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Warhammer 40,000/9th Edition Tactics/Genestealer Cults
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===Custom Creeds=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim Darkness of the far future, salvation is found through a great many means. Following the uninspired shitshow of custom creeds [[Psychic Awakening]]: The Greater Good showed us, the 9E codex tried again to introduce the custom faction traits and not make it so obvious they were cribbing from the established factions. That said, these traits aren't the basic pick-and-mix provided to other factions. <div class="mw-collapsible-content"> The new codex deals with your dudes differently than other factions. Genestealers work on a point-buy system, and you have 4 points to spend however you want. This means the valid combinations are 4, 3+1, 2+2, 2+1+1, and 1+1+1+1. # #;Accustomed to Toil: These units can never be wounded on a 2, regardless of strength and abilities. One half of the Twisted Helix's creed. #;Alien Fury: +1" to Pile In and Consolidate moves. #;Cold-Eyed Killers: Unmodified 6s to wound in melee give -1AP. #;Industrial Affinity: All Industrial weapons can ignore hit roll, BS, and/or WS modifiers. #:*This trait is useless on Industrial weapons that hit automatically, of course, but for seismic cannons and mining lasers carried by {{W40Kkeyword|infantry}} - since they're Heavy - and caches of demolition charges (which are Assault and always carried by vehicles), this is '''Agile Guerillas''' but cheaper and slightly different: you can't Advance and shoot the heavy weapons, but you ''can'' Deep Strike and shoot them with no penalty. It's also a good buff to Heavy Rock Cutters, but you're probably using the Drills anyway. #;Synaptic Resonance: Re-roll 1s and 2s on individual dice for psychic tests. #;War Convoy: {{W40Kkeyword|Vehicle}}s and {{W40Kkeyword|Biker}}s get a 6+++. # #;Agile Guerillas: If you make a normal move or advance, the unit counts as having remained stationary in the following Shooting phase, but you cannot take the '''Martial''' Creed. Has the most significant impact on heavy weapon toting infantry, where it both removes the penalty for moving and shooting and enables Advancing and shooting, but it doesn't let you ignore the penalty for shooting after you Deep Strike; also lets your vehicles Advance and shoot everything. One half of the Rusted Claw's creed. #;Deep Supplies: Each time a unit shoots or fights, it can re-roll 1 wound roll. One half of the Bladed Cog's creed. #;Martial: Stationary {{W40Kkeyword|crossfire infantry}} models pretend they already have a crossfire marker. But you cannot take the '''Agile Guerillas''' Creed. #:*Literally none of your infantry can be bothered standing still for a Crossfire marker rather than staying mobile. Hard pass. #;Thralls of the Patriarch: Ignore modifiers on your combat attrition rolls. One half of the Pauper Princes' creed. #;Toxin Agents: When you attack anything other than a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}} in melee, unmodified 6s to hit auto-wound. # #;Hunter's Instincts: Re-roll charge rolls. One half of Cult of the Four-Armed Emperor's creed. #;Impassioned: +1 to hit rolls in melee when the unit charges, gets charged, or heroically intervenes. One half of the Pauper Princes' creed. #;Symbiotic Broodmind: Units can shoot after Falling Back with a -1 to hit. One half of the Hivecult's creed. # #;Splinter Cult: You get to pretend you're one of the six named cults for some reason. Don't even bother with this, just pick the cult you wanted to play with. This leads to some obvious combinations - just remember that Pauper Princes have two traits from the above list but their total cost comes to ''5'', and a custom creed also means losing out on having a named cult's warlord trait, relic, stratagem, and psychic power, so make sure the combination is worth it. *3+1: Symbiotic Broodmind + Industrial Affinity means when you shoot after Falling Back, your Industrial weapons ignore the -1 to hit modifier from having Fallen Back and just shoot normally. **This makes you the Hivecult without its non-Creed benefits, and you replace performing Actions after Advance/Fall Back/Shoot with shooting with no penalty after Fall Back, so weigh carefully which you'd prefer. *2+1+1: Agile Guerillas + War Convoy + Accustomed to Toil gets you just about the best Atalan Jackals going - you're functionally the Rusted Claw but better for some units, since you replaced the Rusted Claw's AP reduction with a reduction to being wounded and an FNP on your vehicles and bikes. *2+1+1: Agile Guerillas + War Convoy + Industrial Affinity gets you Deep Striking Neophytes that don't take any hit penalty on their heavy weapons and then still don't while Advancing and Shooting, but more importantly, your Vehicles now never stop shooting Industrial weapons, since they can Advance and shoot Heavy weapons at no penalty and can stay in melee and shoot at no penalty. *2+1+1: Agile Guerillas + Accustomed to Toil + Industrial Affinity gets you Deep Striking Neophytes that don't take any hit penalty on their heavy weapons and then still don't while Advancing and Shooting and are extra durable against S6+ weaponry. </div> </div>
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