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Warhammer 40,000/9th Edition Tactics/Genestealer Cults
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===Relics=== *'''Amulet of the Voidwyrm:''' Provides a 4++ that can auto-save once per game and enemies the bearer charges can't overwatch or set to defend. This is a pretty handy set of tools for a loner hero who might not always be able to rely on a crowd for protection, like a melee Sanctus. *'''Cranial Inlay:''' Nexos only. You can recover a CP on a 5+ after using a stratagem while the bearer is on the battlefield and the bearer can use Strategic Coordination twice per turn. **You can safely consider this an auto-include if you have a Nexos - either you shouldn't be paying the points for a Nexos or you should be willing to pay CP if necessary to get this onto the table. *'''The Crouchling:''' Replaces a psychic familiar, so Magus or Patriarch only. It can re-roll psychic tests once per turn and if all the rolls are the same for that test, the power cannot be denied. *'''Dagger of Swift Sacrifice:''' Improves the bio-dagger of a Sanctus or Magus, letting the bearer re-roll one wound roll per fight. If the bearer deals damage to the target but doesn't kill them, you can roll a d6 - on a 3+, that target takes d3 mortal wounds (the mortal wounds kill the target, they don't spill over like mortals normally do). *'''The Gift from Beyond:''' Replaces a cult sniper rifle (so Sanctus or Jackal Alphus only) with one that goes up from D2 to D3 and from 36" to 48", which is by and large a waste of a relic slot, as the best attributes of a cult sniper rifle don't improve with this - you don't get meaningfully better at handing out a crossfire token and you don't get any better at handing out mortal wounds. On the other hand, most characters are 4 wound models and going from a potential 3 damage/shot to a potential 4 damage/shot is the difference between taking two turns to kill a character vs only one. *'''Hand of Aberrance:''' Replaces the Primus's toxic injector claw with the same weapon only the AP is improved by 1 to -2 and the D is tripled to 3, which means against targets the Poisoned works on, this is ''better'' than the Sword of the Void's Eye. **Do note that this advantage over the Void's Eye is mainly due to the poison ability. So, abilities that prevents you from wounding on a 1, 2, or 3 (Read: Transhuman physiology) will cause you to lose the edge over the sword. *'''Oppressor's Bane:''' Replaces an autopistol. 15" Pistol 3 S4 AP-2 D2, provides {{W40kKeyword|Crossfire}}, and can treat enemies as always having a crossfire token and being exposed, which sounds quite keen. That said, most of the characters that can use it aren't ones that really should be shooting, with the exception of the Reductus Saboteur, who will appreciate gaining crossfire (she will still almost never fire it, as her Remote Explosives are almost always better - you're mostly spending a relic on making her Remote Explosives significantly more useful). *'''Sword of the Void's Eye:''' Replaces a bonesword or locus blades. With S+2 AP-3 D2 that can re-roll to hit and wound, you've got yourself a superb weapon for any beatstick Locus you're looking to build. For a Primus, faces ''very'' strong competition from the Hand of Aberrance. *'''The Unwilling Orb:''' Psykers only. The bearer can deny an extra power and expands their range for Denying [[meme|''to infinity'' (and beyond)]]. On top of that, any Malediction or Witchfire powers that they cast gain +1 to their casting rolls - a useful enough tool since several of them involve giving extra penalties or damage if your roll exceeds an enemy stat. Probably best on the Patriarch as He will usually be using the debuffing/damaging powers, like Mass Hypnosis. But if you're purely using this for the better denies then give this to the Magus and let the Patriarch take a more melee-focused relic. *'''Voice of the Liberator:''' Clamavus only. All friendly {{W40kKeyword|<Cult>}} units within 12" get +1 to their Leadership and the Clamavus adds +6" to Proclamation Hailer and Voice of New Truths (but ''not'' to Scrambler Array). *'''Wyrmtooth Rounds:''' Kelermorph only. You can load these into any number of the kelermorph's autostubs, turning them into an 18" Heavy 1 S6 AP-3 D3 gun, a terrifying threat that drops ignoring Look Out, Sir and additional mortal wounds but keeps exploding hits. Though it forces the gunner to sit still for optimal accuracy, these pack enough kick to take down a high-wound target in a single go. The real value of this relic is surprisingly subtle: since your Kelermorph's aura only turns on when you kill something, against a high-wound poor-invuln target this can really help you successfully turn your aura on. Note that per the Genestealer Cults 22/02/2022 FAQ, you can't fire the Wyrmtooth Rounds and the normal Liberator Autostub shots in the same shooting phase.
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