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==Genestealer Cults== ===Why Play Genestealer Cults=== *'''Pros''' **The close-quarters design of kill team allows you to use Neophyte shotguns and Metamorph hand-flamers to their maximum potential. **Tons of potential choices for your neophyte models. Imperial Guardsmen, Chaos Cultists, Necromunda Hive Gangers, Skitarii (if you want to play the Cult of the Bladed Cog), just about anything is viable if it can wield a lasgun or autogun. **You can use the same Genestealer models as the Tyranids **You have access to abberants, who at base level they have 2 strength 5 ap-2 DD3 attacks, which will eat their way through every model in kill team. **Strength Of Faith can make your squishy cultists surprisingly resilient against psykers. **If you don't mind leaving out the more alien stuff, GC can be neatly used to represent a more irregular, close-combat flavored Imperial guard force. You could even use Ogryn as count-as Aberrants. **Since you're getting your Kill Team genestealers from the Tyranids list, they get access to wargear options that they wouldn't have in 40k. **A minimum of Ld 7 across the board means your hybrids will hold their ground like Space Marines despite having otherwise Guardsmen-level stats. *'''Cons''' **For obvious balance reasons, the Cult Ambush ability is severely neutered. Now only triggering on a 5+, it allows you to take a full-distance move with that model before the game starts. **Most of your units are only strength and toughness 3 (actually, only neophites are S 3), so despite your relatively high attack count per model you will struggle to wound toughness 4 and above without using tactics like the Metamorph's toxin sacs. **Your units will die like Guardsmen, so despite their rather decent Ld morale becomes an issue, especially if you play larger counts of bodies. **No Veteran Acolytes for you, unless you buy the Kill Team box which has him. ===GSC Special Rules=== *'''Cult Ambush:''' After Deployment but before the first battle round, roll a D6 for each model with Cult Ambush. On a 5+, you may immediately move it up to 6". *'''Unquestioning Loyalty:''' Shared by the Commander units. If the Look Out, Sir! Tactic is used on them, roll a d6; on a 2+ you gain a CP. ===GSC Faction Attributes=== GSC subfactions are called Cult Creeds. Genestealers can't benefit from them, but also don't prevent them from being applied either. *'''Cult of the Four Armed Emperor: Subterranean Ambushers:''' +1 to Cult Ambush rolls. *'''The Twisted Helix - Experimental Subjects:''' Add 1 Strength to models in your kill team. When a model advances, add an additional 2" to the distance. *'''The Bladed Cog - Cyborgized Hybrids:''' Models in your kill team have a 6+ invulnerable save. Models that already have an invulnerable save instead improve their save by 1 (to a max of 3). Models do not suffer a penalty to hit rolls for moving and shooting heavy weapons. *'''Rusted Claw - Nomadic Survivalists:''' Treat AP-1 as AP0 when an enemy attacks you. *'''The Hivecult - Disciplined Militants:''' Roll a D3 on Nerve tests instead of a D6. Your units can also shoot in rounds they retreated or fell back but require an unmodified 6 on the hit roll. *'''The Pauper Princes - Devoted Zealots:''' Reroll failed hit rolls in the Fight phase if you charged, were charged, or made a pile-in move granted by Heroic Intervention in that battle round. ===GSC Ranged Weapons=== *'''Autogun:''' Free with 24" range Rapid Fire 1 *'''Autopistol:''' Default S3 pistol for all Hybrid models. *'''Blasting Charge:''' Comes free with each Hybrid model. Only 1 can be thrown a Battle Round but ignores long range penalty. *'''Bolt Pistol:''' Free S4 upgrade to your Neophyte Leader's Autopistol. *'''Demolition Charge:''' Special Wargear for your Acolyte Hybrids. S8 AP-3 D3 D. Each demolition charge can only be used once per game. *'''Flamer:''' The standard flamer with all the auto-hitting goodness you have come to expect. Doesn't care about all your -1 to hit, and can be fired after advancing to help get it into range. Even better in the hands of a Demolition specialist. *'''Grenade Launcher:''' A assault Weapon that fires Krak and Frag Grenades *'''Hand Flamer:''' A flamer in pistol form, albeit at 1 point less strength. Still useful for softening up enemies in melee, and it autohits. *'''Heavy Stubber:''' A long range gun, the stubber can be thought of as a 3 shot bolter with Heavy. With a short range of 18" it can be surprisingly accurate, and weight of dice can get through armour where quality (or lack thereof) failed. *'''Mining Laser:''' Heavy 1 S9 AP-3 D6 damage. Only one shot with it, but it's still enough to reliably wound a Plague Marine. *'''Seismic Cannon:''' Two firing modes: Long-wave, which is Heavy 4 24" S3 AP0 1 D, and Short-wave, which is Heavy 2 12" S6 AP-1 2 1 D. Both of them become AP-4 on a wound roll of 6. *'''Shotgun:''' Free with 12" range Assault 2. Goes from S3 to S4 when 6" away from your target. *'''Web Pistol:''' The other pistol upgrade for your Neophyte Leader. Offers D3 shots at S3, against the target's Strength or Toughness (whichever is