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Games Workshop Kill Team Genestealer Cults Starn's Disciples

£9.9£99Clearance
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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. Prowler: For the purposes of this operative performing mission actions, it only needs to be within the required range of an objective marker or token (it does not need to control it).

Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions). When Kill Team 2.0 was initially announced I was incredibly excited for it. I had been a big fan of 1.0 and was eagerly looking forward to an improved version of it. Unfortunately this eagerness turned to disappointment as I bought the Compendium and played my initial matches. While I had many complaints a lot of it boiled down to hoping for a game closer to Necromunda than what we got. Of these complaints, my biggest was just how generic the Compendium Teams felt. Nearly a year has passed since this rough start, and Kill Team has become one of my favorite games, however over half the available teams still haven’t received an update. With this in mind I figured it would be good to revisit these teams, and do a deeper dive on what they bring to the table, and give advice on how to best employ them in a competitive environment. For the first time since codex release in February last year we have changes for Genestealer Cults that weren’t just secondary related, and we even saw some changes there. This gives you the most balanced combination of melee and ranged weapons without trying to make something that’s just going to remind you that Wyrmblade teams exist. Painting and Modeling Genestealer CultsBoth 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 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. 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. If your kill team does not include any other LEADER operatives, instead of selecting one NEOPHYTE HYBRID TROOPER operative for one NEOPHYTE HYBRID fire team, you can select one NEOPHYTE HYBRID LEADER operative equipped with one of the following options:

A TYRANID WARRIOR fire team includes three TYRANID WARRIOR operatives selected from the following list: The Sanctus Talon also has the Creeping Shadow ability that lets it Charge while Concealed, and then Dash away each time it has fought in combat.

Tyranid Warrior Fire Team

Wings here. I have been asked to take the wheel and come up with a starter list recommendation that tries as hard as possible not to be completely unreasonable to buy into – we can understand that the advice of buy six start collecting boxes might sound a little extreme. In addition, Genestealer Cults currently lean very hard into 8th’s version of army construction for successful lists, and it’s likely 9th is going to change them a lot, so going all-in on what’s currently good might not work out. I’m happy that what I’ve put together below should remain a decent foundation going forward – all the stuff you end up with is good. I’m afraid I am still going to ask you to buy three start collectings, but Kevin assures me that three is a smaller number than six, and in this case that’s better.

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