Well, you're half right. These replace the Cult Keyword when you choose one. Familiars are fair game though, apparently. With The Greater Good, you can make your own Cult Creed by combining any two rules from those listed below.
Note how five of these are basically one half of a major cult's creed. Not very inventive. Specialist Detachment stratagems are not listed her, and Cult specific stratagems are in their own section, rather than in-line.
While not listed here, any stratagems you use to set up a Specialist Detachment are used at the same time as these. The stratagems below are not phase-locked, even if they generally only come up in specific phases. This is the only psychic discipline table your psykers can use.
You can either roll randomly or choose one. Don't forget every psyker also automatically knows Smite. Standard options with Brood Brothers, but you can give these to Neophytes if you use their Index entry instead.
Specialist Detachments are a type of Detachment that were added with the Vigilus Defiant campaign supplement. These Detachments are custom made for specific sub-factions which grant them access to additional Stratagems, Warlord Traits, and Artifacts.
Gives all Abominants and Aberrants the Anointed Throng keyword, making them entitled to the stratagem, warlord trait and relic listed below.
Relic- Blessed Sledgehammer: For Abominants with the Anointed Throng keyword, which improves his weapon to Ap -4 compared to his previously already strong Ap This means most tanks do not get any saving throws when this big boy and his big boy hammer do what they do best, however it might be overkill when considering the abundant amount of invulnerable saves currently in the game. Note that this bypasses the -1 to hit on the base weapon!
Same as the Throng gives all affected units the Deliverance Broodsurge keyword, this affects your acolytes, neophytes, Iconwards and goliath trucks; not bad if you have a lot of trucks as transports. Warlord Trait - Auger of the Insurgent : Allows Deliverance Broodsurge units to re-roll advance and charge rolls within 6"; a shame this doesn't include purestrains, but still nice for your acolytes. Bear this in mind when planning your army.
In the grim Darkness of the far future, salvation is won when things go Just as Planned. The Cult of the Four-Armed Emperor are the most cunning of cults. Their strategies are planned out centuries in advance, and by the time they emerge from the sewers it's already too late.
On the tabletop, Once use per game limits it's effectiveness for mind games, however. In the grim Darkness of the far future, salvation will be found by the teeming masses. The Pauper Princes are a notoriously selfless cult, willing to sacrifice everything, including their lives, to protect their masters and their convictions.
Unlike most cults, this is not a product of indoctrination as it is fervent belief, as the cultists are disaffected with life before joining the cult and believe the Star-Gods will grant salvation. On the tabletop, the Pauper Princes are pretty melee-centric. However, their chief focus shouldn't really be about that, it should be maximizing the protective potential of your meat-walls, with the Warlord Trait, Stratagem, and Relic all adding something to make them keep your boss alive and well.
The Cult Russ, sadly, gets the same price rise as its vastly superior Guard cousins, and is not really worth a slot. Given that I suspect most lists are gonna run a bunch of Ridgerunners too, this provides some degree of target saturation by reducing the number of squishy INFANTRY targets out of the gate.
Please continue not to put the Tectonic Fragdrill in your lists. Which, actually, raises a legitimate question as to whether a model can stand on it at all now? Interesting philosophical question, but not competitively relevant. In 8th the faction could very much take a kitchen sink approach to it, squeezing in all of the overlapping buffs you could possibly dream of and still pack the numbers to sometimes just overwhelm opponents. That, sadly, is gone — even if you stick to the units who received very modest price rises, just bleeding away a few points on every model adds up, and what it tends to squeeze out is some of the flex options and redundancy, forcing you to make some tough choices.
The last point is a concession to the primary scoring mechanism in 9th. In ITC 8th, many GSC were lists happy to go second and pretty much take a mulligan on trying to do more than score hold one and popping a few units with mining lasers turn one, but accept that the opponent would get hold more, and start really fighting from turn 2.
I do not think you can afford to do this in 9th — ceding a 15pt primary score to your opponent in their second Command Phase is likely to put them on a trajectory to max their primary score and probably win the game.
There is, of course, a positive way of looking at this too. One of the ways to push back against GSC in ITC 8th was to castle up for a few turns around a single objective for hold one and focus on eradicating enough of their units to consistently score kill more in the mid game, then move out to start contesting the board in the late game. With all those considerations in mind, here are two attempts at lists for the 9th edition missions.
Fast Attack 9 Atalan Jackals, autopistol and shotgun, 2 Wolfquads with mining lasers — 9 Atalan Jackals, knife and shotgun, 2 Wolfquads with mining lasers — This list then has a hefty number of Acolytes to allow two waves over turns two and three — you want to use one big squad for each, and spice in a number of smaller squads depending on how things are looking on the ground mostly whether your bikes are still alive.
Troops 10 Neophytes, two mining lasers — 80 10 Neophytes, two mining lasers — 80 10 Neophytes, two mining lasers — 80 10 Neophytes — 60 10 Neophytes — Genestealer Cults Kelermorph.
Here, rather than the bikes our pawns to push forward onto the middle objectives are two Goliath Trucks, which will be packing the two bare Acolyte squads the others wanting to kick around on the board so they can pick up the Jackal Alphus buff.