lowest). *'''Webber:''' A S4 D3 Assault weapon that has an 18 " range. Available as an upgrade to your Neophyte gunners. Wounds in the same manner as the Web Pistol above. ===GSC Melee Weapons=== *'''Bonesword:''' A -2AP weapon, considering your high attack count per model the ap -2 of this weapon can allow you to do a surprising amount of damage. *'''Chainsword:''' Free +1 attack, a free way to bring your Neophyte leader up to 3 attacks, but often you're better served by the Maul which is one point more for 2 attacks at s5 ap-1 *'''Cultist Knife:''' Same as the Chainsword. *'''Heavy Rock Cutter:''' Sx2 AP-4 2 D. Has a -1 penalty to hit, but has a nasty extra effect. Whenever a model takes damage from this, you roll a d6; if the result is higher than the model's remaining number of wounds, it immediately goes out of action. This roll is made before an injury roll, and bypasses the injury roll system, sending the victim straight out of action. Extremely useful against Marines, Necrons, and anyone else who can manipulate injury rolls, and generally good as an anti-everything weapon. *'''Heavy Rock Drill:''' Sx2 AP-3 1 D. Each time a model takes damage from this weapon, roll a d6; on a 2+ it takes a mortal wound and you can roll again for a chance at another mortal wound, adding 1 to the required roll. Repeat until you either fail a roll or the target is out of action, whichever comes first. *'''Heavy Rock Saw:''' Sx2 AP-4 2 D. Costs the same as the heavy rock cutter, so decide whether you want accuracy or the chance to instantly kill enemies. Decent at cutting through commanders, but without the ability to chop straight through injury rolls it sort of pales in comparison to the cutter. *'''Lash Whip and Bonesword:''' Do you want to troll your opponent when he triumphantly supposes to have slain you warrior and having thus saved his models from an untimely death just to watch his confidence be shattered by a literally weaponized overgrown dick? Then look no further because this weapon is a bonesword that allows you to fight even if you die in close combat. It is quite sad that you don't get the usual +1 attack but nothing is perfect. *'''Metamorph Claw:''' +2 S so strength 6 with 3 attacks, downside is that you have no ap with this weapon. *'''Metamorph Talon:''' Free +1 to hit so your metamorphs will be hitting on 2's, add in a cult icon for a 35/36 chance of each attack hitting its target. *'''Metamorph Whip:''' Same as the Lashwhip and bonesword, but with AP0. *'''Power Hammer:''' The aberrant's double strength (10) ap-3 damage 3 weapon, but at minus 1 to hit. The be all and end all melee weapon in kill team, with a few buffs from the cult icon and specializations this weapon will chew through even death guard (if you can afford the '''base''' cost of 19 points for the weapon and its carrier). *'''Power Maul:''' Gets a neophyte leader up to S5 -1 AP, turning it into a reasonable CC option. *'''Power Pick:''' Strength user ap -2 Dd3, a respectable weapon on whoever has it, and on aberrant's its downright scary as their base strength is 5. *'''Rending Claw:''' AP-1 weapons that on a 6+ to wound get a -4AP, with the high attack count of the models that can take these you can do some serious damage, even with only ap -1. Especially good on genestealers who go up to -4AP and D2 on 6s if you give them toxin sacs. ===GSC Psychic Powers=== ====Broodmind==== Exclusive to the Magus *'''[Commanders] Paralyzing Hypnosis (Warp Charge 6):''' Pick a visible enemy within 18". They can't fire overwatch, cannot be chosen to fight until all other models have fought in the Fight phase (even if it charged), and takes -1 to all hit rolls. Lasts until the next Psychic Phase. **A 72% chance to completely nerf every counter measure to your charging Rockoylte? Yes please. *'''[Commanders] Mind Control (Warp Charge 6):''' Pick a enemy within 12", and roll 3D6. If the result is higher than the enemy's Ld, it can either immediately shoot at another enemy model as if it were the Shooting phase, or immediate make a single close combat attack as if were the fight phase. **Mindshakle Scarabs. Except now it costs no CP, is Sequence Breaking, and is much more likely to affect high Ld models without sacrificing much against low Ld models. *'''[Commanders] Might from Beyond (Warp Charge 6):''' +1 S and +1 Attack to a friendly model with 18". Lasts until the next Psychic Phase. ===GSC Units=== *'''Neophyte Hybrids (Leader [Leader only], Heavy [Heavy only], Demolitions, Medic, Scout, Zealot):''' Your “totally not guardsmen” units, cheap, expendable, but like guardsmen they are surprisingly dangerous, especially in numbers. They cost the same as normal guardsmen but are slightly better in melee (unless you include orders) as they also come with autopistols/laspistols as standard as well as having the usual lasgun and blasting charges (aka grenades) but they also have the option of replace their autoguns/peashooters with shotguns if you really want to specialize them to melee/close quarters fighting. Other than that one of your Neophyte hybrids may take a cult icon, giving re-rolls to one's for friendly units within 6" in