Games Workshop Kill Team Genestealer Cults Starn's Disciples

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Games Workshop Kill Team Genestealer Cults Starn's Disciples

Games Workshop Kill Team Genestealer Cults Starn's Disciples

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Additionally, the Icon-Bearer counts as 3 APL for holding objectives, which can be a nice little surprise for opponents who think they can control an objective only for your Icon-Bearer to run up on the final activation of a Turning Point to either contest or control a marker that the opponent held. Brood Coven kill teams have a modest amount of equipment, and most of their options are either situational and kind of bad, or benefit Neophytes that you aren’t likely to be running. Blasting Charges [2 EP] If running up and gunning someone down with pistols isn’t your thing, the Sanctus Sniper is your long ranged shooting option. The Sanctus Sniper comes with a sniper rifle that does four shots, which hit on a 2+ for 3/3 damage with the SIlent and Heavy rules, plus it does 3 mortal wounds on a critical hit. That’s pretty solid, and lets you stay in conceal the entire game if you need. You might find it odd then that the Sanctus Sniper comes with 3 APL since it’s only going to dash and shoot most turning points, but the Sanctus Sniper also has two unique actions it can perform with that extra AP: Both hybrid variants have identical statlines, with the usual +1 hit/wound and +1 wound for leaders. To represent their alien nature they come in with a slightly modified human profile of +3 to hit/wound in melee, +1 Attakk, and 8 wounds, but they’re otherwise identical to your standard guardsman or neophyte. Operatives

Additionally, the Icon-Bearer counts as 3 APL for holding objectives, which can be a nice little surprise for opponents who think they can control an objective only for your Icon-Bearer to run up on the final activation of a Turning Point to either contest or control a marker that the opponent held. Neophyte Leader Boneswords, deathspitter, devourer, rending claws, scything talons, spinefists or lash whip; bonesword An ACOLYTE HYBRID fire team includes five ACOLYTE HYBRID operatives selected from the following list:This makes the bearer much better at climbing and dropping down, giving various bonuses to different situations where you climb or drop. Cult Knife At first glance an Indirect weapon that hits with the power a Mining Laser, but unfortunately is rendered near useless by the Unwieldy trait. F Heavy Weapon Bipod [2 EP] All three options are good, but the Seismic Cannon is the most versatile. Either way, you can bring two Heavy Gunners in your kill team if you’re okay with having a team that’s slightly less mobile than what’s suggested by the abilities and Ploys of your faction. Neophyte Icon Bearer (1 per Kill Team) There’s no downside to going to short range so that’ll be your play whenever you get close, and the Kelermorph’s Expert Gunslinger rule lets him perform two Shoot actions during each activation, so he can put out a pretty heavy amount of firepower per activation, especially if you can close that gap to get into short range. Fortunately, he has a 3 APL to help make that happen. On top of that, you can use the Hypersense action (1 AP), which gives your next Shoot action the Indirect and No Cover rules in place of P1 and Rending, letting you trade off a bit of firepower to shoot your enemies through cover. Your Leader’s main use is as the second of the two buff providing Neophytes as he allows you to use either the Slink Into Darkness or Coiled Serpent tactical ploy for free once per Turning Point provided you use it on a Neophyte (including himself) and that Neophyte is visible to your leader. That there is no range requirement is particularly good with your Mining Laser Heavy Gunner being the obvious choice for this ability. Keep in mind these ploys will still be subject to the once per turning point limit.

A legend of his own making, Ghyrson Starn is a Kelermorph – a renowned pistolier who inspires his fellow cultists with each dead-eye burst from his trusty liberator autostubs (of which he has three!): Also supplied are a double-sided gaming board measuring 22” x 30” with a Sector Imperialis city layout on both sides, 6 x D6, 2 x D10, a clear plastic 12” range ruler, a selection of gaming tokens themed around the Adeptus Mechanicus and Genestealer Cults. [2] Tactics CardsThere are a bunch of different special children in the Fourth Generation, all with particular roles within the cult’s machinery. The Locus is generally the second most useful Cult Agent after the Kelermorph. His first two abilities are what make him truly powerful as he can reliably incapacitate two enemy operatives in an activation, and minimize the damage he receives in return. The Locus’ primary weakness is the same one he shares with the Kelermorph in that he is often left exposed once he does make his move against the enemy, and requires support from neophytes or cover to ensure he survives.

