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Warhammer 40,000/9th 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 them (base, your only two psykers both know ''two'' powers from this discipline, don't forget). Don't forget every psyker also automatically knows Smite and their Cult power, if any. #'''Mass Hypnosis (Malediction, WC 7):''' One enemy unit within 18" suffers -1A on each member and Always Fights Last. It's one of several abilities made to weaken the enemy so your forces can begin overwhelming them in force. #'''Mind Control (Malediction, WC 6):''' One enemy unit within 18" takes -1 to hit. If the psychic test exceeds that unit's Ld, they also suffer -1Ld and a -1 penalty to Combat Attrition checks, letting you drive off the enemy faster. The -1 to hit affects range and melee, meaning that it's more versatile than Mass Hypnosis. #'''Psionic Blast (Witchfire, WC 5):''' D3 mortal wounds against one visible enemy unit within 18", with that damage maxing out if the casting roll exceeds the enemy's Leadership score, but this power obeys Look Out, Sir. Despite the lack of ability to snipe, being able to choose your target otherwise is a nice free upgrade on a power that outperforms Smite (1.79 average mortals) against Ld9-; against Ld9 this power deals 1.83 mortals, and against Ld8 it deals 1.94. #*For maximum damage output, use Mind Control on your chosen victim to lower the leadership then cast Psionic Blast with an increased chance of getting 3 mortal wounds. #'''Mental Onslaught (Witchfire, WC 5):''' One visible enemy unit within 24" rolls 4d6, suffering a MW for each 5+ (expected total 1.33). If the unit loses at least one model but isn't destroyed, you can roll again with one less die, repeating the above process until you either run out or you don't kill someone either by rolling badly or by not dealing enough MWs. #*Provided you cast this on a W1 unit of size 4+, this will outperform Smite, dealing 2.18 mortals to a unit with 10+ models in it down to 1.96 to a W1 unit with 4 models in it, as opposed to Smite's 1.79 (down to 1.75 against a W1 unit with 4 models in it). If the target unit is any smaller, you'll deal less because you stop murdering it when the entire unit is wiped out, and if the target unit is W2+, it becomes less and less likely you'll deal enough casualties on even the first cast to cause any cascades, let alone a full set, because the first set of mortal wounds averages to so much less than 2, let alone 3 or 4. #'''Psychic Stimulus (Blessing, WC 5):''' One friendly {{W40kKeyword|<CULT>}} unit within 18" can charge and/or shoot after advancing or falling back. #*Remember, you cast this ''after'' advancing or falling back, so you're signing yourself up for a bad day if you move something and then count on this power to let you do what you need, although casting buffs like the Crouchling relic can help fix this. As a result, this power's best use is when something is Falling Back to let the rest of your army shoot it - whatever did that will be more useful if it's allowed to then shoot and/or charge the target afterward, but it's not the end of the world if the power fails, because the rest of the army is there to murder the target. #**If you plan on a unit of Acolytes or Metamorph to advance and charge you can try to use this power first to let them do it for free. If your psyker fails, then you can use the strategem Genetic lineage to still allow the hybrids to charge for 1CP. #'''Might From Beyond (Blessing, WC 6):''' One friendly {{W40kKeyword|<CULT>}} unit within 18" gains +1A on every member. The uses for this are pretty easy to see, whether it's giving aberrants or purestrains the edge they need to actually nail a hardy foe or another set of dice for your acolytes or metamorphs to use on their way to overwhelm them. #*Better on larger units with lower A stats - for a unit with M models and A attacks per model, you'll multiply the unit's melee by 1+1/A and add a total of M attacks to it - and better on units that hit harder to begin with, so the attacks you add are more valuable. In general, your Patriarch will want to get into the thick of it with Mass Hypnosis, Mind Control, and/or Psionic Blast, and your Magus will generally want to be away from the enemy with Might From Beyond, Psychic Stimulus, and/or Mental Onslaught for horde clearing. If you're only taking one psyker, the best powers to choose, generally, are Might from Beyond and Mass Hypnosis to help out your, generally, melee army. Don't forget that if you picked a named Cult, you also have a Cult power to plan synergy around.
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