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Warhammer 40,000/8th Edition Tactics/Genestealer Cults
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===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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