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Warhammer 40,000/10th Edition Tactics/Genestealer Cults
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===Characters=== Aside from a few exceptions, all heroes can join Neophytes, Acolytes and Metamorphs. *'''Abominant:''' *'''Acolyte Iconward:''' This goon carries around a fancy icon, granting the squad it joins a 5+ FNP but also lets you reposition a Cult Ambush after an enemy wipes it out once per game. *'''Biophagus:''' A mad scientist that can give a squad of any troops (as well as Abhorrents) ''[Lethal Hits]'' on all weapons. Their unique short-range chemical vials and Injector Goad both pack ''[Anti-Infantry 2+]'' to compensate for their lacking Strength, with the latter getting a single-use boost that boosts its attacks and damage for one turn where you need to kill something like below an MEQ. **You can also grab an Alchemicus Familiar for a single-use gifting of ''[Anti-Infantry 2+]'' on all weapons. While this lacks any synergy with ''[Lethal Hits]'', your troops aren't worried about that in melee and will almost always want this to overcome their lacking Strength. That 'almost' accounts for the already jacked Aberrants. *'''Clamavus:''' A support hero who can join a Magus, Primus or Iconward in a unit. Not only to they provide a 12" bubble of Reinforcements denial, they also make enemies within that 12" take -1 to any battle-shock tests they make with failures inflicting a Mortal Wound. *'''Jackal Alphus:''' *'''Kelermorph:''' Your buggy cowboy's got plenty going for him as a ''Lone Operative'' with their Liberator Autostubs providing a bunch of shots with ''[Sustained Hits d3]'', ''[Precision]'' and ''[Devastating Wounds]'' allowing them to take down heroes bigger than them. They're a great security system for a pack of {{W40kKeyword|Battleline}} troops as they can deep-strike closer to enemies while within 3" of the troops and any enemies who shoot at the troops will get a fusillade of return fire. *'''Locus:''' A support hero who can join a Magus, Primus or Iconward in a unit. Grants ''Fights First'' to their squad, which means a lot more for the Acolytes and Metamorphs than it would to the Neophytes, as well as a 4+ FNP for the character they're supporting. Fortunately, they have a good number of power sword-tier attacks so they can help cut through any competition. *'''Magus:''' *'''Nexos:''' A support hero who can join a Magus, Primus or Iconward in a unit. This unassuming mapmaker lets you shift around a Cult Ambush marker anywhere within 6" each turn to ensure that the enemy can't always wipe out your returning troops. They can also use a free stratagem each turn, even if it had already been used. *'''Primus:''' *'''Reductus Saboteur:''' The three-armed [[Team Fortress 2|demomen]] of the cults. They don't stick with other units, instead making use of ''Lone Operative'' and ''Stealth'' to keep safe. While they have a cache of explosives to throw around cover, they also have a free use of the Grenade strat each turn (even if it's already been used, even if you spent CP on this same saboteur for it) as well as a single-use set of demo charges that can blow holes in tanks and TEQs, compensating for its point-blank range with ''[Assault]''. They also have a single-use ability to detonate a mine on anyone who moves within 12" of them, inflicting yet another d3+3 MWs to demolish without shooting. *'''Sanctus:''' ====Epic Heroes==== *'''Patriarch:''' The absolute unit, maintaining their small-monster tier T5 W6 and 4+/4++. His lone weapon is their set of talons, a devastating S6 AP-2 D2 claws with ''Devastating Wounds'' and ''Twin-Linked'' so you can guarantee their effectiveness. They can also share ''Devastating Wounds'' with any units (presumably Purestrains) they lead. **Sadly one of the more serious losers in the psychic culling, as they only get Cosmic Horror as a power, which forces one unit within 6" to take a Battleshock test. Their familiar similarly has lost a lot of value, only being a single-use item to double the range of their single power.
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