This list puts more bodies on the table early in a wider area, has a better early shooting punch and sneaks a Kelermorph in to give your opponent big headaches, but trades off in having a less durable early push than the Jackals and fewer Acolytes. With this list you ideally need to be bringing your Neophytes up the table as well, as with fewer Acolytes your goal is to use the initial punch from them to stagger the enemy back a bit rather than just descending into an all-out mid-table brawl.
Any surviving trucks after the initial round can help with this via bully charges and generally making a nuisance of themselves. As a final thing to look at then, are any of the core secondaries ones that GSC are especially good at? Best Price Guarantee - learn more. The set includes the following multipart plastic kits - 1x Achilles Ridgerunner supplied with a Citadel x92mm Oval Base.
See details - Start Collecting! Genestealer Cults Warhammer 40k. See all 4 brand new listings. Qty: 1 2 3. Buy It Now. Needless to say, the other Ynnari who contacted them were pissed. This was done in their misguided attempt to avoid getting consumed by Slaanesh because this Craftworld had left before the Infinity Circuit was invented and thus didn't have one; their logic was that if they gave themselves over to the Broodmind, their souls would be assimilated before Slaanesh could consume them.
There is also something of a Genestealer cult growing among the Dark Eldar in Commorragh. After a raid with lots of captives taken to Commorragh, the Haemonculi found out some of them were Genestealer cultists. The hybrids were singled out and experimented on so their mutations would emerge. When some bored Dark Eldar among the social elite found out about this, they paid the Haemonculi to graft these Genestealer body parts on them for kicks given how Genestealer reproduction involve a genetic re-write of infected hosts using the Stealer's own DNA, you can see what a stupid idea this is.
It looks like the Hive Mind might find a way into Commorragh given how these Dark Eldar, who collectively call themselves the Vorgani, started forming tight-knit groups and share a singular obsession over a Tyranid-infested planet trapped in the Webway. As for the Necrons , they're goddamn undead robots. If you even consider this possibility you're fucking retarded.
Finally, and perhaps most troubling, is the mention that Tyranids have been targeting Hrud warrens. Hrud lack the defenses of the above races and are naturally predisposed towards infesting a planet and migrating en mass to a new one. Genestealers are pretty lore accurate in Dawn of War 2. They eat whatever they face. They act as the ultimate melee troops for Tyranids in tier 2. Let's run some numbers: A regular Tactical Marine starts with 60 melee skill, a standard melee squad starts with These motherfuckers are starting with 80 by default!
And this even gets worse if they have any synapse support. Yeah, they can basically murderfuck anything in melee combat. And this gets even worse if they use their Adrenal Rush ability. Gains increased speed and damage, gains small amount of health in each hit they make, and decreases incoming ranged damage. Everything aside, the most simple solution to deal with them is to get a walker out. Genestealers can't purchase their anti vehicle klaws until tier 3.
That makes them balanced right? I hope so. But when they get them, they can solo a Dreadnought! Thankfully, they have light infantry armour, which means that they can be killed easily with most ranged weaponry and struggle against melee fighters that are able to survive long enough to get a few hits in themselves. AoE melee attacks are your friend against them. In battle, both Ymgarl and Purestrain Genestealers are ridiculously deadly in melee, both in fluff and on the tabletop.
On the tabletop, when a brood of Genestealers charges something, it's very unlikely to survive to the next turn unless it's a Land Raider due to their massive number of good strength attacks, rending, and high weapon skill that means they hit most things on 3s seriously, these guys have higher weapons skill than a lot things made out to be close-combat experts , not to mention that they are fast little fuckers.
A Zerg rush has nothing on these guys. In the fluff, their claws are so damned sharp that they might as well be power weapons back in 2nd Edition and pre-codex 3rd Edition they WERE power weapons , slicing through armor and walls like a chainsaw going through a rice paper wall.
Their hypnotic eye powers show up irregularly in the fluff, showing up in the Dark Disciples Novel but not Ciaphas Cain; Hero of the Imperium for example. Unlike Kroots though, they are not there to slow the enemy, they provide a hazardous area for the first turns and then, when the main force has reached their position, they jump out to help OMNOMMing. In some editions Genestealer broods could upgrade one of the members to a Broodlord , which formerly had a major role due to the biomorphs it could use and psyker powers, but being reduced to a sergeant basically made it just add an extra punch, though it still had a better statline than any non Special-Character Space Marine HQs except the CSM's daemon prince.
Sixth Edition turned Broodlords into rape machines in challenges, as they are able to bring down almost any independent character in the game without eternal warrior, while costing much, MUCH less. In 8th Edition, Genestealers are still great, but other armies have some melee options that are pretty on-par with them. A horde of Ork Boyz, for example, can pump out 30 more melee attacks in a turn, and cost points less.
On the other hand, the Genestealers are also very speedy and can rocket to the other side of the board with the right Stratagems. They can also charge after advancing or lose that ability in exchange for a better armor save that can go up to MEQ-tier if in cover or under the benefits of Jormungandr's Hive Fleet Attribute and can take Acid Maws for a few extra MEQ-killing attacks.
Oh, and they also get a Deep Strike similar to a Terminator's teleport homers. They're especially potent with Hive Fleet Kraken since they'll have better advances as well as the ability to charge after falling back, which not only saves them from running the risk of being trapped in melee with something too tough for them to deal with but also improves their already impressive maneuverability and ensures that they'll always get the first swing in.
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