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Warhammer 40,000/9th Edition Tactics/Genestealer Cults
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==={{W40Kkeyword|The Bladed Cog}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> In the grim Darkness of the far future, salvation is found by [[Adeptus Mechanicus| melding machine and flesh.]] The Bladed Cog are, superficially, those [[Skitarii]] and other Mechanicus folk who have <s>fallen to the vile corruption</s> entered the warm and loving embrace of the genestealers. Whether this stems from a stowaway, willing experimentation, or a surprise raid, this cult now sees itself as a perfect amalgamation of man, machine, and xeno. They now view the [[Omnissiah]] as some sort of Tyranid. On the tabletop, the Bladed Cog grants you cultists with the durability of the mechanicus. While it adds a few edges to damage, the advantages aren't as prevalent as the invulns. <div class="mw-collapsible-content"> ;Cult Creed - ''Cyborgised Hybrids'': Everything gets a 6++. Every time a unit is selected to shoot or fight, it can re-roll one wound roll. In addition, all your non-grenade guns aside from the cache of demolition charges add +3" to their range. You don't have any guns where +3" is a game-changer, but re-rolling 1 wound roll per unit is a strong incentive to keep things MSU and keep volume of fire per unit down, so e.g. you can field an absolutely stellar Jackal Alphus, who only makes one shot but adores being allowed to re-roll the wound roll, or Sanctus for the same reason. ;Warlord Trait - ''Single-minded Obsession (Aura)'': Before the battle, pick one enemy unit. Any {{W40Kkeyword|Bladed Cog Core}} units within 6" can re-roll all wound rolls against that unit. ::This is a great "fuck that unit in particular" pick, most useful when your opponent is running a superheavy or some other centerpiece. Pairs very well with swarms of Neophytes, to get more use out of their weapons, and makes a Nexos with Cranial Relay essentially mandatory. ;Relic - ''Mark of the Clawed Omnissiah'': The bearer has a 4++. In addition, at the start of each fight phase, roll a d6 for each enemy unit engaged with them; on a 2-3 that unit suffers 1 mortal wound, on a 4-5 they suffer 2 MWs, and on a 6 they take 3. The off-turn damage is way better as it can make for a bit of an opening wave before having your locus or patriarch go to town. ;Stratagem - ''Xenoform Bionics (1-2 CP)'': One {{W40Kkeyword|Bladed Cog Infantry}} or {{W40Kkeyword|Bladed Cog Biker}} unit gains a 5++ for the entire game while mustering. Costs 2 CP for a unit with Power Level 6 or higher. :*Don't forget, this happening before the game means it can be spammed until you run out of CP, and since it's based on PL, it will generally ignore wargear costs - for example, you can put this on a 10-dude Neophyte squad for 1 CP regardless of loadout, including giving them a Cult Icon. :*You know who are already tough as nails but are lacking in a good armor/invul save? Aberrants. Give them this and the 5+++ FNP from the Biophagus (either pregame with the points upgrade or while on the table) and watch your 3-armed brutes be incredibly hard to bring down. ;Psychic Power - ''Broodvolt Surge (WC 5)'': Makes a small 3" bubble that lets a {{W40Kkeyword|Bladed Cog}} unit add +1 to their armor save when hit by a D1 attack. This lets you copy Lurk in the Shadows without spending a CP, and it can even work in melee. '''Tactics''' </div></div>
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