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Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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ZTS2023
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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]] A 4AE detachment with Acolytes, giving me a deep strike threat and once per game A Plan Generations in the Making.

From there what you’ll actually take into your missions will depend on what you need. I really like the idea of having the Kelermorph running around up front with support from the Locus, so I tend to think about bringing the following to most games:

In reality the Kelermorph is something else entirely: a bioform created for the specific purpose of exploiting mortal psychology, a cold-blooded killer in the guise of a legendary gunfighter whose actions inspire generations of sedition and revolution. 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. I use many cantrips to keep card draw flowing and storm count up. I also use wheels to keep my hand full. Set up one model from that unit within 1" of the centre of that ambush marker, wholly within your deployment zone and more than 9" away from any enemy models. Then remove that ambush marker. Working within constraints means focusing on what an army needs, and in 9th I’d basically want the following in all of my GSC lists:

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. Genestealer Cults only get one gang-specific Tactics Card, and it’s pretty good! It’s called Cult Ambush and it allows you to expand your deployment zone by 3”. It can’t overlap into your enemy’s deployment zone, but it can get those Aberrants 3” closer. It is also especially effective in the smaller maps and bigger deployment zones (as a function of total area) in a Zone Mortalis game. The threshold to add a second Hanger-On is 10 Reputation rather than 5 like it is for every other gang. Hand Flamer: Now we’re talkin’! Genestealer Cults get these bad boys at a 33% discount: only 50 credits! At that price point, they’re actually super good! Especially on a Cult Alpha with Hip Shooting and a couple of nasty combat weapons. If your campaigns (like ours) give the sidearm trait to hand flamers, they become ridiculously good at 50 credits, so load up! Rating: A

How They Play in the New Edition

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. And that's it. The Starborn Souls are done**, really done**. Feels weird! What about you? Do you ever feel like you "finish" a project? Or are you how I normally am, finish scaling a peak only to see more mountain ahead of you full of exciting variant projects? Seriously, I'm still planning stuff for my Blood Angels after 7000 points. I've got problems man... Until next time, lovely people.

Mind Control: This one’s the best one. A successful cast will cause one of the enemy fighters to perform a Shoot (basic) action against their own gang ! Maybe not as effective against Corpse Grinders, but still extremely effective! Rating: A+ Finally, Neophytes. One extra point a model here is good too, though there are some side-grades in their equipment. All the special weapons, along with heavy stubbers get rounded up to 5pts, which is bad and probably means most of them aren’t worth it. However, the mining laser and seismic cannon both go down two points to 10, which is good. Realistically, the mining laser is still king here – take it and enjoy it. While you do thus end up with a slight downgrade in the output of the squads without the nearly-free webbers on top, that means 10-model units of these with lasers only climbs up to 80pts instead of 74pts, which is extremely below rate and means there probably is still an angle on Bladed Cog lists flooding parts of the board with them. ElitesIf you do not have the first turn, you must reveal all of your ambush markers at the end of your opponents Movement phase. Such tales might sound fanciful, but there is a core of truth to all of them. The Kelermorph is a latter-day refinement of the third generation hybrid cycle, produced from the finest genetic strains of the local populace and gifted with hypersensory powers that allow him to perceive the world around him in unusually acute detail.

My interpretation would be that it is treated the same as out of sequence medic activations, which are also triggered by enemy actions within ■ of you, but I can see where people will argue about this. I anticipate Designers Notes explaining exactly how this works.

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 These creatures are bio-crafted to be the heroic face of their cult -- their influence upon a fractured society is a terrifying sign of the Genestealer Patriarch's growing mastery of the Human psyche and ability to manipulate mass psychology. List building is a nightmare – much harder to bring in all the cults you want, and a struggle to fit HQs needed. A Kelermorph can wield many weapons at once, including his three signature Liberator Autostub pistols.

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