the fight phase, a must take if you intend your not guardsmen to get into melee as then you take need to spend any points one specializing them. **'''Neophyte Gunner:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Neophyte Leader:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Acolyte Hybrids (Leader [Leader only], Demolitions [Fighter only], Combat, Comms, Zealot)''' Your melee flavor “not guardsmen”, having an extra attack and melee weapons, with the trade off being a lack of long ranges firepower. However, they make up for it in close combat accuracy and absolutely vicious short-range weaponry. **'''Acolyte Fighter:''' Some of the deadliest models in the game. Thats not hyperbole - a charging Zealot Fighter with a Heavy Rock Cutter is more likely to kill almost every model in the game than a ''PATRIARCH'' is. But they still have the guardsman statline making them the epitome of Glass Cannon. Shield them, charge with your more disposable models to protect them from overwatch, and be prepared to spend that extra CP to ensure they get to fight first any time they don't get the charge and they'll kill anything they can close with. ***'''Groust Gorl (Veteran Only):''' Gorl is an Acolyte Fighter with a Heavy Rock Saw from one of the datacards from Starn's Disciples. The result of GW not knowing their own rules, you might notice that he's a Veteran, which is not an option for normal Acolyte Fighters. Based on the precedent set by the Commanders Sets released for almost every faction in the game, his datacard must be considered an addition to the rules so long as you use him exactly as written (wargear, specialism, name, etc.). So if you want an otherwise normal Rock Sawcolyte that happens to be a Veteran, he's your man. Hybrid. Thing. At least until he's errata'd out of existence. **'''Acolyte Leader:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Hybrid Metamorph (Leader [Leader only], Combat, Comms, Demolitions or Zealot):''' Metamorphs are interesting because they provide the closest thing to a cheap counterpunch unit in GSC. The whips allow them to still get off attacks when they die, which can be huge against MEQ or close combat monsters like Harlequins. **'''Metamorph Leader:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Aberrants (Leader, Combat, Demolitions, Zealot):''' At strength 5 base, two attacks and the choice of either a S5 ap-2 DD3 pick or a S10 ap-3 D3 hammer aberrants are your true heavy hitters in an army which otherwise struggles with high toughness targets, as with their hammers they can wound even death guard on 2's. They also come with rending claws as standard, but there's no point using them unless you take the hammer over the pick and are fighting lots of small, weak targets where the hammers -1 to hit would be a detriment. This combined with toughness 4, two wounds and an ability which reduces all damage received by 1 (to a minimum of 1) makes aberrants one of the toughest models in the whole of kill team, and their short comings (only two attacks and relatively low accuracy when using the hammer)can be shored up using specializations, the most notable of which being the combat specialism, but they can also take the leader specialism, something which is worth considering as (unlike the rest of your army) an aberrant will not die at the first sign of a stiff breeze. *'''Genestealers (Leader, Combat, Scout, Veteran):''' Your vanilla tyranid genestealers, they do not benefit from cult ambush but they're plenty fast and they're the toughest GSC unit outside of Aberrants. Being able to reroll charges also allows them to charge earlier and longer than Hybrids. Use them to lead the way and tie up targets, then move your Acolytes in to cut your victims' throats. ====GSC Commanders==== *'''Acolyte Iconward (Ferocity, Fortitude, Leadership, Melee, Stealth):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Crasker Matterzhek:''' A carbon copy of the default Iconward except for his specialism, down to his price. The question you ask is "Is +1W and a 12" nerve reroll that keeps him away from the fighting worth giving up what real specialisms offer?". The answer is almost always no. ***'''Acolyte Iconward specialism:''' Crasker Matterzhek's unique skill tree, with the following skills. ****'''Level 1: Sacred Duty:''' +1 to Wounds, built into the statline. ****'''Level 2: Fearless Dedication:''' Can't be shaken. Ever. ****'''Level 3: Scale the Heights:''' Acts exactly like the Steath specialism "Climber". Not all that useful by itself but obviously meant to synergize with... ****'''Level 4: Raise the Standard High:''' Increases the range of the Sacred Cult Banner to 12", so long as Crasker is 1" above the surface of the battlefield. Fluffy. *'''Patriarch (Ferocity, Fortitude, Melee, Psyker, Stealth, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Magus (Leadership, Logistics, Psyker, Stealth):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Primus (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Kelermorph (Starn's Disciples)(Fortitude, Leadership, Stealth, Shooting):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Ghyrson Starn (Starn's