Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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Please continue not to put the Tectonic Fragdrill in your lists. Didn’t even get any terrain traits added in the FAQ, shameful. Which, actually, raises a legitimate question as to whether a model can stand on it at all now? Does the “Sector Mechanicus Structure” rule do anything in 9th without traits? Interesting philosophical question, but not competitively relevant. At least the updated fortification network rules mean adding it to a more casual list is way more valid, because who doesn’t want to raise a claw to the sky while shouting “activate the drill”? List Building Lasgun: Cheap, reliable, and accurate. What more could you need? Grab some hot-shots or focusing crystals down the line to give your lasgunners more punch. Rating: B+ The Cult Russ, sadly, gets the same price rise as its vastly superior Guard cousins, and is not really worth a slot. Dedicated Transport The threshold to add a second Hanger-On is 10 Reputation rather than 5 like it is for every other gang.

Force Blast: This power is the “Oh Shit” button of Wyrd Powers. It will push enemy fighters away from the Adept, but it doesn’t automatically pin or damage them. Potential utility exists if the Adept already has Zealot and needs an out when threatened, but on its own, this one kinda blows (get it?!). Rating: D Tales spread of this masked hero, a litany of impossible deeds and feats of supernatural martial prowess. These stories differ from world to infested world, but they retain a core of similarity. Units set up in ambush are considered to be set up on the battlefield (unless they are embarked within a TRANSPORT model that is set up in ambush), even though their models are not actually on the battlefield. Enemy models cannot be set up or moved within 9" of the centre of any of your ambush markers. Smeared across the walls of countless underhive catacombs and high-rise spires is the same graffitied image of a cloaked, three-armed figure wielding a set of custom autostub pistols. He always stands defiant in the face of impossible odds. Most of my removal of course is creature based or just by countering problems, but I do have [[Chaos Warp]], [[Smash to Dust]], [[Otawara, Soaring City]]

Wound Champions: Hybrid Acolytes, the GSC version of a gang champion, only start with one wound and Toughness 3, meaning they’re just about as easy to take out as any other ganger. GSC players will have to be very careful with their acolytes, especially early on in a campaign. Set up the remaining models in that unit wholly within 6" of the first model, wholly within your deployment zone and more than 9" away from any enemy models. Hypnosis: Short range, but the ability to steal an enemy fighter’s turn is very powerful. Target leaders, champs, and brutes and the Adept will pay dividends in no time! Rating: B+

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. Web Gun: While the Flamer is expensive and not worth it, the Web Gun is somehow cheaper and definitely worth it, y’all . This is the top candidate for an infiltrating Hybrid Acolyte. The Web Gun does work. You might lose friends every time it shoots, but who needs friends when you can win a game of Necromunda? Rating: A The Kelermorph is one of four CULT AGENT options and the team’s sharpshooter. He’s armed with Liberator Autostubs, which give you an option of two profiles every time it shoots:

Building a roster for Wyrmblade Cults is pretty straightforward. You want all the options, and you have the room to have them. If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone. As a final thing to look at then, are any of the core secondaries ones that GSC are especially good at? I think three stand out (happily from three different categories) that they’re above average at achieving, and they’re definitely also an army that should look at mission secondaries. One thing to always look for on a table after the objectives are placed is whether any of them are within 3″ of a terrain feature – when that’s true, you can often use the Lurk in the Shadows stratagem to keep a unit safe while performing an Action. You need your commander on the field on turn 3 or 4. Its ward 2 ability will keep it safe, at least for a few turns, and it should arrive to a field of two or three pingers. Casting Ghyrson at the top of the turn lets you immediately bolt each opponent or delete an early threat. Recovering from a board wipe with Ghyrson is tough, and you’ll want to save your Counterspells and the like exclusively for stuff that messes with your board.

Let’s take a look at the Genestealer Cultists that make up Starn’s Disciples as featured in the set in a bit more detail: Visiting the Doc via a medical escort costs 3d6x10 rather than 2d6x10 because they have to pay off the Doc to stay silent. Pox-faced gangers and upper-hive dandies alike style themselves upon this figure, seeking the trail of the mysterious wyrmform symbol and in doing so falling into the embrace of the cult.Flexibilty – Your teams can consist of between 12 and 14 models (though you’ll rarely go to 14), and many of those will have group activations. So you’ve got the bodies to hold objectives and control area, with support from some more elite models, but you can go full horde if you need. My instant and sorcery recursion is with [[Underworld Breach]],[[Past in flames]],[Dreadhorde Arcanist]],[[Snapcaster Mage]],[[Exalted Flamer of Tzeentch]] 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: List building is a nightmare – much harder to bring in all the cults you want, and a struggle to fit HQs needed.

The Kelermorph is a special Genestealer hybrid who serves as a hero figure for Genestealer Cults and uses his legendary prowess as a warrior and gunslinger to spread sedition and revolution on cult-infested Imperial worlds. The Kelermorph is a late refinement of the third generation cycle of Genestealer Hybrids, produced from the finest genetic strains of the local populace. They are gifted with hyper-sensory powers that allow them to perceive the world around them in acute detail and rapid-firing neurons allow them to react with supernatural speed. They are also possessed with enhanced pheromonal senses and thermoceptive vision that allows for pinpoint marksmanship even in pitch darkness. These creatures are in essence bio-crafted to be the heroic face of their cult and indicate a Patriarch's growing mastery of human psyche. [2] Your pinging creatures let you spread targeted bolts around the field, but you’ll also make use of passive damagers. This is where you surround an enemy unit with your own models so that there aren’t any gaps for them to slip through and escape. Frag Grenades: They exist in every list, and they’re always meh. In this case, they’re downgraded to bleh because blasting charges are only 5 cred more. Rating: C-Raise the Banners High (Shadow Operations): You have a lot of small INFANTRY squads, and your opponent often won’t be able to safely push onto objectives you’ve flagged till you’ve squeezed a decent few points out of them. Its also at least worth thinking about Repair Teleport Homer in this category against an opponent with low ground coverage – If they’ve sent their forces to engage elsewhere, you can drop a unit in their deployment zone and start scoring this (you can begin it straight out of deep strike) while protecting the unit with Lurk. Aberrants vs Neophytes: What we haven’t mentioned yet is that GSC gangs can take two types of gangers! A note, first: a GSC gang has to comprise of at least 50% Neophytes, so while the gang can take 2 different types of gangers, they have to include Neophytes. Neophytes are the basic ganger analog, and they’re excellent because they’re cheap! Aberrants, however, are something a little different. They’re combat monsters that can dish out serious pain and tank heavy damage at the same time. They are absolutely terrifying in combat, but they cannot take any guns. If you’re planning on running a combat-heavy gang, taking a few of these things is quite clearly your best practice. You’ll love them, too, because they make Goliaths look like Van Saar in comparison! Mike: First off, army building is a bit easier for the Genestealer Cults. The ability to flexibly add Astra Militarum and a large number of units (both big and small) within a single Detachment is a huge advantage since it guarantees you the full 12 starting Command points.



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