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Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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I use many cantrips to keep card draw flowing and storm count up. I also use wheels to keep my hand full.

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]There is a tradeoff for that though – these are exceptional at playing the 9th Edition missions and slot nicely into a role the army needs something to fill. 9th’s primary scoring means you can’t afford to give your opponent an early turn with no response, instead needing at least a few things that can move up, durably seize a mid board objective and dare an opponent to come and do something about it. Even at the eye-watering 40% price increase there still isn’t that much that can match up to these in terms of soaking wounds for the price, especially as Rusted Claw and especially if you bring an Iconward for the 6+++ – really only the Ad Mech Pony Club of Doom comes close. 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: Cult Alphas come with them, and any Adept or Neophyte can pay to take them when you buy the fighter.

The Locus comes with Barbed Tail, a 3-inch ranged bolt pistol, and locus blades, a 5 dice, 2+ to hit power sword. 5 dice with Lethal 5+ means you’ll hopefully have multiple criticals to play with. These are uncontroversial and straightforward, but the abilities and unique action are what make the Locus a monster. If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone.

Overview

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]]

Rounding out this section is Dismiss into Dream, a unique ability that turns your opponents’ creatures into illusions. This is the perfect removal for those huge indestructible (or otherwise too-tough-for-bolts) creatures. Bolts As we can see, Genestealers Cults are unique, competitive, and if you play GSC in 40k, already in your collection! They straddle the line between extremely effective shooting and extremely deadly melee, and do it better than almost anyone else. So grab that purple paint and turn your gaze to the sky, for the Four-Armed Emperor is coming, and he’s hungry… 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. To reveal an ambush marker, select one unit from your army that was set up in ambush and has not yet been set up from an ambush marker: Because of this you’re also running Scouring Sands, Blazing Volley, and End the Festivities to ensure you can damage your opponents’ creatures.Flamer: Hand Flamers are 33% off, but regular Flamers sure aren’t! Too expensive to be any good. Rating: D Spinning his Liberator Autostubs with supernatural dexterity, the Kelermorph fills his enemies with bullets, mowing down scores of soldiers in moments. When faced with armoured foes or war vehicles, the gunslinger simply spins the chambers of his pistols and calmly fires once more -- in moments the target explodes in a hail of metal. 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. Demolition Charges: Here’s a Hot Necromunda Tip: don’t pay 65 credits for a one-shot grenade. You’re welcome! Rating: F

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. Something that I can move onto mid-board objectives turn 1 going first that’s non-trivial to remove. 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. Visiting the Doc via a medical escort costs 3d6x10 rather than 2d6x10 because they have to pay off the Doc to stay silent.

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Fantastic Skills: The Adept gets access to Wyrd powers, which is awesome, the Alpa gets Shooting and Combat, for a choose-your-own-adventure of excellence, and the Hybrid Acolytes get the brutally good combination of Ferocity and Cunning. Everywhere you look in this gang, good skill choices abound. 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: If this unit is set up underground, then in the Reinforcements step of one of your Movement phases, you can set up this unit under one of the following conditions:

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