Disciples):''' The eponymous kelermorph from the Starn's Disciples box. Costing the same as the default Kelermorph he might be the first unique commander actually worth taking, if only because the shooting specialism doesn't mesh well with multiple weapons. ***'''Kelermorph specialism:''' Ghyrson Starn's unique skill tree, with the following skills. ****'''Level 1: Hybrid Agility:''' +1" to Move, built into the statline. ****'''Level 2: Preternatural Skill:''' No hit penalties for targets being obscured. Similar to Trick-shooter from the Shooting Specialism. ****'''Level 3: Swift Reflexes:''' Overwatch on 4+. ****'''Level 4: Trick Shooter:''' 1/Round when you pick Starn to shoot, you can make a shot as if he were standing in the place of another model within 6". Use that model for LOS and measuring range but use Starn's stats and wargear. *'''Sanctus (Melee, Shooting, Stealth):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Nexos (Logistics, Strategist):''' The only way to access a multiunit Reserve tactic for GSC (which is ridiculous) and also has a 1 in 6 chance to net you 1CP any time any player uses a tactic, including yourself. As his specialism choices and autopistol-only loadout suggest, he is definitely not a combat Commander but he's not useless. Like most GSC commanders, he's relatively cheap and his abilities stack and synergize with Strategist making for a nice CP farm to fuel many great tactics. *'''Biophagus (Logistics, Strategist):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Alchemicus Familiar (Logistics, Strategist):''' Costing only 4pts when taking a Biophagus, this guy is armed only with the "Close Combat Weapon" every model automatically has. He doesn't cause penalties to nerve tests upon death. And yes you read those specialisms right. As a quirk of Elites' bad formatting, by RAW, the Familiar can be given those Commander specialisms. By virtue of not being an actual Keyworded COMMANDER, he can only be level 1, only take specialisms that aren't already in the team, and cut into your normal 3 specialists but he can take them. Expect this to be Errata'd out if GW ever gets around to fixing the mistakes in Elites. *'''Locus (Ferocity, Melee, Stealth):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Clamavus (Leadership, Strategist):''' He prevents Reserves coming in within 7" of him. Thats all he does without CP or specialisms. He can't even fight with his crappy little Autopistol. And he's not even the cheapest GSC commander. His Aura tactic is nice but not amazing. ===GSC Tactics=== *'''[Core] Density Analysis Lenses (2CP):''' Adds 1 to hit rolls for a shooting unit against targets that are obscured. <s>Not particularly useful for genestealer cults as your not particularly good at shooting and far better in melee.</s> This can get the mining laser or the seismic cannon up to 3+ to hit against obscured targets with a comms specialist. Nobody likes losing their expensive Reiver to a readied neophyte half its cost with a mining laser first turn. *'''[Core] Industrial Brutality (1CP):''' Attacks from a model with Heavy Rock Drill, Heavy Rock Saw or Heavy Rock Cutter, on a 4+ can immediately fight again. *'''[Core] Inhuman Reflexes (1CP):''' When a model fails a falling test it doesn't take falling damage and won't fall on other models. If it would have fallen on another model, place it within 1" of that model. *'''[Core] Frenzied Hammering (2CP):''' Aberrant armed with power hammer increases it's Attack by D3 until end of phase. Subtract 1 from Hit rolls until end of phase. Yes, you are obligated to declare "hammer time!" when using this tactic, but unless you have some positive hit modifiers these extra attacks will only hit on a 5+. You also only get 2 attacks base so to make the most of this stratagem you’ll need to buff your attack count as well. *'''[Core] Strength Of Faith (1CP):''' when a model suffers a mortal wound in the Psychic phase, roll a D6 for each model wounded in that phase. On a 5+ that wound is ignored and has no effect. Not as good as it sounds since you can only cast 1 psychic power per phase so only going to be rolling for that 1 wound *'''[Core] Unnatural Senses (1CP):''' A charged unit can fire overwatch at charging enemies even if they're not visible, treating them as obscured instead. *'''[Kill Team Starter Set/Starn/Elites] I Like To Keep This Handy... (1CP):''' A unit armed with a shotgun changes the shotgun's type to Pistol 2 until end of the phase. *'''[Kill Team Starter Set/Starn/Elites] Raise The Icon ((1CP):''' Cult Icon's ability becomes 12" instead of 6" *'''[Kill Team Starter Set/Starn/Elites] Acidic Spit (1CP):''' Model within 1" suffers 1 mortal wound on a 5+ *'''[Kill Team Starter Set/Starn/Elites] Toxin Gland (1CP):''' Hybrid Metamorph's Rending Claw or Metamorph Talon gains 1 to wound rolls *'''[Kill Team Starter Set/Starn/Elites] Mesmerizing Gaze (1CP):''' Enemy model within 1" loses 1 to Attack on a 4+ *'''[Kill Team Starter Set/Starn/Elites] Seismic Blast (2CP):''' Choose a model in your killteam with short-wave profile of a Seismic Cannon, if an attack for the weapon hits roll for each other model within 