Warhammer 40,000/7th Edition Tactics/Genestealer Cults: Difference between revisions
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#Because you finally have a workable ally force with Tyranids. | #Because you finally have a workable ally force with Tyranids. | ||
==Special Rules= | ==Special Rules== | ||
*'''Cult Ambush:''' | *'''Cult Ambush:''' | ||
Revision as of 10:32, 25 September 2016
Everyone's favorite gribbly army is back on the tabletop! After getting hints of a codex in Deathwatch: Overkill, the full codex is finally here. They seem to have upgraded their iconic limos to more practical infantry fighting vehicles, though. Sadface.
Why Play Genestealer Cults?
- Because you've got the models from the late '80s and have long been itching to use them again!
- Because you finally have a workable ally force with Tyranids.
Special Rules
- Cult Ambush:
Brooding Psychic Discipline
- Primaris: Mass Hypnosis: Malediction that causes a chosen unit within 24" to drop it's WS, BS by -1.
Unit Analysis
HQ
- Patriarch:
- Magus:
- Primus:
Troops
- Acolyte Hybrids 1st & 2nd generation hybrids. Come with Rending Claws as standards, but also Autopistols and Close combat weapons, so you get a mini-Genestealer with a ranged attack.
- Neophyte Hybrids: AKA generic Cultists. These guys are your resident tarpit unit from hell. Can take things like Mining lasers and Power Mauls.
Elites
- Purestrain Genestealers:
- Aberrant Hybrids:
- Hybrid Metamorphs