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Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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A legend of his own making, Ghyrson Starn is a Kelermorph – a renowned pistolier who inspires his fellow cultists with each dead-eye burst from his trusty liberator autostubs (of which he has three!): Mike: While many GSC units will still be exceptional in the new edition, I can’t wait to put more work into the Kelermorph . Already a strong unit, a critical new change to the game’s Coherency rules will make them amazing once again in combination with the Lying in Wait Stratagem.

To the oppressed masses of a Genestealer Cult, the Kelermorph is a figure of legend and revolutionary hero battling authoritarian rule. To the enemy, he is a figure of dread that seeks to tear down the foundations of civilization. In reality the Kelermorph is a lifeform created for the purpose of exploiting mortal psychology, a cold-blooded killer in the guise of a legendary gunfighter whose actions inspire revolution and sedition. In battle, they wield three Liberator Autostubs and a dagger with supreme efficiency. [2] Smeared across the walls of countless underhive catacombs and high-rise spires is the same graffitied image of a cloaked, three-armed figure wielding a set of custom autostub pistols. He always stands defiant in the face of impossible odds. Because of this you’re also running Scouring Sands, Blazing Volley, and End the Festivities to ensure you can damage your opponents’ creatures. 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.

Next Week: Revisiting Tactics Cards

Your pinging creatures let you spread targeted bolts around the field, but you’ll also make use of passive damagers. 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: 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. A 4AE detachment with Acolytes, giving me a deep strike threat and once per game A Plan Generations in the Making.

If you have the first turn, you must reveal all of your ambush markers at the start of your Command phase. Autogun: As far as basic weapons go, the Autogun on its own doesn’t inspire much fear or love or anything, but remember that it has a slew of potentially deadly special ammunition at its disposal. Rating: B Infiltrate (Cunning): Deployment chicanery is always useful, especially in the tight confines of a Zone Mortalis game. Infiltrating a template weapon like a flamer or webber will cause your opponent to experience a lot of template-based anxiety, and that is a very good thing. 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: Other card draw is inclusive of [[Rhystic Study]], [[Curiosity]], [[Mystic Remora]], [[Ophidian Eye]]Coiled Serpent (1 CP) is used when you activate someone and change them from Conceal to Engage, after which the first time they fight or shoot they can retain one of their hits as a crit. This is a great added bonus on top of Cult Ambush and again plays very well with the strategy of dropping in and out of conceal with Slink into Darkness.

Wound Champions: Hybrid Acolytes, the GSC version of a gang champion, only start with one wound and Toughness 3, meaning they’re just about as easy to take out as any other ganger. GSC players will have to be very careful with their acolytes, especially early on in a campaign. 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 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. Force Blast: This power is the “Oh Shit” button of Wyrd Powers. It will push enemy fighters away from the Adept, but it doesn’t automatically pin or damage them. Potential utility exists if the Adept already has Zealot and needs an out when threatened, but on its own, this one kinda blows (get it?!). Rating: D Smoke Grenades: Genestealers have a really, really, really good House List, so they don’t need too much from the Trading Post to be any good, but smoke grenades are always good, especially for a melee-heavy gang, so go and grab some as soon as you can!Something that I can move onto mid-board objectives turn 1 going first that’s non-trivial to remove. A baked-in 4+ invulnerable save with the ability to either retain an additional success or upgrade a normal success to a critical success in cover when rolling saves. You can’t take equipment, but this really helps you stay alive if you hug cover, which is something your Cult Agent operatives will need to do if you want to survive.

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