2" of target model. On a 5+ that model is Shaken *'''[Starn] The Cult Innumerable (3CP):''' Use it when a model of your kill team es taken out of action (other than a specialist). You can set that model again in your deployment zone and more than 9" than enemy models. It is still treated as a casualty at the end of the battle. *'''[Starn] Blinding Acid Spit (1CP):''' Use it when a model of your kill team is chosen as the target of an attack in the fight phase. Roll a dice; on a 4+, the attacking model substracts 1 from its hit rolls until the end of the phase. *'''[Starn] Corrosive Fuel (2CP):''' Use it when your are gonna shoot a hand flamer. Improve its AP to -1 and its damage to 2 until the end of the phase. *'''[Starn] Messy Demise (2CP):''' Use it when a model from your Kill team takes an enemy model out of action with a heavy rock saw. Roll a dice for each enemy model within 3" of the model that made the attack. On a 5+ the model you are rolling for is shaken. *'''[Starn] Plant the Flag (1CP):''' Use it when a model from your kill team equippedwith a cult icon takes an enemy model out of action in the fight phase. Frindly models withn 6" of that model doesn't need to take nerve tests until the end of the battle round. *'''[Starn] Ensnaring Strike (1CP):''' Use it when you pick a model to fight un the fight phase equipped with a lash whip and bonesword. Until the end of the phase, if the model scores any hits, you can pick one melee weapon their target is armed with. The target model may not use that weapon in that phase. ===GSC Killzone Tactics=== *'''Secret Lair (Sector Fronteris) (1CP):''' Take a model off the board near a hatch off the board at the start of a Movement Phase. Put it back on the board at the end of the next anywhere within 3" of a hatch, and without 9" of an enemy. If nowhere satisfies this condition, it stays in hiding until it can. If its still hiding at the end of the mission, it counts as out of action. ===GSC Commander Tactics=== *'''[Commanders] Cult Demagogue (Aura) (1CP):''' +1 to hit in the Fight phase within 8" of your Primus. Ends if he's shaken. *'''[Commanders] Meticulous Planning (2CP):''' Only if you have a Primus, essentially lets your reroll failed Cult Ambushes, but oddly isn't technically a reroll. *'''[Commanders] Nexus of Devotion (Aura) (1CP):''' FnP5+ within 6" of your Iconward. Ends if he's shaken. *'''[Matterzhek] Rabble Rouser (Aura) (1CP):''' Friendlies within 6" uses the Iconward's leadership. Ends if he's shaken. *'''[Matterzhek] Unsettling Presence (Aura) (1CP):''' Enemies within 6" of your Commander take -1 to leadership. Ends if he's shaken. *'''[Starn/Elites] Blaze of Glory (1CP):''' Your Kelermorph shoots a single time (regardless of number of attacks) with a single one of his weapons against every target within 8", instead of shooting this phase. *'''[Elites] Cult Nexos (Reserve) (1CP):''' Use at the end of the movement phase, if a Nexos is on the battlefield. Choose any 3 models in Reserve and set them up anywhere within 1" of the board edge and 5" from an enemy. *'''[Elites] Cult Assassin (2CP):''' Use this at the beginning of the first battle round. Your Sanctus immediately makes a ranged attack as if it were the shooting phase. ** Given the explosive nature of Psykers killed by the Sanctus' Silencer Sniper Rifle, if your enemy deploys poorly and you get lucky, you can literally table entire kill team before the first battle round starts. Fun. *'''[Elites] Genomic Enhancement (1CP):''' Pick a friendly Abberant within 2" of your Biophagus. Its Strength, Toughness '''or''' Attacks increase by 1 until the end of teh mission. You cannot use this more than once on the same Abberant *'''[Elites] Sudden Strike (1CP):''' If your locus only made a Normal Move and ended up within 6" of an enemy and is not within 1" of an enemy, he can pile in 6" to the nearest enemy. Essentially granting an un-overwatchable charge thats guaranteed to be 12", at the cost of not technically being a charge (so no triggering Abilities that rely on a charge etc). You do still get to go first in the Fight phase, but only because of the Locus' special rules. *'''[Elites] Proclamator Hailer (Aura) (1CP):''' Use at the start of the battle round. +1 to "run" (presumably a typo meant to be Advance) and charge rolls as well as -1 to nerve tests for frinedly units within 6". ===GSC Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''GSC Strategies:''' <div class="mw-collapsible-content"> The result of mixing humanity with the tyranid menace, the genestealer cults are a shadowy threat to the whole galaxy, paving the way for their "gods" to come and feast on the planet they are established in. They will take whatever resources they can find and mix them with their alien heritage to make quite a deadly army. However, they are not invincible, and their low toughness, saves and invulnerable saves means that they will fall fast against heavy armoured units. They do have the numbers to compensate this, however, and they need them too, since this army is most effective at close range, and especially in melee. First off, the general Cult Ambush ability means that