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Warhammer 40,000/9th Edition Tactics/Genestealer Cults
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==Secondary Objectives== <tabs> <tab name="Battlefield Supremacy"> *'''Broodswarm (Codex)''': At the end of your turn, this gives you 1VP each for having more models than the opponent in your deployment zone, no-man’s land, and the enemy deployment zone, plus an additional VP bonus if you achieve all three (for a total of 4 per turn). *'''Behind Enemy Lines (GT2021/2022)''': 2VP at the end of your turn if 1 non-{{W40Kkeyword|aircraft}} unit from your army is wholly within your opponent’s deployment zone. 4VP instead if you have 2 such units. *'''Engage on All Fronts (GT2021)''': 2VP at the end of your turn if you have 1+ units from your army wholly within three different table quarters and more than 6" from the center of the battlefield. 3VP instead if you have 4 such units. **'''Engage on All Fronts (GT2022)''': In order for a unit to count toward this scoring it must either have 3 models or a {{W40Kkeyword|VEHICLE}} or {{W40Kkeyword|MONSTER}} model in it. *'''Stranglehold (GT2021/2022)''': 3VP at the end of your turn if you control 3 or more objective markers and you also control more objective markers than your opponent controls. </tab> <tab name="No Mercy, No Respite"> *'''Grind Them Down (GT2021/2022)''': 3VP at the end of the battle round if more enemy units than friendly units were destroyed this round. *'''No Prisoners (GT2021)''': Keep a tally of kill points. Each time an enemy non-{{W40Kkeyword|vehicle}} non-{{W40Kkeyword|monster}} non-{{W40Kkeyword|character}} model is destroyed, add a number of marks to this tally equal to the Wounds characteristic of the destroyed model. At the end of the battle, divide your kill points tally by 10 and round down - the result is the number of victory points you score. **'''No Prisoners (GT2022)''': +1 VP if your pre-division tally is 50-99, +2VP if your pre-division tally is 100+. **Bear in mind for this being scored against you, everything you bring onto the table with Summon the Cult is another model your opponent can murder and add to their tally. *'''To The Last (GT2021/2022)''': Before the battle, after you have selected deployment zones, identify which three non-Fortifications units from your army have the highest points value (if two or more are tied, you choose between them). If your army has three or fewer units, you instead identify all the units in your army. 5VP for each of these units that are on the battlefield at the end of the battle. </tab> <tab name="Purge the Enemy"> *'''Ambush (Codex)''': This rewards you 1VP each for destroying an enemy unit using a model that arrived from Underground or Ambush this turn, destroying an enemy unit that had a Crossfire marker on it, and destroying a properly Exposed (i.e. by positioning, not abilities) enemy unit. *'''Assassination (GT2021/2022)''': 3VP at the end of the battle for each enemy {{W40kKeyword|CHARACTER}} model that is destroyed. If the enemy {{W40kKeyword|WARLORD}} was destroyed during the battle, +1VP. *'''Bring It Down (GT2021)''': 1VP at the end of the battle for each destroyed enemy {{W40kKeyword|MONSTER}}/{{W40kKeyword|VEHICLE}} model with W1-10, 2 VP if W11-19, 3 VP if W20+. ***'''Bring It Down (GT2022)''': Chane the threshholds for 1/2/3 VP to W1-9, W10-14, and W15+, respectively. *'''Titan Hunter (GT2021/2022)''': 4VP at the end of the battle if one enemy {{W40kKeyword|TITANIC}} model is destroyed, 9VP if two enemy {{W40kKeyword|TITANIC}} models are destroyed, or 15VP if 3+ enemy {{W40kKeyword|TITANIC}} models are destroyed. </tab> <tab name="Shadow Operations"> *'''Sabotage Critical Location (Codex)''': When you pick this, after selecting deployment zones, your opponent places two Critical Location markers on the table, and your goal is to sabotage them. The markers have to be at least 9” from each other and any board edge, and sabotaging them is an Action that your non-{{W40Kkeyword|Character}} {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Biker}} units (or Reductus Saboteurs) can carry out, requiring them (and no enemy units) to be within 3” of the marker - the action starts at the end of the Move Units step of the Move phase (so your reinforcements can't do it) and completes at the end of your turn. For each marker sabotaged you get a diminishing number of victory points depending on which turn of the game you successfully completed the action, going from 9VP for the second battle round (this can’t be completed in the first) to 5-7-3VP in the 3-4-5th round, respectively. There's no world in which this is better than Deploy Homers or Retrieve Data for you, don't ever take this. *'''Deploy Teleport Homers (GT2021)''': Deploy Teleport Homer (Action): One {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BIKER}} unit from your army can start to perform this action at the end of your Movement phase if it is wholly within 12" of your opponent’s deployment zone. The action is completed at the end of your next Command phase provided the unit attempting it is still wholly within 12" of your opponent’s deployment zone. Each time a unit from your army successfully completes this action, 2VP (4VP instead if the unit completed the action while wholly within your opponent’s deployment zone). **'''Deploy Teleport Homers (GT2022)''': Requires a unit of 3+ models to perform and completes at the end of your turn if attempted by a Troops unit, which you are ''absurdly'' qualified to