Ignore APL modifiers. Cheap enough to equip the entire team, vital if you are up against lots of Stun, but otherwise it’s worthless. C Mining Tool Rig [3 EP] I grabbed a few models, some new (see above), and some old (see below) to make the individual Fire Teams clearly different. To add a little variety I found a ‘Stealer with Feeder Tendrils… he was different enough to be my Leader. Some of the operatives here are holdovers from the Compendium Brood Coven team; Neophyte Brood-Adepts, Neophyte Gunners, and Neophyte Heavy Gunners look identical to their Neophyte Hybrid counterparts. The big difference is that in Wyrmblade teams they have the Cult Ambush rule. Durability – Most of your operatives have a 5+ save and 7 wounds. Your heavier hitters have a 4+ invulnerable and 9 wounds. That’s not a lot, but you do have some good tools for protecting your cult agents, such as the Preternatural Assassin and Unquestioning Loyalty rules.

Neophyte Hybrid Fire Team

Considering the accuracy of a Kelemorph and their ability to ignore the hit penalties for their targets being obscured at Level 2 (for a mere 30 points), and scoring hits when firing Overwatch on a 4+ at Level 3 (for only 15 points more), Ghyrson Starn or your Kelermorph of choice will dominate the battlefield with their gunslinging skills: Durability – Genestealer Cultists aren’t particularly durable, though Acolytes and Metamorphs get an extra wound to help stave off death. In The Lore Explainer, we take a deep look at the lore behind our favorite games, movies, and books, and talk about the story behind them and sum up what you need to know and how you can find out more. Today we’re talking about the lore behind Genestealer Cults. Frag, as always, is a very reliable choice when up against fellow horde teams. Put them on your Brood-Adepts to keep your opponent on his toes. Unfortunately, the Blasting Charge occupies some weird position between Krak Grenade and Frag Grenade that when coupled with being more expensive than frags and losing 1 inch off its Blast radius in exchange for only 1 more damage feels too weak against elites and not versatile enough against hordes. Oddly enough harlequins might be a good choice for blasting charges due to them occupying an odd spot between elites and hordes. In both cases Neophytes with this equipment are also a perfect choice for the Hiding Ploy. Frags B, Blasting D Spotlight [3 EP]

complete multi-part plastic kill teams are included, from the Adeptus Mechanicus and Genestealer Cults factions, along with a huge collection of Imperial scenery: The Wyrmblade is a kill team for the Games Workshop tabl etop miniature skirmish game Warhammer 40,000: Kill Team. Its rules are available in White Dwarf Magazine issue 472. The Kelermorph isn’t just a lone operator, however: It also has the Heroic Inspiration rule, which boosts all nearby Wyrmblade Neophyte operatives each time the Kelermorph incapacitates an enemy operative, giving visible operatives within ■ the ability to retain a single hit roll of 5+ as a critical hit whenever they shoot or fight. This pairs well with shotgun Neophytes. The purpose of this article will be to prepare new and veteran players with all the guidance they will need to play this team, regardless of environment. Team Overview Strengths Eventually the burning reproductive desire of the victims begins to bear its curséd fruit, and the First Generation Hybrids are born. These creatures are twisted and deformed, their fingers ending in razorsharp claws, their heads bulbous and veiny, and often with more than the usual number of arms, characteristics that most closely resemble the original Genestealer, now styled as the cult Patriarch, ensconced in his lair. Though ordinary humans would view such offspring with revulsion, the psychic domination of the Patriarch ensures that the parents are utterly devoted to their new bundles of joy, raising them in secret to serve the will of their overlord. The First Generation Hybrids are vicious fighters but not… intellectually gifted, they are able to reproduce however, with one another and with Contagii, their children becoming the Second Generation Hybrids. These offspring are somewhat more human than their bestial forebears, although they’re still not able to hide the manifestation of their alien DNA, third arms, claws, and bulbous heads, the gang is all here.HQ: Acolyte Iconward – Field Commander – Augur of the Insurgent, Relic – Icon of the Cult Ascendent



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