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Warhammer 40,000/7th Edition Tactics/Genestealer Cults
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===Ranged=== *'''Autoguns:''' Crappy on their own, bog standard weapon. S3 AP- weapons. *'''Lasguns:''' Autoguns for those Hybrids who feel a little bit more like Guardsmen. S3 AP- as well. *'''Shotgun:''' S3 AP- Assault 2 12". This is my boomstick. *'''Hand Flamer:''' Interesting tool from the Sisters of Battle and Blood Angels Codices. Gives +1 attack and is a shittier flamer, but it still makes hordes cry. *'''Flamer:''' You know it. You love it. Ubiquitous among the forces of the Imperium and fantastic for assault-focused squads of Neophytes. Pairs well with shotguns for thinning out light and medium infantry in cover before a charge. *'''Grenade Launcher:''' A cheap, versatile tool that should be considered on any squad planning to sit back and shoot. Projects a Frag or Krak grenade out to 24". Pairs very well with Autoguns, Mining Lasers, or Seismic Cannons. *'''Web Weapons:''' Interesting <s>new</s> not-seen-since-2nd-edition weapons that have AP values equal to the target's strength. Meaning that bigger, meaner victims can comfortably ignore it but weaker targets get taken out. Compare to a grenade launcher: They are preferable to frag grenades against the things you'd normally use a frag grenade against ''(GEQs)'', but are inferior to Krak grenades against things you'd use Krak against ''(MEQs & TEQs)''. Also makes Eldar cry. Note: If you're running a Biomancy Patriarch (or even a Biomancy Magus, as getting a Smash Force Staff can be scary) and manage to roll Enfeeble, the Webber can conditionally threaten Marines too, which is cute. It's best to use these if you are up against an assault based army. [[Imperial Guard|Any]] [[Orcs|Dakka]] [[Tau|based]] [[Dark Angels|army]] will just use their wielders for target practice. Blast templates at a maximum of sixteen inches is hardly intimidating to those with [[Bolter|twenty four inch range]] and [[Lasgun|rapid fire]]. **'''Webber''': Special weapon for Neophyte squads, you get an Assault 1, S4 blast. **'''Web Pistol:''' S3 and uniquely a pistol with a blast marker. *'''Demolition Charge:''' Oh boy, S8 AP2 Assault 1 Large Blast, One Use Only with 6" range. Often used as a last ditch attempt to finish off vehicles or go Jihadi-Genestealers on a unit of Terminators since you're likely to blow your own squad up using this too. As risky as it is in the Astra Militarum codex; one unlucky roll and you could see your own squad removed from the table. ====Mining Weapons==== Considering the sheer volume of firepower a Neophyte squad can put out with two specials, a weapon team or two of these; it is tempting to make yourself a micro-Devastator squad. Just remember that Cult Ambushing forces your guys to snap shoot. *'''Mining Laser:''' A lascannon with half the range for ten points less than a lascannon. Your "safe" option as you can use it with regular Infiltration instead of gambling on Cult Ambush. A good option for keeping your tank-hunting Neophytes safe, as two of these and two grenade launchers can deal with medium vehicles up to 24" away, meaning more room for you to Return to the Shadows and less need for you to deploy a squad in a near-suicidal position to threaten vehicles. Less risk, but less reward than the Seismic Cannon. *'''Seismic Cannon''' Up to 12 inches its a 2 shot missile launcher, at 12-24, its a 4 shot heavy bolter. Its also can have rending resolved at AP1 on a roll of six. Fucking ACE. This is your go to weapon for [[Dakka]]. It's also the most expensive option at five points less than a Lascannon each. Just remember that you're snap shooting after Ambushing, so its short range is a problem. *'''Heavy Stubber:''' S4 AP6 Heavy 3 36", what this has to do with mining, nobody knows (Probably protection. In the grim darkness of the future you aren't the only monstrosity underground). Maybe the Imperium has so many bullets they just shoot rocks out of the ground? Regardless, these are cheap enough to be useful for objective holding squads in the backfield and they have a high enough rate of fire to be useful if you run around snap shooting. A decent way to add some more anti-infantry punch to a big blob of autoguns. ====Heavy Weapons==== *'''Mortar:''' Shoot a small blast over a hill and maybe hurt something if you're lucky. The worst weapon in this list because you can't even snap fire it. Better in other armies when you can take them in multiples. *'''Heavy Bolter:''' an acceptable compromise of rate of fire vs damage output. Since your Neophytes only have BS3 you are going to hit half the time, taking this means you can hit and hurt most infantry. Higher rate of fire also means you have better odds when snap firing if you spring from reserves or like to move around a lot. *'''Autocannon:''' Lots of people swear by Autocannons: strong enough to hurt anything except land raiders and two shots with BS3 means you can expect to hit something every turn. Probably suffers when measured against the mobility and range of the army though, since in many cases you'll want to keep moving and the rest of your guys are armed with 12" shotguns. *'''Missile Launcher:''' Good old faithful, particularly if you don't know what you're fighting against. Also with Flakk missiles will be your army's primary source of Anti-Air defense short of using fortifications. *'''Lascannon:''' One lascannon? For 5 points more you can get two shorter ranged ones. Of course range becomes relevant if you have no intention of hopping in and out of reserves, so you can set it up and hopefully leave it where it is. But perhaps best to leave this attached to vehicles for now.
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