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Warhammer 40,000/8th Edition Tactics/Genestealer Cults
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===Universal=== *'''Icon of the Cult Ascendant''': Add 1 to the Strength characteristic of friendly {{W40Kkeyword|GENESTEALER CULTS INFANTRY}} (and biker) units while they are within 6" of the bearer (Iconward only). You should take it for every single battle, it allows your “guardsmen” to wound GEQ’s on a 3+ and MEQ’s on a 4+, not to be sniffed at as one of your army's main weaknesses is its low strength, and you could use it on your deepstriking genestealers to provide maximum butthurt to a unit of marines. Its range of 6” also means that you could have most of your army being affected by the icon, just keep in mind that most of your deepstriking units won’t be benefiting from this. Bonus note: since this is +1 to the strength characteristic, Aberrants with hammers are now hitting at S12, and a Patriarch with the Biomorph Adaptation Warlord trait and Might from Beyond will have 8 attacks at S9. Combined with his claws' innate reroll wounds this allows you to throw him even at heavy tanks (the T8 variety) and take chunks out of them. *'''Gift From Beyond''': Lets one cult character sniper rifle have +2 to wound against non-vehicles/non-titanic. For when you really want that one shot per turn to count. Makes the Sanctus an even more reliable threat against Psykers. **The +2 to wound means that there is a reasonable (50%) chance to score a mortal wound and a 50% chance to force Perils on a Pskyer that lacks an FNP rule. *'''Scourge of Distant Stars''': +1 to CC hit rolls, and opponent suffers a mortal wound when they roll 1’s to hit. *'''Sword of the Void's Eye''': Replaces a bonesword. S+2 AP-3 d3 D, and re-rolls failed hits and wounds. Helps the Primus take on tougher infantry and light vehicles, especially when boosted by Twisted Helix and the Biomorph Adaptation Warlord trait. *'''Amulet of the Voidwyrm''': +1 to saving throws (RAW this applies to invulnerable saves for now, keep an eye out for FAQs) against ranged weapons, and enemy units cannot fire Overwatch at the bearer. I shouldn't have to explain to you how awesome the second ability is. Take a cheap character with this relic, and charge him at a unit with worrisome weapons (Hellhound, Leman Russ Punishers, Land Raider Crusaders, Deathwatch Frag Cannons), and then send in your nasty CC unit. Alternate take, stick it on your patriarch and get him stuck in turn 1 with no Overwatch. *'''Oppressor's Bane''': Replaces a pistol or Liberator autostub. 12" Pistol 3 S4 AP-2 2 D, can snipe characters and re-rolls failed wound rolls made against Characters. **The sniping effect is redundant on a Kelermorph, but the wound re-roll is always welcome and one more shot never hurt anybody. *'''Dagger of Swift Sacrifice''': Replaces a cultist knife or Sanctus bio-dagger. S User AP-2 2 D, adds an extra attack and wounds everything but vehicles and Titanic units on a 2+. If a character is wounded but not slain by it, that Character takes D3 mortal wounds after all attacks are resolved. *'''The Crouchling''': Patriarch and Magus only, replaces a Familiar. Acts like a normal familiar, and while it's alive the bearer knows one more psychic power and gains a +1 bonus to manifest Broodmind powers. Note that Smite and the new cult powers are not Broodmind powers.
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