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Warhammer 40,000/9th Edition Tactics/Genestealer Cults
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====Melee==== *'''Industrial weapons:''' **'''Atalan Power Weapon<sup>Industrial</sup>:''' S+1 AP-2 D1. **'''Drilldozer Blade<sup>Industrial</sup>:''' S+2 AP-2 D2, +2A on the charge. **'''Heavy Power Weapon<sup>Industrial</sup>:''' S+3 AP-2 D3. **'''Heavy Rock weapons<sup>Industrial</sup>:''' These weapons all have Sx2 AP-4 but their damage and abilities are what set them apart from each other. ***'''Heavy Rock Cutter<sup>Industrial</sup>:''' Damage 3 with a -1 to hit. Think of this as a Thunder Hammer with double the AP. ***'''Heavy Rock Drill<sup>Industrial</sup>:''' Damage 1, auto-wounds on successful hits, and 6s to hit cause 2 mortal wounds; best used in large numbers to increase the odds of 6s to hit. ***'''Heavy Rock Saw<sup>Industrial</sup>:''' Damage 2, basically a power fist with better AP and no minus to hit. **** Generally, you want to put saws into MEQ (without a minus one damage mechanic), cutters into TEQ, and drills into ''everything else'' - drills are far and away the best choice if you don't know up front what you're going to get into melee with. **'''Power Pick<sup>Industrial</sup>:''' S+2 AP-2 D1. **'''Power Sledgehammer<sup>Industrial</sup>:''' Sx2 AP-3 Dd3+3, a great weapon that's held back by the Abominant only having 3 attacks. *'''Biological weapons:''' These are claws and blades that can tear through power armor (made of flesh and bone; we are Tyranids after all): **'''Bio-Dagger (Magus/Sanctus):''' [[derp|S1 AP0 D1]], +1A, wound rolls of 3+ cause a mortal wound against non-{{W40Kkeyword|vehicle}} non-{{W40Kkeyword|titanic}} units. **'''Cult Bonesword:''' S+1 AP-2 D2; when compared to Metamorph mutations, this is worse against one wound enemies, better against multi-wound enemies, unless they have a damage reduction ability, in which case the sword is worse. **'''Cult claws and knives:''' SU AP-2 D1, +1A. **'''Cult claws and talons:''' SU AP-3 D1. **'''Metamorph mutations:''' S+1 AP-3 D1. **'''Patriarch's Claws:''' [[Awesome|SU(5) AP-3 D2, you can re-roll wound rolls, and wound rolls of 6 are AP-6(!) D3]], with 6 attacks and the ability to advance & charge it begins to become obvious why our glorious lord and savior is such a monster in melee (and this is before warlord traits, relics and strategems). Have fun. **'''Toxin Injector Claw:''' SU AP-1 D1, +1A, and this weapon always wounds on a 2+ against non-{{W40Kkeyword|vehicle}} non-{{W40Kkeyword|titanic}} units.
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