they will have a decent chance of closing distances to the enemy fast. On a 5+ on a D6, and the unit will move 6" extra before even starting the game. If you have good move rolls, you could pretty much run around 18" on the best possible scenario with most unit, or shoot without the disadvantage of long range shooting, making the opponent rather nervious from the get go. Try to get into cover soon, and if the enemy hasn't played against GSC previously, you might even reach charging distance from turn 1. With that said, this ability does need a 5+, so you might find yourself with a lonely unit that might eat lead because is the closest one to their guns. Units-wise, they are rather varied, but in general, imagine imperial guard focused on melee prowess and speed, and you'll have an idea of what you're dealing with. The neophytes are the cheapest units, comparable with guardsmen stats wise. S3, T3, A1, BS4+, WS4+, Sv 5+ /0++... pretty basic stuff. They are 5 points not counting the gunner, the leader or the extra equipment. It can have a cult icon, which allows you to re-roll the 1 for friendly units at 6" of it, which is nice, considering how dependant the GSC are to melee. Put it closer to your guys with higher number of attacks. Weapon-wise, you can have the autogun or the shotgun. If it's going to go closer to the enemy, better go with the shotgun to get the extra strength. The gunner has access to a wide array of options. I'll focus on the unique GSC weapons, as the heavy stubber, the flamer and the grenade launcher work the same way they do with everyone else. The mining laser is a fucking monster, S9, AP-3 DD6, the only thing going against this beauty is the fact that 1) it's a heavy weapon, so make it heavy to give it movement, and 2) the guy is BS4+. You could make it so it's the Sniper and gets the Comms bonus, but even then it may not be that good, considering it has to be at 12" to avoid long range penalty. Scary as hell, and in adequate hands, deadly, but it has poor synergy with the rest of the team. The Seismic Cannon is interesting, as it has the long and short setings, with the shorter range one being quite deadly as support for the close quarters units. The webber is... situational. It uses either the strength or the toughness stat to wound. Good to deal with some particular units, but considering how many units have the same toughness and strength, and the webber itself is oly S4... Again, situational. The leader can have a good array of melee stuff, with the power pick and power maul being especially interesting. The metamorphs are more interesting. WS3+ S4 is looking more decent up close, and with A4, it's packing quite a punch. Its weaponry is rather mixed. The metamorph talon adds 1 to the hit rolls, which is nice, but without the AP, better to save it for GEQs. The rending claw does AP-4 for every 6+ wound roll, which can do a lot of damage if one enters. The metamorph whip allows you to get an extra fight turn if it's killed before actually attacking, but you shouldn't rely on the enemy killing you to do stuff. The metamorph claw is a S+2 weapon, that's not much. The best way to use it is to keep the rending claw and metamorph talon, which are free and can wield both at once, and save points for the hand flamer, which at least is a D3 automatic hit. Against GEQs, use the metamorph talon to try and accumulate attacks against the enemy, and against MEQs, the rending claw against MEQs to try and get that sweet 6+ to send marines without invulnerable saves to oblivion. And the hand flamer just in case. The regular neophyte can also carry the icon, which is a thing. The acolytes are really interesting. The basic acolyte and the acolyte leader are almost identical to their neophytes' counterparts, but with A2 instead of A3 and less impressive melee weapons. The acolyte fighter, on the other hand, has some of the best melee weapons in the game. Period. First, the cultist knife and the rending claw for free, though if you're going to get those weapons, might as well choose a regular acolyte. The demolition charges are a really powerful grenade. D6 attacks, S8 AP-3 DD3, though the fact that it takes the weapons' slot and YOU CAN ONLY USE IT ONCE it's rather sad. It could ruin the day of teams like Custodes, though, their lower numbers reducing the effect of the single bomb. The '''Heavy Rock Cutter''' is a beast, with Sx2, AP-4 and D2, with the special bonus of its effect: If you damage an enemy unit with this weapon, roll a D6. If your result is higher than the remaining number of wounds of the enemy (which, let's face it, it's probably zero after receiving the fuck-off cutter) it will be taken out of action, instantly. Even if you have to substract one from the hit roll, the risk are well worth the rewards (and besides, there's always the chance of giving it the zealot specialism and having the relic guy close by). And if you think it can't get better, say hello to the '''Heavy Rock Drill''', the drill [[anime|that will pierce the heavens]], and [[RIP AND TEAR|whoever is stupid enough to get into melee with it]]. Sx2, AP-3, D1 is great by itself, but it's effect is