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4 minutes ago, DisruptiveConduct said:

the rule for Setting up Underground says 


Setting Up Underground: During deployment, you can set up Infantry and Bike units with the Cult Ambush ability underground. At the end of any of your Movement phases, 

Does that mean FIRST TURN? Or does the FAQ rule of "reinforcements only starting turn 2" still overrule?

FAQ rule will apply. It's their form of deepstrike

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13 hours ago, DisruptiveConduct said:

the mechanic suffers horribly if you have to wait until turn 2.

But you have the blips, this depends on your play style if you can make the turn two thing work then go underground! You also have a stratagem to switch blips to underground plenty of versatility and shenanigans there. You get plenty of your deployment zone as the enemy has to stay 9" from blips oh man to go second!

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1 hour ago, VonVilkee said:

But you have the blips, this depends on your play style if you can make the turn two thing work then go underground! You also have a stratagem to switch blips to underground plenty of versatility and shenanigans there. You get plenty of your deployment zone as the enemy has to stay 9" from blips oh man to go second!

Yeah, for 1 CP they can effectively limit you to 0 or 1 Infiltrate deployment depending on who deploys first.  I'm still curious how the mechanic will work if I deploy first and I infiltrate a unit just outside the GSC deployment zone, then they drop a blip just inside the deployment zone opposite my infiltrating unit. If I go first, can I move that unit, or is it locked in place due to the "Cant move within 9 inches" rule.

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We don't have the full rules but what unit can place in the alternating time closer than 9" to the deployment zone? Any that I can think of that can deploy in the deployment zone is after all "normal" units have been placed. I bet blips will count as models for distance from enemy stuff. We need the full blip rules before the sky falls...

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25 minutes ago, VonVilkee said:

what unit can place in the alternating time closer than 9" to the deployment zone

Tau have Stealth Suits, Ghostkeel, and Commander Shadowsun all with the "Infiltrators" ability which reads "During deployment, this unit and any accompanying drones can be set up anywhere on the battlefield that is not within your opponents deployment zone and is more than 12" from an enemy unit".  So as long as there isn't an enemy unit within 12", they can be deployed right on the outside of enemy deployment. 

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3 minutes ago, Kelharis said:

Tau have Stealth Suits, Ghostkeel, and Commander Shadowsun all with the "Infiltrators" ability which reads "During deployment, this unit and any accompanying drones can be set up anywhere on the battlefield that is not within your opponents deployment zone and is more than 12" from an enemy unit".  So as long as there isn't an enemy unit within 12", they can be deployed right on the outside of enemy deployment. 

Interesting space marine scouts and nurglings were my experience... that is an interesting interaction worthy of waiting for the full rules...

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3 hours ago, Kelharis said:

Yeah, for 1 CP they can effectively limit you to 0 or 1 Infiltrate deployment depending on who deploys first.  I'm still curious how the mechanic will work if I deploy first and I infiltrate a unit just outside the GSC deployment zone, then they drop a blip just inside the deployment zone opposite my infiltrating unit. If I go first, can I move that unit, or is it locked in place due to the "Cant move within 9 inches" rule.

Pretty sure you would have the Coherency issue. If you move you have to move into Coherency or if you move you have to end movement outside 9"

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A guy on dakka dakkka named Causalis Said.

Got my Kill Team Box with the Gunslinger in it today. Can confirm that he has no other special rules etc. than what was previewed on the WHC site. 

But some of the weapons for the Acolytes and Metamorphs changed! 

-Hand Flamers are D6 shots now (no surprise there) 
-Rock Saw stayed the same (no -1 to-hit) 
-Rock Cutter does Damage D3 now 
-Drill stayed the same 

-No stat changes to Metamorphs 
-Metamorph Talon now also adds an additional attack. Still no AP. 
-The claw is still S+2 but now AP-1. Still only does 1 damage sadly... 

Food for thought. It is from dakka dakka so salt. A rumor of a skimmer type flyer transport to that not reviled yet

trying to get the point cost of the gunslinger.

