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Games Workshop Kill Team Genestealer Cults Starn's Disciples

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Additionally, the Icon-Bearer counts as 3 APL for holding objectives, which can be a nice little surprise for opponents who think they can control an objective only for your Icon-Bearer to run up on the final activation of a Turning Point to either contest or control a marker that the opponent held. Neophyte Leader HQ: Acolyte Iconward – Field Commander – Augur of the Insurgent, Relic – Icon of the Cult Ascendent 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:

Harlequins remain at or near the top of the meta by all estimations and Genestealer Cults are one of the few armies that can match them blow for blow on scoring, while having the speed and output to catch boats. Mirror Architect’s return means that the central castle can be a little harder to assault but anything on the edges dies much faster, and it already died fast. A set of blank data cards for recording the information and stats of your Kill Team (with some pre-filled in examples of the Skitarrii and Cult Neophytes)Ignore APL modifiers. Cheap enough to equip the entire team, vital if you are up against lots of Stun, but otherwise it’s worthless. C Mining Tool Rig [3 EP] Target Vulnerability (1 AP) – gives the sniper rifle the Lethal 5+ special rule until the end of the activation.

Writhing Ingress can only be used once per battle. It lets you place an Ingress token (just something that you decide is a token for that – a coin or a piece of paper, for example) next to a terrain feature like a wall or barricade. For the rest of the battle, friendly operatives can move through that terrain feature at the point of the token as if the terrain feature wasn’t there. Crossfire Behind Enemy Lines– Wyrmblade have no abilities that increase their movement speed, and in all the missions the distance between deployment zones is 12 inches minimum meaning there is no way to score this Tac Op on TP1. However, against elite teams you can definitely use your numbers to push operatives into your enemies side of the board if you clear a lane. You score this Tac Op immediately, so it isn’t like your operatives have to enter enemy territory and survive until the end of the TP, which is a big plus. C In The Lore Explainer, we take a deep look at the lore behind our favorite games, movies, and books, and talk about the story behind them and sum up what you need to know and how you can find out more. Today we’re talking about the lore behind Genestealer Cults. A Wyrmblade Kill Team consists of 1 Neophyte Leader and 13 Wyrmblade operatives chosen from the following list:Frag, as always, is a very reliable choice when up against fellow horde teams. Put them on your Brood-Adepts to keep your opponent on his toes. Unfortunately, the Blasting Charge occupies some weird position between Krak Grenade and Frag Grenade that when coupled with being more expensive than frags and losing 1 inch off its Blast radius in exchange for only 1 more damage feels too weak against elites and not versatile enough against hordes. Oddly enough harlequins might be a good choice for blasting charges due to them occupying an odd spot between elites and hordes. In both cases Neophytes with this equipment are also a perfect choice for the Hiding Ploy. Frags B, Blasting D Spotlight [3 EP]

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: Needless to say none of the extras that are on the models are included in Kill Team, so it didn’t matter that some of them have mutations on them. Perfect for adding a bit of variety. 2nd Fire Team is more old school! Seeking to prove his superiority over the other Dark Gods, the Blood God Khorne unleashed his legions to test the strength of the now-vulnerable Throneworld, sending forth 88 daemonic cohorts to tear their way across the planet’s surface. The Lion’s Gate Spaceport was all but overrun, with even a combined force of Grey Knights and Custodian Guard unable to stem the tide. Only the timely arrival of Roboute Guilliman and his battle-hardened reinforcements prevented the loss of the Emperor’s Palace itself. Below I will cover the pros and cons of the various CULT AGENTS, however regardless of what you choose the general guidance is that you are exchanging 2 normal operatives for one. In a purely numerical sense you are losing both APL, Wounds, and Kill Zone coverage when you make this trade, so you need to ensure you are making the optimal choice. In addition to the Preternatural Assassin ability All CULT AGENTS have a similar baseline profile of 3 APL and 9 Wounds making them more versatile and durable than any other operative on your team.

Neophyte Hybrid Fire Team

No way to side-step the One Per Detachment rule on our Characters from Gene-Sect in Arks of Omen Detachments So, how do these seismic conflicts compare to a Genestealer Cult taking root below Terra’s surface? Well, the threat comes not from the uprising itself, but the fact that the Patriarch – known to its followers as the Begetor – is a psychic homing beacon for the Tyranid Hive Fleets whose tendrils are slowly, inexorably encircling the galaxy. That’s right – the Hive Mind now knows where we live! Your opponent has to place a Location token more than pentagon/6 inches from their dropzone, and then you score 1 Victory Point if you have a friendly operative close to that token at the end of a Turning Point. Perfect Ambush

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