borderline broken. Roll a D6 each time a model wounds another, and on a 2+ the enemy suffers a mortal wound, then do the same, and on a 3+ the enemy gets another wound. And so on until the enemy is litteraly cut in half. All of this without losing accuracy. And finally, the Heavy Rock Saw, Sx2, AP-4 D2. It's not as impressive as the previous two, but other teams would kill for a melee weapon with those stats. Ah, and they can have a hand flamer, but after the rest of the weapons we've seen, who cares? Needless to say, the acolyte gunners are vital for your team. And because of that, they are going to be shot by EVERYONE. Noone wants to dance with them, and as such, they will be targeted as much as possible. This means they could be excellent [[distraction carnifex|distraction carnifexes]], but only if they're in cover. Remember, no invulnerable and 5+ saves. If they're hit, they will fall. You'll have to sacrifice them, but if the rest of your army reaches the enemy line, it might spell doom for him. Moving on, the aberrants are the hulking heavies of the lot. While they can't do as much damage as the fuck of drill and fuck off cutter, they are still tough as nails units. The ability Bestial Vigour means that all damage taken in one attack is reduced by one, meaning that, if someone wants to one-shot it, they'll have to deal damage of 3+ on a single attack. Good to deal with guns of D2, but it still can be taken down. Its weapons are really strong, but oddly enough they have only A2, instead of the acolyte's A3. You'd think this fuckers would be the ones with most attacks, but nope. The power hammer does what a power hammer does, and the power pick is a S User AP-2 DD3. Which one has more chances of killing a MEQ: *Aberrant with power hammer: **WS of 3+ minus one due to the hammer, hitting at 4+. So chances of 3/6 of hitting. **Strength x2 means that it will reach at least S10. More than enough to wound at 2+. So chances of 5/6 of wounding. **An AP-3 means the marine will save the hit at 6+, so 5/6 chances of wounding it. **All of this gives us a 75/216 chances of killing it, 25/72 chances, or around 0,34...% chances. *Aberrant with power pick: **WS of 3+, chances of 4/6 of hitting **Strength User means S5, wounding at 3+. So chances of 4/6 of wounding. **An AP-2 means the marine will save the hit at 5+, so 4/6 chances of wounding it. **All of this gives us a 64/216 chances of killing it, 8/27 chances, or around 0,30...% chances. Honestly, both are pretty similar, but the D3 damage of the hammer might just put it over the edge for me. You could try to improve the odds of the attack with the "Frenzied Hammering", which substracts 1 to the hit rolls in exchange of D3 more attacks. Honestly, if you have the hammer, don't bother, a hit on 5+ is too low, even for 5-6 attacks, might as well save the CP. This is a stratagem for the pick, extra attacks on a 4+ is not as bad, and it still does D3 damage, so a hit will probably take down a unit anyway. Too bad the stratagem only works on aberrants armed with a hammer. And of course, how could we do the Genestealer Cult without the Genestealers? 5++, repeating charge rolls, A3 of scything talons and rending claws, toxic sacs that cause 1 additional damage for any wound rolls of 6+... You know them, you love them. You don't have the "Feeding Tendrils" stratagem due to it being attached to they tyranid list, but whatever, they're still good. Finally, there's the commanders. The GSC have ten possible commanders, which is a lot. Overall, the genestealer cult is a melee team, with a decent amount of unorthodox weaponry, and with the chance of getting IG guard numbers if you don't overload your dudes. It's surprisingly balanced, having a lot of tools for most cases, though it does have problems agains weapons with some AP and the lack of non-commander psykers. The idea of this team is basic: Using your cover, advance as fast as possible and charge. Have some middle range guns watching your back just in case and you'll be fine. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> The GSC teams have at their disposal a wide array of tools at their disposal, which makes planning against them difficult. However, you can rely on a couple of constant weak spots: their low saves and lack of invulnerables, low toughness, overreliance on melee and lack of long ranged weaponry. Those are the basis of your strategy, so better use it wisely. AP-2 weapons will be enough to throw most units straight out of the game, so plasma will be abound. Hell, guns with lots of attacks will do the trick, seeing that saving throws of 5+ is rather difficult if you need to save multiple wounds. If you're a melee team, CHARGE FIRST, you want to kill or wound as soon as possible. Throw psyquic attacks at your leisure, but protect the psyker at all costs. With that said, a couple of more specific examples: *Space Marines and Co. will try to kill from afar, they have the loadout to do it. Veterans can move faster than most GSC, so keep moving until they are all pulps. Reivers could give the GSC a run for their money if there is high enough terrain as well. If you charge before the