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Warhammer 40,000/8th Edition Tactics/Genestealer Cults
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==Broodmind Discipline== This is the only psychic discipline table your psykers can use. You can either roll randomly or choose one. Don't forget every psyker also automatically knows Smite. #'''Mass Hypnosis''': WC 7. A visible unit within 18" can't Overwatch, Fights last even if it charges, and suffers -1 to hit, all for one turn. #*One of the best debuff abilities in the game. Most similar powers only do one of these effects, not all three at once. Unfortunately, most of the time you’ll only be able to make use of two out of the three abilities, the minus one is universally useful, but it’s unlikely that you’ll be charging a unit which can fight first in melee and can provide reliable and dangerous overwatch cover. <s>Note that this says one turn, not round, so it doesn’t carry over to your opponents turn.</s> Not anymore, now it's until your next Psychic phase! #'''Mind Control''': WC 7. Target an enemy model within 12" and roll 3d6. If you equal or beat its Leadership, the model immediately makes a single ranged or melee attack against another enemy unit. Correction you get to fire all weapons or make a single close combat attack. It can't hit itself, but it can hit other models in a unit to which it belongs. #*Particularly effective when used on units with single-use weapons you can misdirect (Imperial Hunter-Killer Missiles etc.) or anything big and scary like snipers, tanks, and heavy weapons teams. #*Can also be used to directly attack {{W40kKeyword|CHARACTERS}} hidden inside squads, by making a guy 1" away melee attack them or picking someone for whom the {{W40kKeyword|CHARACTER}} is the closest target. #*Especially effective against plasma weaponry, as you can use the overheat and possibly kill the bearer as well as who you shot at. #*Though in theory it can make a Baneblade or an Imperial Knight shoot on its own army, there's still only a ~53% chance of going off vs. a Ld9 target (~30% chance if there's an enemy psyker there to deny it), taking into account having to cast the power '''and''' roll above leadership. You also have to get within 12" - if your opponent is sensible their targets will be screened. It's a good power, just don't revolve your (anti-titan) strategy on getting this to work. #'''Psionic Blast''': WC 5. Target a visible enemy unit within 18" and roll 2d6. It the result is lower than the highest Leadership in their unit, they suffer a mortal wound. Otherwise, the unit suffers D3 mortal wounds. #* Can target key units (even characters) directly. #'''Mental Onslaught''': WC 6. Similar to Eldari Mind War. Attack one model via leadership, inflicting mortal wounds if you keep winning the dice off. Makes leadership modifying abilities desirable. For a brief time, there was an insane combo that made it possible to do infinite mortal wounds if you stacked upgrades properly, but as of the April 2019 FAQ the power stops any time your opponent rolls a 6, pushing it from worth building around to merely decent in some situations. #'''Psychic Stimulus''': WC 6. Allows a unit within 18” to charge after advancing and to fight first while affected. Let’s your other units advance and assault like Genestealers. #'''Might From Beyond''': WC 7. A friendly {{W40kKeyword|GENESTEALER CULTS}} {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BIKER}} unit within 18" gains +1S and +1A for a turn. #*This is most efficient on Aberrants - because Pick Aberrants get a Claw attack for each Pick attack, this gives them +2 attacks instead of +1. That said, it's good on pretty much any unit in your army. Use it to reach a critical threshold - like putting a S4 unit up to wounding T4 on 3s, or a S5 unit to wounding T3 on 2s. And since everyone gets Smite, here it is for reference. *'''Smite''': WC 5. Targets closest enemy unit within 18". Inflicts D3 mortal wounds, or D6 mortal wounds if the WC roll was more than 10. ===Cult-Specific Powers=== Note that these are not Broodmind powers so you don't get the +1 benefit from the Crouchling *'''The Twisted Helix- Mutagenic Deviation ''': WC6. Select an enemy infantry unit within 12" of the user. They get +1 to wound on all melee attacks until the next psychic phase. Both Aberrants and Acolytes benefit from this power. *'''Cult of the Four Armed Emperor- Undermine:''' WC8. Select an enemy infantry unit within 18", halve that unit's movement, advance and charge distances until your next psychic phase. For when you want to say "Fuck you!" in a awesome if unreliable way. *'''The Hivecult- Synaptic Blast:''' WC6. Select and enemy unit within 18", roll a D6 for each HIVECULT model within 3" of the enemy. MWs on 6's. The Hivecult favors the use of big Neophyte blobs, so this can translate to a ''lot'' of MWs if uses right. *'''The Bladed Cog- Undying Vigor:''' WC6. FnP 5+ for a BLADED COG unit within 18". Basically just Catalyst from the Nids dex. Don't use it on Aberrants, but Neophyte and Acolyte hordes love this power. *'''The Rusted Claw- 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. **An interesting thing about this is that it does not say friendly RUSTED CLAW units improve their AP of their weapons, it doesn't even say friendly units, it just says that the attacking units improves there a AP value against the selected vehicle. This means that not only do your friendly Tyranid and Astra Militarum forces benefit from this, but also if you have a three-way battle with two other friends that one of opponents might gain the benefit of the psychic power when attacking your chosen target. *'''The Pauper Princes- Last Gasp:''' WC7. Select a PAUPER PRINCES unit within 12", until your next psychic phase models in that unit can either shoot or fight on a 4+ when killed.
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