Games Workshop Kill Team Genestealer Cults Starn's Disciples

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Games Workshop Kill Team Genestealer Cults Starn's Disciples

Games Workshop Kill Team Genestealer Cults Starn's Disciples

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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A set of tactics cards, universal for all factions as well as unique cards for the Skitarii and Cult Neophytes that are only available in this set 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). You can really let your creativity run wild with a Genestealer Cult kill team. Infested Astra Militarum regiments, mutated hive gangs – with only a handful of models to build and loads of bits for converting, the choice is yours. Although the Genestealer Cults received a big upgrade to their kill team prospects through the White Dwarf update for Wyrmblade Kill Teams, their Compendium team – the Broodcoven – weren’t actually replaced. Indeed, players can still run Broodcoven teams if they want to give up many of the benefits of the newer team in favor of stronger melee prowess. Broodcoven Kill Teams

But that’s not all! One of the biggest things that blew me away when I first saw the rules was the models you can take now — The Kellermorph, Locus, and two varieties of Sanctus are available for you to have in your Kill Team! They are called “Agents” and you can take any two of these in a single game. Durability – Genestealer Cultists aren’t particularly durable, though Acolytes and Metamorphs get an extra wound to help stave off death.Some of the operatives here are holdovers from the Compendium Brood Coven team; Neophyte Brood-Adepts, Neophyte Gunners, and Neophyte Heavy Gunners look identical to their Neophyte Hybrid counterparts. The big difference is that in Wyrmblade teams they have the Cult Ambush rule.

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). 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) Stalker: You can use the Slink Into Darkness Tactical Ploy for this operative twice, instead of once. On Turning Point 1 your opponent places a token anywhere that is more than 6 inches outside of their own deployment zone. You score one point if you have any operatives within an 1 inch of it at the end of a turning point. This is a very situational Tac Op that can range from nearly impossible to very easy depending entirely on the size of the deployment zones. In some cases your opponent will basically have to place the token along the centerline making this very easy to achieve. Note that you don’t have to control the token, so you merely have to move your last activated operative near it to meet the mission requirements. This leaves your opponent two options, place the token as far from the action as possible to draw your operatives away, or put it central to other objective markers and risk being completely overwhelmed. In the primary mission sections I will point out the deployments that are best suited for this Tac Op. D to B depending on size of deployment zones Perfect Ambush 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.

complete multi-part plastic kill teams are included, from the Adeptus Mechanicus and Genestealer Cults factions, along with a huge collection of Imperial scenery: Also supplied are a double-sided gaming board measuring 22” x 30” with a Sector Imperialis city layout on both sides, 6 x D6, 2 x D10, a clear plastic 12” range ruler, a selection of gaming tokens themed around the Adeptus Mechanicus and Genestealer Cults. [2] Tactics Cards

Target Vulnerability (1 AP) – gives the sniper rifle the Lethal 5+ special rule until the end of the activation. 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. 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: The Imperial Ruins scenery in Kill Team can be combined to make high ruins, or left apart to spread across the battlefield. HQ: Acolyte Iconward – Field Commander – Augur of the Insurgent, Relic – Icon of the Cult AscendentThere’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. This makes the bearer much better at climbing and dropping down, giving various bonuses to different situations where you climb or drop. Cult Knife Melee – Wyrmblade teams had to give something up from regular Genestealer Cult teams and what they gave up was mostly melee prowess, losing the ability to take metamorph hybrids. The Sanctus Talon is the best of your melee options, and you’re limited to one of those. This is a standard frag grenade with a circle/1 inch Blast radius like the ones carried by Imperial forces. Blasting Charge

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: 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 While the cult works very hard at expanding their influence and membership, their goals begin to subtly shift. Motivated by the psychic domination of their Patriarch they whisper to one another of the Day of Ascension, that glorious time when the Star Children will come from the heavens and bring the cult into the blissful light for good. 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. 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]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.



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