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From the GSC FB group. Don't want to put any names, just in case. :)

Leaks!!!



Ready for a huge leak? 

I'm about to drop all my info. 

Cult of the Four-Armed Emperor: Subterranean Ambushers (+1 to advance and charge in first battle round or on first turn they appear) 

Pauper Princes: Devoted Zealots (re-roll hits for attacks made with melee weapons when they charge, are charged or HI) 

The Hivecult: Disciplined Militants (half models that flee morale, can shoot when they fall back but at -1 to hit) 

The Bladed Cog: Cyborgised Hybrids (6++ or improve ++ by 1. Infantry don't suffer penalty to hit when moving and firing Heavy) 

The Rusted Claw: Nomadic Survivalists (+1 to save if AP is 0 or -1. Biker models don't suffer penalty for moving and shooting Heavy or for advancing and shooting Assault) 

The Twisted Helix: Experimental Subjects (+1 strength and +2 to advance) 

Acolytes, neophytes and brood brothers are troops 

Bikes are T4 2Wwith autopistol and blasting charges. 1 quad for every 4 bikes, Quad also has heavy stubber. They're -1 to hit in shooting phase. 

Quad can change for mining laser 

The bikers have to take two weapons from the atalan weapons list, can't take same weapon twice 

(Autogun, autopistol, bolt pistol, cultist knife, demo charge, grenade launcher (1 in 4), improvised weapon, power axe (leader only), power hammer (leader only), power pick, shotgun) 

Btw bikes are 10pts base + weapons (quad is 15) 

Cult ambush is.... 

During deployment, set up a unit in CA. If Infantry or Biker you can set up in ambush OR underground. When underground, it can emerge at the end of any of your Movement phases. Set up a la DS. When set up in Ambush place a marker anywhere in your deployment zone. If you set up a Transport in ambush you must still say what's in it - one marker for transport and unit inside. Markers cant be shot etc. Measure from centre of the marker. 

Now this is where it gets interesting 

If you have 1st turn, you reveal all of your ambush markers at the start of your movement phase, one at a time, before moving units. Set model down within 1" of the marker, remove marker, place rest of unit wholly within 6" of that model and more than 9" from enemy models. Unit can move and shoot normally. but if it was a Transport, models that disembark cannot be set up within 9" of enemy. They don't count as moving when coming in from ambush, only if they move after. 

If your opponent has the first turn, none of their units can be set up or end a move within 9" of a marker. At the end of your opponent's first movement phase, after they have set up all their unit from reinforcements, reveal all your ambush markers as described above before continuing the turn 

For 1CP you can select 3 units that would be deployed via CA and instead put them underground (so basically you can set up units in your deployment zone and then say "feth this" and DS them anywhere if it suits) 

for 1CP you can make your objectives secret, revealed only when you score them. That's cool 

Nexos (map guy?) lets you select an ambush token you've deployed and move it anywhere in your deployment zone (12" away from enemy models). It's also got some CP regen ability 

Roll a D6 when a CP is spent. If you spent it and there's a Primus and Nexos on the board, add 1. If your opponent spent it and there's a Clamavus and Nexos on the board, add 1. In either case, you get a CP on a 6+ 

Psychic.powers! 

Mass Hypnosis - CV7 - Visible enemy unit within 18" can't fire overwatch, fights last in fight phase even if it charged and -1 to hit until your next psychic phase. 

Mind Control - CV7 - Enemy model within 12" of psyker. Roll 3D6. If equal to or over Ld it can immediately shoot another enemy unit or make a single close combat attack against it. Can't attack self but can attack its own unit. 

Psionic Blast - CV5 - Visible enemy unit within 18". 2D6 vs Ld. Lower = 1 MW, equal of higher = D3 

Mental Onslaught - CV6 - Visible enemy within 18". Both players roll D6 and add Ld. If you score higher, model suffers 1 MW. Repeat this process until model is dead or you fail to wound it. 

