Pauper Princes creed. Good when combined with Devout Worshippers. *'''Thralls of the Patriarch:''' Halve the number of models that flee from a failed morale test. Half of the Hivecult creed. *'''Seasoned Enforcers:''' INFANTRY models ignore the penalty for moving and firing Heavy weapons. Half of the Bladed Cog creed. Good when combined with Workers Arisen. *'''Unnatural Symbiosis''': When a psychic test is taken for a model with this Creed and it's within 6" of another unit with the same Creed, you can re-roll ''any or all 1s''. Now your powers are sure to go off. Remember that Patriarchs don't benefit from cult creeds so it only benefits your Magus. *'''Armor Piercing Ammunition:''' Stubber and Auto- weapons gain -1AP at half range or less. *'''Munition Experts:''' Add 1 to the strength characteristic of any Grenade weapons. *'''Workers Arisen:''' Reroll the hit roll for any Heavy Mining weapons. *'''Devout Worshipers:''' Cult units starting a charge within 3" of any Metamorph unit can reroll the dice. Cannot be chosen with Hunters Instincts. *'''Poisoned Blades:''' Natural 6's to hit with Boneswords, Boneswords with Whips or Cultist Knives generate an extra attack.
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