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Warhammer 40,000/9th Edition Tactics/Genestealer Cults
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==={{W40Kkeyword|Cult of The Four-Armed Emperor}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim Darkness of the far future, salvation is won when things go [[Just as Planned]]. The Cult of the Four-Armed Emperor are the most cunning of cults. Their strategies are planned out centuries in advance, and by the time they emerge from the sewers it's already too late. On the tabletop, they're all about successfully charging after deep striking and being very durable out in the open from far away as they either approach to charge in or hang back to shoot up their enemies. <div class="mw-collapsible-content"> ;Cult Creed - ''Subterranean Ambushers'':Your units can re-roll charge rolls, and you get Light Cover when targeted by an enemy over 12" away. Helpful for charging out of deep strike, though the cover is a handy advantage for gunners and anything that normally can't get Light Cover, like your vehicles. ::This takes you from successfully charging out of the Underground (so you need to roll an 8 or more to make it) 41.67% of the time to 65.97% of the time (nearly two thirds!). ;Warlord Trait - ''Inscrutable Cunning'':Once per turn when you use a Battle Tactic or Strategic Ploy stratagem on a {{W40kKeyword|Cult of the Four-Armed Emperor}} unit within 12" of the warlord, it costs 1 CP less. Considering the bevy of stratagems you can use in each category, you'll be able to go through all of them before worrying about the part where ''you can only use this on each stratagem once''. ;Relic - ''Sword of the Four-Armed Emperor'':Replaces a bonesword or Locus blades. S+1 AP-3, and when used in the fight phase it grants ''4'' extra attacks and all 6s to hit instantly wound. Say goodbye to that MEQ squad, you're making paste outta them. ;Stratagem - ''A Plan Generations in the Making'' (0 CP):Once per game, use when your opponent spends CP for using a stratagem that isn't Command Re-Roll. This stratagem now costs an additional 1 CP. ;Psychic Power - ''Undermine'' (Malediction, WC 7):Select a non-{{W40kKeyword|FLY}} enemy unit within 18". They suffer -3M, -2 to charge rolls, and divide advance rolls in half. It's a whole lot more annoying to memorize, but it remains a good way of crippling vulnerable foes. '''Tactics''' </div></div>
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