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Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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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:

Visiting the Doc via a medical escort costs 3d6x10 rather than 2d6x10 because they have to pay off the Doc to stay silent. Mining Laser/Seismic Cannon: Unwieldy heavy weapons usually get a frown from us, but when your acolytes have a third arm to help drag them around, our opinions can and will change. The mining laser is extremely powerful, has good range and when you can move and shoot with it, it is extremely scary. Ditto for the Seismic Cannon. Rating: A with a Third Arm, C without 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!If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it. 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. I use many cantrips to keep card draw flowing and storm count up. I also use wheels to keep my hand full. Nerves of Steel (Ferocity): Hybrid Acolytes can take Ferocity as a primary, but where this really shines is if you manage to get an Aberrant to turn into a specialist. An Aberrant with Nerves of Steel is absolutely terrifying. Heroes – Wyrmblades have 4 hero options (count as two operatives) and can select two for the team. These bring more durability and damage to the table, as well as higher APL. They give what’s otherwise a horde team an elite edge.

Rapid-firing neurons in the Kelermorph's predatory brain allow a supernatural reaction time. The bioform's enemies seem to move in slow motion as he aims and blasts them off their feet one by one. Cult Ambush’s ability to be reactive in deployment is exceptionally good in the missions, allowing GSC to adapt to going first or second on the fly. Use Scanner Decoys a lot. The only massive outlier is the Primus – unfortunately the fact that his equipment previously cost 3 ends up disastrous for him, because his base cost is increased to 80 and then 2pts added to the sword as well, for a total increase of 10pts on a unit that could comfortably have only gotten 5. He retains a powerful aura effect, but might see a slight drop in utilisation because of it. If you do not have the first turn, you must reveal all of your ambush markers at the end of your opponents Movement phase.You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: Coiled Serpent (1 CP) is used when you activate someone and change them from Conceal to Engage, after which the first time they fight or shoot they can retain one of their hits as a crit. This is a great added bonus on top of Cult Ambush and again plays very well with the strategy of dropping in and out of conceal with Slink into Darkness. Fortune favours the bold (and the bald, in the case of the Genestealer Cults!), and if you can get Starn in amongst the enemy, he can cause absolute carnage with his Blaze of Glory Tactic: Mighty heroes fight at the forefront of battle.Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

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+ Autogun: As far as basic weapons go, the Autogun on its own doesn’t inspire much fear or love or anything, but remember that it has a slew of potentially deadly special ammunition at its disposal. Rating: B Shotgun (Solid & Scatter Ammo): GSC Basic Weapons don’t get any discounts, and the shotgun really suffers in comparison with the other Basic Weapons because it is twice as expensive. It’s not bad, but the other choices are going to do similar work at half the price. Rating: C+ The game being one turn shorter reduces the time the enemy has to recover from an early lead, which GSC certainly used to be able to build.

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. 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 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- 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. Cult Icon: The Cult Icon can supercharge a group activation, and if you go with melee-heavy GSC, it could come in handy big time.

Mind Control (Cult Wyrd Powers): Hey, Wyrd Powers are treated like skills, ok? So they count for this section! Like we said above, this is really the bee’s knees when it comes to Cult Wyrd Powers, so if you’re taking an Adept, we strongly recommend this power. Melee – Wyrmblade teams had to give something up from regular Genestealer Cult teams and what they gave up was mostly melee prowess, losing the ability to take metamorph hybrids. The Sanctus Talon is the best of your melee options, and you’re limited to one of those.Overwatch (Cunning): Overwatch is an extremely good skill that allows for out-of-sequence shooting. Pair it with a Blast weapon to eradicate friendships, which is to say it’s super effective.

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