Psychic Stimulus - CV6 - Friendly unit within 18". Charge after advancing (though not after falling back) and always hit first even if they didn't charge. 

Might From Beyond - CV7 - Friendly infantry or biker unit within 18". +1 S and A until next psychic phase. 

CC points: Heavy improvised: 10, heavy power hammer: 16, Heavy rock drill: 17, power hammer: 4, power pick: 9, power sledgehammer: 0, power axe: 5, power maul: 4 

Ridgerunner is M 14" T5 W8 Sv 4+ and comes with 2 heavy stubbers, heavy mining laser (can swap for missile launcher or heavy mortar) and flare launcher (can swap for survey augur or a spotter) 

Gets a free 9" move at start of the game 

Spotter increases range of its weapons by 6", augur ignores cover, flare launcher does the FNP and make bikers move faster thing 

Default is 50 base + HML (25) + flares (5) so 80 

Wow the locus is crazy (the bodyguard character) 

2+ 2+ S4 T3 W4 A4 5+ with hypermorph tail (AP-1 D1 additional attack) and locus blades (Ap -3 D1 increase to D2 if it charged, was charged or performed HI). Does the usual bodyguard 'Absorb wound on 2+' thing. Subtracts enemy Ld by 1 within 6". Can HI 6" and can choose to move towards nearest enemy character rather than nearest enemy model, has 5++ and always fights first 

Locus is 40pt elite 

The Sanctus' sniper rifle causes a Perils if it wounds a psyker 

Bike alphus 

Alphus is 5W T4 5+ with -1 to hit in shooting, has a 36" heavy 1 S4 AP-2 D3 sniper rifle (additional MW on 6+ to wound). She selects a visible unit within 36" . Add +1 to hit rolls for friendly <Cult> units while they're within 6" of this model (or 12" if they're bikers). 

Basically she markerlights gak 

She picks a unit, everything cult nearby gets +1 to hit 

Drill is interesting 

Oh btw, to be clear, blips do not count as reserves 

One per turn in their movement phase an infantry or biker unit with CA can move off the table if all models are on ground level and can move within 1" of the drill (can't do it the same turn it arrives as reinforcements). If a unit does this, remove them from the battlefield. At the end of the next movement phase, deep strike them 

So basically, move up to within 1" of it and feth off for a turn, then pop up 

And you can activate it if a model is on the piece at the end of your movement phase (and no enemy models are on it). D6 for every unit on ground level within 3" of the drill 

D6 mortal wounds on a 6 

Then roll a D6 again, adding 1 for every time the drill has been activated during the battle. <6 = Seismic Tremors (subtract 2" from charge rolls made within 12" of the model. Doesn't affect Fly. Not cumulative) 6+ = Seismic Quake (straight imaginary line 1mm in thickness from one battlefield edge to another that crosses the model. D6 for unit that the line crosses on ground level (not Fly). D3 MW on 4+ and movement is halved until next Movement phase. 

Lol, the drill is 75pts



No Baneblade, etcs 

Cult russ is standard BC, can be replaced 

nova cannon, exterminator auto or vanquisher 

without wargear which I cba to add up, acolytes 7pts (5-20), BB infantry squad 4pts (10), neophytes 5pts (10-20) 
 

 

 

Looks interesting if true

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This Saturday is the day of ascension (read as “pre-order day”) for the Genestealer Cults. But it’s not just the shiny new codex (even the limited or special editions of the book) that we’re talking about today – there’s a heap of new units that will be up for grabs too, and we’re showing you a sneak preview of the rules for some of them.

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If you’re interested to see what each of these units will bring to the Genestealer Cults army, read on…

Atalan Jackals – The Eyes of the Cult

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With a Move of 14”, this Fast Attack choice is perfect for grabbing objectives, harassing targets of opportunity and hunting down vulnerable foes such as Astra Militarum Heavy Weapons Squads. What’s more, as Bikers, you can even set them up underground during deployment, meaning that you can threaten anywhere on the battlefield from the moment they arrive. Atalan Jackals are also one of the army’s more durable units, with Toughness 4 and 2 Wounds apiece (or 4 Wounds on the optional Wolfquad!), while their Skilled Outrider ability helps to thwart incoming fire.

