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Warhammer 40,000/9th Edition Tactics/Genestealer Cults
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===Weapons=== The most important weapons category for you is the ''Industrial'' kind, since you have stratagems and even a custom creed trait that care about them. ====Ranged==== *'''Auto weapons:''' These guns don't have a lot in common rules wise, but are placed here because they shoot fairly normal bullets. **'''Atalan small arms:''' 12" Pistol 2 S4 AP0 D1 **'''Autogun:''' 24" Rapid fire 1 S3 AP0 D1. Only better than shotguns when firing a enemies outside of 12". If you want your GEQ to have mining lasers or seismic cannons, take these. Otherwise, consider shotguns, as they might serve you better. **'''Autopistol:''' 12" Pistol 1 S3 AP0 D1 **'''Boltpistol:''' 12" Pistol 1 S4 AP0 D1 **'''Cult shotgun:''' 12" Assault 2 S4 AP0 D1, good for cheap yet mobile neophytes. **'''Heavy Stubber:''' 36" Heavy 3 S4 AP0 D1, found mostly on your vehicles. These can be taken on your neophytes but you shouldn't because you'll be wasting points on these instead of the industrial weapons. *'''Flame Weapons:''' All of these automatically hit and have a rolled number of attacks. **'''Atalan Incinerator<sup>Industrial</sup>:''' 12" Assault 1d6 S5 AP-1 D1, found on the Atalan Wolfquad, which means it's stuck in a unit whose primary gun is a pistol, so you probably won't take this. **'''Clearance Incinerator<sup>Industrial</sup>:''' 15" Heavy 2d6 S6 AP-1 D1, found on the Goliath Rockgrinder, where it's unfortunately the worst gun choice you can make. **'''Hand Flamer:''' 12" Pistol 1d6 S3 AP0 D1, primarily wielded by Acolyte Hybrids and Hybrid Metamorphs. Usually an auto-buy, since it replaces the strictly worse autopistol, and if you can shoot it after advancing - which Rusted Claw can do, but there's also a custom creed trait for it - it gets even better. 5 of these will guarantee a crossfire token, but since odds are good you'll want fewer in the unit for melee purposes, here's a breakdown of the odds of applying a marker from a set of these: **#33.33% **#83.33% **#98.15% **#99.92% **#100.00% **'''Flamer:''' 12" Assault 1d6 S4 AP0 D1, primarily found on Neophytes, where you can fit 2-4 in a unit. See above for odds of applying a Crossfire token. Like the Hand Flamer, good on a unit shooting a unit with no Crossfire already on it (since you wouldn't benefit from +1 to hit anyway) in order to get one on it. *'''Explosives:''' **'''Blasting Charges<sup>Industrial</sup>:''' 6" Grenade 1d3 S5 AP-1 D1, Blast, the most common grenade in your army. **'''Cache of Demolition Charges<sup>Industrial</sup>:''' 6" Assault 1d6 S8 AP-3 D2, Blast, can only be fired while a model is embarked on the wielder (this is only found on Goliaths, and both of them are transports). If you can get within range, will reliably ruin the day of whatever you're shooting - the only problem is how close you have to get. **'''Demolition Charge<sup>Industrial</sup>:''' 6" Grenade 1d6 S8 AP-3 D2, Blast, one-use only. Typically costs points to add to a unit, so always remember the usual caveats for grenades - a model firing it can't fire anything else and without a special rule it can't be fired after Advancing. **'''Frag Grenades:''' 6" Grenade 1d6 S3 AP0 D1, Blast. When fired from a '''Grenade Launcher''', 24" Assault instead, but you'll almost always use the Krak profile instead if you're firing one. **'''Grenade Launcher:''' 24" Assault, 2 profiles: Frag, which is Assault 1d6 S3 AP0 D1, Blast, or Krak, which is Assault 1 S6 AP-1 Dd3, and found on Neophytes and Atalans. Terrible at applying Crossfire markers, due to the relative cost of the weapon and the BS of what's firing it - Flamers are far more effective, despite the Krak profile's D meaning you only need to land one shot - but still a better overall weapon