pull off. *'''Investigate Signal (GT2021)''': 3 victory points each time a unit from your army successfully completes the following action: Investigate Signal (Action): One non-{{W40Kkeyword|character}} {{W40Kkeyword|INFANTRY}} unit from your army can start to perform this action at the end of your Movement phase if it is and no non-{{W40Kkeyword|aircraft}} enemy units are wholly within 6" of the center of the battlefield. This action is completed at the end of your turn provided the unit attempting it and no non-{{W40Kkeyword|aircraft}} enemy units are still wholly within 6" of the center of the battlefield. **'''Investigate Signal (GT2022)''': You can now attempt this action even if there are enemy units within 6″ of the center of the battlefield, but you only complete it at the end of your turn if there are no enemy units within 6″ of the center of the battlefield. *'''Raise the Banners High (GT2021/2022)''': Your {{W40kKeyword|Infantry}} units gain a new action each turn in an attempt to emulate [[Dawn of War]]. Raise Banners (Action): Perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that does not have one of your banners raised upon it (see below). A unit cannot start this action while there are any non-{{W40kKeyword|aircraft}} enemy units in range of the same objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have one of your army’s banners raised on it (the banner is ‘removed’ if your opponent controls the objective marker at the start of any phase). 1 VP at the end of each of your Command phases and 1 VP at the end of the battle for each objective marker on the battlefield that has one of your banners raised upon it. *'''Retrieve Octarius Data (GT2021)''': Keep a tally of Retrieved Data points; add 1 to that tally each time a unit from your army successfully completes the following action during the battle: Retrieve Data (Action): One non-{{W40kKeyword|character}} {{W40kKeyword|INFANTRY}} unit from your army can start to perform this action at the end of your Movement phase if it is wholly within a table quarter that has not had a servo-skull retrieved by your army (see below) and it is more than 6" away from any other table quarter. This action is completed at the end of your turn provided the unit attempting it is still within the same table quarter. If this action is successfully completed, the table quarter is said to have had a servo-skull retrieved by your army. At the end of the battle, 4VP if the tally is 2, 8VP if the tally is 3, or 12VP if the tally is 4. **'''Retrieve Nachmund Data (GT2022)''': {{W40kKeyword|biker}}s and {{W40kKeyword|characters}} can perform the action, and at the end of your turn you roll 1d6, -1 if the unit performing the action is Troops. If you roll less than or equal to the number of models in the unit, the action is completed, so your characters are very unlikely to succeed, but your Troops auto-succeed with 5 models and your other units auto-succeed with 6. </tab> <tab name="Warpcraft"> *'''Abhor the Witch (GT2021/2022)''': You can't take any {{W40kKeyword|Psyker}} units for this. You gain 3 VP for any {{W40kKeyword|Psyker Character}} unit you kill and 2 VP for any other {{W40kKeyword|Psyker}} units you kill. **The odds you didn't take a Patriarch or Magus are slim at best. *'''Pierce the Veil (GT2021/2022)''': 8VP at the end of the battle if 1+ units from your army successfully completed the following psychic action 2-3 times, 15VP if 4+ times: Pierce the Veil (Psychic Action - WC 4): One {{W40kKeyword|PSYKER CHARACTER}} unit from your army can attempt to perform this psychic action during your Psychic phase if it is within 6" of your opponent’s battlefield edge and more than 6" from any enemy models. *'''Psychic Interrogation (GT2021)''': 3VP each time you successfully complete the following psychic action: Psychic Interrogation (Psychic Action - WC4): One {{W40Kkeyword|PSYKER CHARACTER}} unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 24" of any visible enemy {{W40Kkeyword|CHARACTER}} models. **'''Psychic Interrogation (GT2022)''': The enemy model no longer has to be visible. *'''Warp Ritual (GT2021/2022)''': Keep a tally of Ritual points; add 1 to that tally each time a unit from your army successfully completes the following psychic action during the battle: Warp Ritual (Psychic Action - WC 3): One {{W40kKeyword|PSYKER CHARACTER}} unit from your army can attempt to perform this psychic action in your Psychic phase if it is within 6" of the center of the battlefield. At the end of the battle, 3VP if the tally is 1, 7VP if the tally is 2, or 12VP if the tally is 3+. **Know that this is pretty fucking ridiculous, as it will require you to drag out a fight for long enough for that to even have a chance of happening and then have your psyker protected enough to be able to cast it three times. And this will prevent your psyker from casting any of the more helpful powers. In general, you don't want to take any of the warpcraft secondaries. You usually want to bring a Patriarch and/or Magus which prevents Abhor, and both of these are too busy casting very useful spells, like Mass Hypnosis, Psychic Stimulus and Might from Beyond, to take the time to do psychic actions. *If, however, you have no better options for secondaries, Psychic Interrogation is the best pick here, especially if your opponent has no denies. Have your Patriarch, who wants to move towards the enemy, use it and have your Magus cast normal powers in the shadows. </tab> </tabs>
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