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Atalan Jackals are one of the most flexible units in the army, with a vast arsenal of weapon options – you can build them as close-combat raiders, long-range fire-support, or point-blank killers with shotguns, demolition charges and fearsome Atalan Incinerators mounted on their Wolfquads:

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Jackal Alphus – Leader of the Pack

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A Jackal Aphus is the natural HQ choice to lead an Outrider Detachment of Atalan Jackals and Achilles Ridgerunners. With a BS of 2+, they can pick off enemy Characters from afar with dead-eye shots from their high-powered sniper rifle even on the move:

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If you need to take out a high-value enemy unit, you can combine your Alphus’ Priority Target Sighted ability with mining lasers mounted on your Achilles Ridgerunners and Wolfquads for a handy boost to their accuracy.

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Locus – The Shield of the Masters

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If you’re looking to protect your Warlord (or any other Character for that matter), you’ll want to get your hands on a Locus or two. Not only can they intercept wounds suffered by nearby Characters in a similar manner to the army’s Unquestioning Loyalty ability (though it works on a 2+ instead of a 4+), but they can perform Heroic Interventions from up to 6” away to deal with any incoming threats. They also have lightning reactions, which manifest as a pair of useful abilities:

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Clamavus – The Voice of New Truths

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A highly effective close-support Character, Clamavuses are at their best positioned just behind your front lines where they can use their Scrambler Array and Proclamator Hailer abilities to aid nearby allies and disrupt enemies. The bonus they give to charge range is especially useful for a force that can expect a good portion of its assault troops to be popping up 9″ away from the enemy.

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Sanctus – The Blade that Cuts the Chain

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A Sanctus is a skilled assassin shrouded in a camo cloak to shield them from prying eyes. Whether targeting their mark at ranged or in melee combat, they pose a serious threat (especially to Psykers with their silenced sniper rifle).

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One of their coolest features is the ability to use the devastating Stratagem we revealed in Monday’s article, A Perfect Ambush, for free!

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Nexos – The Spine that Strengthens the Body

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Perhaps the greatest strength of the Genestealer Cults army is its ability to ambush the enemy at the start of the battle. A Nexos grants you the ability to redeploy one of your ambush markers to help you throw your opponent off the scent or react even more effectively to their deployment. Their Strategic Coordinator ability also grants you the opportunity to gain Command Points during the game each time either you or your opponent spend them.

Tectonic Fragdrill

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A Tectonic Fragdrill is a unique terrain piece for the Genestealer Cults faction, fitting aesthetically alongside the Sector Mechanicus scenery. It has a number of uses on the battlefield, one of which enables your units to move underground, offering you a handy tactical redeployment option.

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A model controlling the Tectonic Fragdrill can activate it, inflicting D6 mortal wounds on every unit within 3″ of the drill and causing seismic tremors or seismic quakes to devastating effect, depending on how many times it has been previously activated.

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Pretty awesome, huh? Remember, all of these new units will be available to pre-order from this Saturday. If you’re looking to stock up on cultists beforehand, you can grab some Acolyte Hybrids and Neophyte Hybrids right now. And if you’re after a Kelermorph, why not pre-order Starn’s Disciples too?

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40kCultBiophagus-Jan16-Header6tsc.jpg

It’s only two days until Codex: Genestealer Cults and a swathe of new units are available for pre-order, so we’re continuing to ramp up the excitement with another rules preview. Today, we’re peeling open another layer of the rules in the codex by taking a look at the nuances that the some of the galaxy’s most (in)famous and powerful cults have to offer.