than the autogun, shotgun, or Atalan small arms it replaces. *'''Laser Weapons:''' **'''Heavy Mining Laser<sup>Industrial</sup>:''' 36" Heavy d3 S9 AP-3 D1d6 Blast **'''Mining Laser<sup>Industrial</sup>:''' 24" Heavy 1 S9 AP-3 D1d6 *'''Seismic Weapons:''' These weapons have two profiles: long and short. Both are 24" range. **'''Heavy Seismic Cannon<sup>Industrial</sup>:''' ***Long: Heavy 6 S6 AP-2 D2 ***Short: Heavy 3 S8 AP-3 D3 **'''Seismic Cannon<sup>Industrial</sup>:''' ***Long: Heavy 6 S4 AP-1 D1 ***Short: Heavy 3 S6 AP-2 D2 *'''Web Weapons:''' This can't be stressed enough: Web weapons ''do not hit'' - they don't hit automatically, as they don't hit in the first place. Whatever you target with them potentially suffers mortal wounds, but because the target isn't hit, Web weapons '''''can NOT inflict Crossfire markers'''''. As a result, you should almost always avoid taking these. They're only carried by Neophytes. **'''Web Pistol:''' 12" Pistol 1 S1 AP0 D1, instead of rolling to hit roll 1d6 and if the result is greater than the highest Strength in the target unit, deal 1 mortal wound. Then end the attack sequence. Can't hurt a target of S6+. **'''Webber:''' 8" Assault 1d3 S1 AP0 D1, Blast, instead of rolling to hit roll 1d6 and if the result is greater than the highest Strength in the target unit, deal 1 mortal wound. Then end the attack sequence. Can't hurt a target of S6+. ====Melee==== *'''Industrial weapons:''' **'''Atalan Power Weapon<sup>Industrial</sup>:''' S+1 AP-2 D1. **'''Drilldozer Blade<sup>Industrial</sup>:''' S+2 AP-2 D2, +2A on the charge. **'''Heavy Power Weapon<sup>Industrial</sup>:''' S+3 AP-2 D3. **'''Heavy Rock weapons<sup>Industrial</sup>:''' These weapons all have Sx2 AP-4 but their damage and abilities are what set them apart from each other. ***'''Heavy Rock Cutter<sup>Industrial</sup>:''' Damage 3 with a -1 to hit. Think of this as a Thunder Hammer with double the AP. ***'''Heavy Rock Drill<sup>Industrial</sup>:''' Damage 1, auto-wounds on successful hits, and 6s to hit cause 2 mortal wounds; best used in large numbers to increase the odds of 6s to hit. ***'''Heavy Rock Saw<sup>Industrial</sup>:''' Damage 2, basically a power fist with better AP and no minus to hit. **** Generally, you want to put saws into MEQ (without a minus one damage mechanic), cutters into TEQ, and drills into ''everything else'' - drills are far and away the best choice if you don't know up front what you're going to get into melee with. **'''Power Pick<sup>Industrial</sup>:''' S+2 AP-2 D1. **'''Power Sledgehammer<sup>Industrial</sup>:''' Sx2 AP-3 Dd3+3, a great weapon that's held back by the Abominant only having 3 attacks. *'''Biological weapons:''' These are claws and blades that can tear through power armor (made of flesh and bone; we are Tyranids after all): **'''Bio-Dagger (Magus/Sanctus):''' [[derp|S1 AP0 D1]], +1A, wound rolls of 3+ cause a mortal wound against non-{{W40Kkeyword|vehicle}} non-{{W40Kkeyword|titanic}} units. **'''Cult Bonesword:''' S+1 AP-2 D2; when compared to Metamorph mutations, this is worse against one wound enemies, better against multi-wound enemies, unless they have a damage reduction ability, in which case the sword is worse. **'''Cult claws and knives:''' SU AP-2 D1, +1A. **'''Cult claws and talons:''' SU AP-3 D1. **'''Metamorph mutations:''' S+1 AP-3 D1. **'''Patriarch's Claws:''' [[Awesome|SU(5) AP-3 D2, you can re-roll wound rolls, and wound rolls of 6 are AP-6(!) D3]], with 6 attacks and the ability to advance & charge it begins to become obvious why our glorious lord and savior is such a monster in melee (and this is before warlord traits, relics and strategems). Have fun. **'''Toxin Injector Claw:''' SU AP-1 D1, +1A, and this weapon always wounds on a 2+ against non-{{W40Kkeyword|vehicle}} non-{{W40Kkeyword|titanic}} units.
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