Editing
Warhammer 40,000/8th Edition Tactics/Genestealer Cults
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===HQ Units=== *'''[[Genestealer Patriarch]]''': A Broodlord from the Tyranid list, with +1 Strength and the obvious factional ability swaps. Just as much of an obscene infantry blender in melee, and also grants all {{W40kKeyword|GENESTEALER CULTS}} within 6" immunity to morale along with the usuals (5++, giving Genestealers +1 to hit in melee, and being able to Charge after Advancing). Like the Broodlord, the Patriarch has monstrous rending claws which are AP-3, re-roll all failed wounds, and on a 6 to wound become AP-6 and deal 3 damage! Slightly cheaper and now knows two psychic powers in the codex! **Also still a one power/one deny psyker, but can optionally bring up to two Familiars to throw a second Psychic power once per game. Note that you can only still cast 1 additional power per game even if you bring two familiars. They do give you extra wounds to throw around though! **They do have a {{W40Kkeyword|<Cult>}} but gain no benefit from the Cult Creed. Oh well. Like other Cult characters, only one allowed per detachment. Unlike other Cult characters, if you take one, no other Cult or Brood Brothers character can be your warlord, so it has to be him (Or a Tyranid, if you also took a Hive Fleet detachment) ***The '''Brood Coven''' stratagem does allow you to spread the love with Warlord traits on your Primus/Magus etc. which allows you to bypass the restriction somewhat - but remember that the Patriarch still counts as the Warlord for all other rules (e.g. scenario objectives) *'''[[Genestealer Magus]]''': Your cheap psyker option, with two power, one deny, and up to two familiars. Grants a lesser version of Deny the Witch to all {{W40kKeyword|GENESTEALER CULTS}} units within 6" (except psykers), which can deny 1 psychic power as if they were a psyker if they are within 12" of the casting unit, measuring from the closest model. **Specially designed to make Grey Knight players cry as all of your units can Deny their Rites of Banishment. *'''[[Genestealer Primus]]''': New codex, new Cult Ambush, that means new abilities. Meticulous Planner now gives re-roll 1's to wound against one enemy unit when the Primus first appears on the battlefield towards friendly {{W40kKeyword|<CULT>}} units within 6" of him. His Cult Demagogue gives nearby {{W40kKeyword|<CULT>}} units +1 to hit in the fight phase. No longer gives you better ambush but a bit better on buffing your units. ** Never use the bonesword, the Toxin Injector Claw is still your best weapon except in some very small cases. *'''Acolyte [[Genestealer Hybrids]] Iconward''': Ignore wounds on a 6 for {{W40kKeyword|GENESTEALER CULTS INFANTRY}}, and re-roll morale tests for {{W40kKeyword|GENESTEALER CULTS}}, within 6". An HQ slot and 53 points might seem expensive, but you'll probably still want a lot of these guys around. **53 points isn't expensive when you consider that these guys will be in the middle of a huge infantry blob, a turn or two of enemy shooting and you'll have made the iconwards points back. In short, you'll be wanting A LOT of these guys around if you're running big infantry blobs (which you should be doing anyway). Subject to the one-per detachment limit, of course. *** Sadly, the Codex didn't put him in the Elite slot but it did make him cheaper and now he also gives your Aberrants and Abominants reroll 1's on their FnP roll. Actually rather useful considering the '''Monstrous Vigour''' stratagem. *'''[[Genestealer Aberrants]] Abominant''': Fielding the abominant is most of the way to fielding a Carnifex. He may have strength 6 and toughness 5, with 5 wounds, but he only has 3 attacks and his signature weapon has a -1 to hit penalty unless you take the relic version from Vigilus. He's mainly useful for his ability The Chosen One, which makes ABERRANT units(including himself) inflict two hits instead of one on unmodified 6s to hit. However, you're probably better just spending the points for this guy on more Aberrants instead, and running a Primus to buff them. He's tough, and you can make him tougher, but he just doesn't hit well enough to justify it. *'''[[Jackal Alphus]]''': This is your fire support character, allowing a visible enemy unit within 36β to be marked. Friendly units within 6β of the Alphus (12 for Bikes) gain +1 to shoot the marked unit. So as to not be otherwise useless, the Alphus comes with a sniper rifle so can still contribute while sitting with a fire base. Has a high movement rate since rides a bike, with the bikers -1 to be hit by shooting; but will cry if placed in close combat.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information