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Gene-sects

The new codex includes six varied gene-sects of the Genestealer Cults. Having emerged on different worlds across the galaxy, these cults have developed their own beliefs and sub-cultures that set them apart from others of their kind. Each cult not only has its own Cult Creed but a bespoke Stratagem, Warlord Trait and Sacred Relic that represent these idiosyncrasies. For example, the Cult of the Four-armed Emperor is renowned for its well-planned and highly effective ambushes, so if you want to make the most of your army’s Cult Ambush rule (see Part 1 of our rules preview), you’ll want to use this Cult Creed.

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Their meticulous preparation also offers the cult a Warlord Trait that grants D3 additional Command Points (again, great for using Stratagems that interact with the Cult Ambush) in addition to a handy re-roll, and even a means of countering a key enemy Stratagem.

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However, if you prefer brawn over brains, the cult known as the Twisted Helix will serve you better – check this devastating Cult Creed:

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That’s right – we’re talking Strength-5 Acolyte Hybrids and Strength-6 Aberrants – which is doubled to 12 if armed with heavy improvised weapons or power hammers! You can also make your Twisted Helix Patriarch nothing short of apocalyptic by juicing him up with the Elixir of the Prime Specimen.

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And if you like the idea of all your eggs in one basket, you can increase your Patriarch’s Attacks and Strength characteristics further still with the Biomorph Adaption Warlord Trait, and bolster its profile to mind-blowing levels with the Might From Beyond psychic power.

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Let’s take a quick look at the other four Cult Creeds.

For fans of War Zone Vigilus, you’ll be pleased to know that the Pauper Princes – the main gene-sect present on that embattled world – are also featured in the codex. Their Cult Creed sees them fight with an almost rabid ferocity, ensuring they’ll be getting plenty of hits in once combat is joined.

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If you favour a more militaristic approach to your cultists, the Hivecult may well be exactly the gene-sect you’re looking for.

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The tech-savvy Bladed Cog have learned to splice and augment their hybrid genetics with cybernetic enhancements for a formidable combination of alien, man and machine.

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If you like the idea of an army dominated by Atalan riders and Achilles Ridgerunners, the hardy cultists of the Rusted Claw will be a natural fit.

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The new Cult Creeds are certainly set to give your army a powerful boost! Next up, let’s take a quick look at another sub-faction within the army – the Neophyte Regiments of the Genestealer Cults, otherwise known as…

Brood Brothers

These units are drawn from the cult’s followers that have infiltrated the ranks of their world’s Planetary Defence Force or Astra Militarum regiments. The most common of them form a direct part of the Genestealer Cults army, complete with their own datasheets – Brood Brothers Infantry and Heavy Weapons Squads, Cult Sentinels and Armoured Sentinels, Cult Chimeras and the Cult Leman Russ.

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Brood Brothers units can also be drawn directly from the Astra Militarum faction, representing military assets that have been subverted by the cult. They form their own Brood Brothers Detachment, one of which can even be included in a matched play army for every Genestealer Cults Detachment. Instead of the Cult Creed shared by their Genestealer Cult brethren, Infantry units in Brood Brothers Detachments gain a bonus to their Leadership as well as the Unquestioning Loyalty ability (also featured in Part 1 of our rules preview series).

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If you’re suitably excited about the new Cult Creeds and all the other new rules in the codex, be sure to check out Warhammer Live from 6.15 pm GMT tomorrow (Friday 1st Feb) to watch the Genestealer Cults in their inaugural game. Which Cult Creed will they use? You’ll have to tune in and find out!

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They get agents of vect at 3cp, gsc genestealers dont get chapter tactics, and guard allies only generate half cp with no named characters or chapter tactics.

So I think we are going to see minimum battalion of gsc for vect and triple vulture going with a battalion of nids filled with genestealers. That list lost nothing and just got better.

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15 minutes ago, SPaceORK said:

They get agents of vect at 3cp, gsc genestealers dont get chapter tactics, and guard allies only generate half cp with no named characters or chapter tactics.

So I think we are going to see minimum battalion of gsc for vect and triple vulture going with a battalion of nids filled with genestealers. That list lost nothing and just got better.

They would need a flyer group for the vultures though. So no loyal 32 for vect cp

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