enemy, taking them down in melee shouldn't be a problem, considering the amount of CQC weapons the SM have. *Imperial Guard will have a close match against the GSC. Hot volley lasguns and volley guns, plasmas, snipers... all of that gives the AM the advantage on the long-middle range, but the GSC will wreck them in close combat. You could gett bullgryns with the shield for the 3++, but be careful with the drill and the cutter. Avoid melee at all costs. *AdMech is... interesting. Most of their spam weapons, the radium carbine in particular, will be rather pointless due to their short range. The AdMech are not made for melee, their toughness is too low, and even with general 6++, it's still too risky. Maybe the galvanic rifle is better, considering the 30" range it has. The transuranic arquebus will be great, considering it has just enough AP to deal with most things, but keep in mind the sniper is a sitting duck. The electropriest and the sicarians will be needed up close. *Custodes need to prioritize the drill and cutter, those can do serious damage. You can kill three GSC per turn rather easily, though, so once you've dealt with the ones of automatic mortal wounds, you can relax. Also, careful with charges, if they charge you 2-3 units at once, the wound of automatic death might enter... *Orks are even more agressive than you, and they don't need that many overcosted units. A full team of burnas and bois might be enough to counter them at middle-low range. *Necrons should focus on the one with the cutter, reanimation protocols can't protect them from the cutter. Be careful with being drowned in bodies. *Harlequins are screwed here, though their invulnerable might make the situation a walk in the park. Take just enough AP weaponry to try and increase the numbers of the bodies on the tabletop. *Tau will just stay in their base and sit there shooting the cult wondering how did they miss that. Drone spam might be a decent enough strategy, though you might want to have someome else to deal with the rest. *SotA will do what they always do, charge head on in battle. The negavolts are good to deal with the grunts, and the energy field means they have a disgustingly resilient-like trait, plus the chance of good mortal wounds. PROTECT THE ROGUE PSYKER, those psybolts will be fundamental. </div> </div> ===GSC Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> Roster is created to have an answers to biggest outlier factions: Tau's overwatch, Harlequins Invul, Death Guard's T5, GEQ, MEQ, and horde Orc/Chaos *20 Models, 196 points, Command Roster Death Guard (T5 3+Save, Resilient), 8 Models (100 points): *Leader **Neophyte Leader with Autogun/Autopistol (Keep cheap & Hidden) *Specialists: **Combat: Aberrant with Power Hammer (Wounds everything on 2+, even Death Guard) **Zealot: Acolyte Fighter with Rock Saw (Wounds everything on 2+, even Death Guard) **Heavy: Neophyte Gunner with Seismic Cannon (Good for Pox walkers or if close enough short wave) *Non-Specialists: **Abberant Power Hammer **Acolyte Fighter with Rock Saw **Acolyte Fighter with Rock Cutter **Acolyte Fighter with Rock Cutter MEQ/Necrons (T4, 3+Save), 9 Models (100 Points): *Leader **Neophyte Leader with Autogun/Autopistol (Keep cheap & Hidden) *Specialists: **Combat: Aberrant with Power Hammer (Wounds everything on 2+) **Zealot: Acolyte Fighter with Rock Saw (Wounds everything on 2+) **Veteran: Genestealer with AcidMaw & Scything Talons (Early charge, careful of their melee units) *Non-Specialists: **Acolyte Fighter with Rock Saw **Acolyte Fighter with Rock Cutter **Acolyte Fighter with Rock Cutter **Metamorph Leader with Bonesword **Neophyte Gunner with Heavy Stubber Orcs (T4, 6+Save), 12 Models (100 Points): *Leader **Neophyte Leader with Autogun/Autopistol (Keep cheap & Hidden) *Specialists: **Comms: Acolyte Hybrid base, help Stubber or Hybrid and get in melee if foes are too close **Veteran: Genestealer with AcidMaw & Scything Talons (Early charge, careful of their melee units) **Zealot: Acolyte Fighter with Rock Saw (Wounds everything on 2+) *Non-Specialists: **Acolyte Leader Bonesword **Genestealer with Flesh hooks & Scything Talons **Metamorph Leader Bonesword **Neophyte Gunner Heavy Stubber **Neophyte Gunner Flamer **Neophyte Gunner Flamer **Neophyte Hybrid Shotgun **Neophyte Hybrid Autogun Harlequins/Tau/GEQ (T3, 5+ or 4++), 13 Models (100 Points): *Leader **Neophyte Leader with Autogun/Autopistol (Keep cheap & Hidden) *Specialists: **Comms: Acolyte Hybrid base, help Seismic cannon or Stubber and get in melee if foes are too close **Veteran: Genestealer with AcidMaw & Scything Talons (Early charge, careful of their melee units) **Heavy: Neophyte Gunner Seismic Cannon *Non-Specialists: **Acolyte Leader Bonesword **Metamorph Leader Bonesword **Neophyte Gunner Heavy Stubber **Neophyte Gunner Flamer **Neophyte Gunner Flamer **Neophyte Hybrid Shotgun **Neophyte Hybrid Shotgun, Cult Icon **Neophyte Hybrid Autogun **Neophyte Hybrid Autogun Melee Squad: Acolyte Leader, Metamorph Leader, Genestealer, Neophyte Shotgun Cult Icon </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
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