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Warhammer 40,000/9th Edition Tactics/Genestealer Cults
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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Bore Through''' (1 CP): Industrial weapons re-roll to wound in melee against {{W40kKeyword|monster}} or {{W40kKeyword|vehicle}} units. Pretty much always a good pick if you need to saw that tank to death, but does absolutely nothing for Rock Drills. *'''Dig Them Out''' (1 CP): Units firing their industrial weapons against an enemy within 12" counts that target as being Exposed. This one is only really useful with Achilles Ridgerunners firing their Heavy Mining Lasers, but it's a huge deal in that circumstance. *'''Massed Firearms''' (1 CP): A {{W40kKeyword|crossfire}} unit with 6+ models firing everything at a crossfire marked unit auto-wounds on a natural 6 to hit. *'''Monstrous Vigour''' (1-2 CP): Your aberrants/abominant can't be wounded on a 2-3 to wound. Costs 2CP for a unit of 6 or more. *'''One With the Shadows''' (1 CP): {{W40kKeyword|Infantry}} units in light cover add an additional +1 to their saves when shot. It's something you'll desperately be needing since cover is your only way of protecting your easily-flattened mobs of 5+ cultists. *'''Overload Fuel Cells''' (1 CP): Triggered in either the shooting or fight phase. Any industrial weapons on the chosen unit either gain +1D (for guns) or +1 to strength (for melee weapons), but both instances give Gets Hot like plasma. Great for Ridgerunners, and useful if your acolytes need to kill something T8 in melee. **Meaningless on Rock Drills due to them auto-wounding. **'''''Never''''' do this for melee weapons if '''Bore Through''' can be used instead - re-rolling to wound is better than +1 to strength, +1 to strength has incredibly diminished returns if you can already re-roll, and risking your weapon wielders being destroyed early just isn't worth the cost in that situation. **Like real plasma, this works best when near a source of rerolls, which in our case would be the Primus, not just to avoid "gets hot" but to help ensure the attacks you're spending a CP on actually strike home. ***You can spend a second CP on '''Dig Them Out''' to buff the +1D guns to help ensure they wound. *'''Raking Fire''' (1 CP): Atalan units or a Ridgerunner can re-roll to hit against an enemy unit that's exposed via Crossfire. *'''Rapid Advance''' (1 CP): A {{W40kKeywords|genestealer|biker}}, or {{W40kKeyword|vehicle}} unit can auto-advance 6" instead of rolling. This one's mostly useful for Purestrains and Patriarchs, since they can charge after advancing. </tab> <tab name="Epic Deed"> *'''Data Parasite''' (1/2 CP): Clamavus within 18" of an enemy {{W40kKeyword|vehicle}} suffering damage in movement phase - on a 3+ counts as half wounds for the damage table; cost 2CP if use on a {{W40kKeyword|Titanic}} unit. *'''Devoted Crew''' (1 CP): One of your vehicles gets to act like they're at max wounds for the turn. *'''Gestalt Conscious''' (1 CP): You can use a blessing psychic power on any friendly {{W40kKeyword|<CULT>}} unit regardless of range. *'''Hyper-Metabolism''' (1 CP): A character regains D3 lost wounds. *'''Legendary Demise''' (2 CP): Lets your Kelermorph shoot one more time on death. *'''Reckless Demolitions''' (1 CP): One model in a unit can use a grenade weapon in melee, hits on a 2+, and 1s slays a model using the grenade. *'''Rigged to Blow''' (1 CP): One of your {{W40kKeyword|vehicle}} units automatically explodes if it has a cache of demolition charges. </tab> <tab name="Requisition"> *'''Grandsire's Gifts''': (1 CP): Extra relics strat, as seen on any other army. *'''Leaders of the Cult''' (1 CP): If a Patriarch is your warlord, you can give two HQ characters a unique Warlord trait each. Nice enough since you'll have plenty of characters to throw around and you're only paying 1 CP rather than the 2 most other armies would need to pay. The drawback is that this is single-use. </tab> <tab name="Strategic Ploy"> *'''Booby Trap''' (1 CP): Pick one objective maker with a {{W40kKeyword|core}} unit or reductus saboteur on it at the end of your turn. The next time an enemy unit gets within 3" of it, roll a d6: on a 2-4 it suffers 1d3 mortal wounds, on a 5-6 it suffers 3 mortal wounds (2 mortal wounds total, on average). *'''Clandestine Goals''' (1 CP): Hide a secondary objective or agenda until you score VP with it. *'''Coordinated Assault''' (1CP): Start of the fight phase, choose one enemy unit with a crossfire marker, they fight last. This is why you use the Crossfire system and your end-goal for melee-based armies. *'''Covering Fire''' (1 CP): Use in the charge phase, choose an enemy unit with a crossfire maker on it. They can't fire overwatch, set to defend, or heroically intervene. *'''Fanatical Devotion''' (1 CP): A {{W40Kkeyword|<Cult> core}} unit can heroically intervene up to 6" into a unit in engagement range with a Patriarch, Primus, or Magus. *'''Genetic Lineage''' (1 CP): Use in the Charge phase on a unit of Acolytes or Metamorphs, they can charge even if they advanced this turn, like Purestrains can (but not Hive Fleet genestealers, be sure to rub it in if your ever against a Hive Tendril player.) *'''Lurk in the Shadows''' (2 CP): Use at the start of the enemy shooting phase, one {{W40kKeyword|infantry}} unit can't be shot if it's >12" away unless it's the closest target to the shooter, but loses the bodyguard ability if it has it. Best used on a unit of metamorphs or the like being attacked outside of a character's influence. *'''Meticulous Uprising''' (2 CP): Remove up to 2 Ambush markers (depending on game size) and redeploy them anywhere in your deployment zone more than 9" away from enemy units. *'''Pack Hunters''' (2 CP): A unit within 6" of Atalan Jackals counts as Exposed. *'''Return to the Shadows''' (1 CP): One {{W40kKeyword|infantry}} unit more than 6" away from the enemy in your movement phase or fight phase (after fighting) can return to reserves and then redeploys next turn more than 9" away from the enemy. *'''Roaming Engagement''' (2CP): Atalan or Ridgerunner unit moves 7" after shooting but can't charge. *'''Tunnel Crawlers''' (1CP): Select an area terrain in the charge phase, enemy can't overwatch or set to defend while on it and the terrain doesn't count as difficult ground for your unit. </tab> <tab name="Wargear"> *'''Neural Overload''' (1CP): Roll 3d6 after a Sanctus strikes and wounds something. If your roll beats the enemy's leadership, you turn off their auras until your next shooting phase and make them suffer Perils if they're a {{W40kKeyword|Psyker}}. It's a pretty sinister move, but it can only be used once on a character so you'd better make that turn count. *'''Primed Explosive''' (1CP): Auto-6-shots with grenade weapons or cache of demo charges. *'''Summon Familiar''' (1CP): A character can re-use their Alchemicus or Psychic familiar once after using it. This can be used only once per character. </tab> </tabs>
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