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Warhammer 40,000/9th 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. 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. On the tabletop, these guys are highly mobile and ''relatively'' durable. Bikes and Wolfquads are best suited to this force, and all units here are especially resilient to small arms fire. <div class="mw-collapsible-content"> ;Creed - ''Nomadic Survivalists'': When making armor saves, add +1 to the result if the weapon has an AP of -1 or -2. In addition, units count as having Remained Stationary till the end of your shooting phase if they make a Normal Move or Advance. :*The first ability is more powerful the better your save already is (so you want it on your 3+ vehicles and 4+ bikes) and the second ability is more powerful on slower units with steeper movement penalties - so it's most powerful on infantry with heavy and rapid fire weapons that advance (where it legalizes illegal shots) and also helps your assault weapons on everything advance without penalty and your heavy weapons move without penalty. However, bear in mind it ''doesn't'' waive the movement penalty for Deep Striking with a Heavy weapon on Infantry (since that's neither a Normal Move nor an Advance), so if you Deep Strike in some Neophytes, they'll take full penalties. ;Warlord Trait - ''Entropic Touch'': Your Warlord's melee attacks with non-relics gain -1AP and on unmodified 6s to hit deal an additional 2 hits, including with relics. Top notch on a Patriarch and shockingly good on a Primus with the Sword of the Void's Eye (the -1AP won't help the sword, but ''will'' help the Toxin Injector). ;Relic - ''Nomad's Mantle'': The bearer can Fall Back/Advance and still shoot, charge, or cast psychic powers, as well as freely move through enemy units and terrain when it makes a Normal Move, Advance, Fall Back, or Charge. :*A Patriarch with this and the strat Rapid Advance will move 14" in any direction you wish and can still charge. While this is awesome, you must remember to end his move near minions to protect him, as even if he successfully charges your opponent will focus him down and kill him, and nobody wants that. :*Combine this with the warlord trait Prowling Agitant on a Patriarch for a murder monster that can't be pinned down by a melee enemy, as when you're charged you can move 6" through, and on the other side of, some of your models, which, if the screen is significantly wide enough, will make their charge against the Patriarch impossible. ;Stratagem - ''Drive-by Demolitions'' (1 CP): Use on a {{W40Kkeyword|Rusted Claw Biker}} unit after it moves. One model in it can throw one grenade at a unit the biker unit moved within 6β of at any point during that move and automatically get max shots with it. This ''probably'' qualifies for applying a Crossfire token (update - latest errata confirms it does), but the rules aren't perfectly clear - Crossfire tokens can only be applied when a unit is selected to shoot, and while this stratagem selects a unit, for shooting purposes you select a model, not a unit, to shoot. ;Psychic Power - ''Inescapable Decay'' (Malediction, WC 6): Select a visible enemy unit within 18" and improve the AP of all attacks made by friendly {{W40Kkeyword|Rusted Claw}} models against it by 1 until the start of your next Psychic Phase :*This is basically only the Jinx half of the Eldar psychic power Protect/Jinx, only at one less WC and without the ability to affect invuln saves. '''Tactics''' </div></div>
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