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Just the Dickel - OFCC 40K Team Event Thread


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Hello there all you hammers!

I would like to introduce our team, Just the Dickel!

We are

@DisruptiveConduct - Khan

@Dark Trainer - Matt

@Atomic - Marshall

@MOONEY - David

We will be using this thread to post our lists. Talk about match ups. Design our team display boards. Smack talk other teams. All the good stuff!

Join us in our road to OFCC!

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I'll start!

This year will see the return of my Genestealer Cult. This edition is the first time I ever had a codex (or now an index) as a legit source. I previously ran them as an entire counts-as-Tyranids army.

It will not be the same old Cult though. With all the new Knight units hitting the table, it needs something different. So here is my idea of a new list with a way to deal with Titanic things. Let me know your thoughts!

 

Genestealer Cult, Shadowsword, Tyranids (Warhammer 40,000 8th Edition) [110 PL, 1992pts]

  • Battalion Detachment +5CP (Tyranids - Genestealer Cults) [57 PL, 968pts]

    • No Force Org Slot

      • Cult Ambush Table

        Categories: No Force Org Slot

        Abilities: 1. Cult Reinforcements, 2. Encircling the Foe, 3. Lying in Wait, 4. A Perfect Ambush, 5. A Deadly Trap, 6. The Came From Below

      • Discipline: Broodmind

        Categories: No Force Org Slot

        Psychic Power: 1. Mass Hypnosis, 2. Mind Control, 3. Might From Beyond

      • Gametype

        Selections: Matched

        Categories: No Force Org Slot

      • Power: Smite

        Categories: No Force Org Slot

        Psychic Power: 0. Smite

    • HQ

      • Magus [5 PL, 97pts]

        Selections: 2x Familiar, Power: Mass Hypnosis

        Categories: HQ, Character, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Psyker, Genestealer

        Abilities: Familiars, Spiritual Leader, Psychic Power: Mass Hypnosis, Psyker: Magus, Unit: Familiar, Magus, Weapon: Autopistol, Force stave

      • Magus [5 PL, 97pts]

        Selections: 2x Familiar, Power: Mind Control

        Categories: HQ, Character, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Psyker, Genestealer

        Abilities: Familiars, Spiritual Leader, Psychic Power: Mind Control, Psyker: Magus, Unit: Familiar, Magus, Weapon: Autopistol, Force stave

      • Patriarch [8 PL, 174pts]

        Selections: 2x Familiar, Power: Might From Beyond

        Categories: Faction: Tyranids, Faction: Genestealer Cults, Character, HQ, Psyker, Infantry, Genestealer

        Abilities: Brood Telepathy, Familiars, Lightning Reflexes, Living Idol, Swift and Deadly, Psychic Power: Might From Beyond, Psyker: Patriarch, Unit: Familiar, Patriarch, Weapon: Monstrous Rending Claws

    • Troops

      • Neophyte Hybrids [5 PL, 70pts]

        Selections: Cult Icon, 9x Neophyte Hybrid

        Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry

        Abilities: Cult Icon

        • Neophyte Leader

          Selections: Autogun, Chainsword

          Unit: Neophyte Leader, Weapon: Autogun, Blasting Charge, Chainsword

      • Neophyte Hybrids [5 PL, 70pts]

        Selections: Cult Icon, 9x Neophyte Hybrid

        Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry

        Abilities: Cult Icon

        • Neophyte Leader

          Selections: Autogun, Chainsword

          Unit: Neophyte Leader, Weapon: Autogun, Blasting Charge, Chainsword

      • Neophyte Hybrids [5 PL, 70pts]

        Selections: Cult Icon, 9x Neophyte Hybrid

        Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry

        Abilities: Cult Icon

        • Neophyte Leader

          Selections: Autogun, Chainsword

          Unit: Neophyte Leader, Weapon: Autogun, Blasting Charge, Chainsword

    • Elites

      • Purestrain Genestealers [12 PL, 195pts]

        Selections: 13x Purestrain Genestealer

        Categories: Elites, Faction: Tyranids, Faction: Genestealer Cults, Genestealer, Infantry

        Abilities: Flurry of Claws, Lightning Reflexes, Swift and Deadly

      • Purestrain Genestealers [12 PL, 195pts]

        Selections: 13x Purestrain Genestealer

        Categories: Elites, Faction: Tyranids, Faction: Genestealer Cults, Genestealer, Infantry

        Abilities: Flurry of Claws, Lightning Reflexes, Swift and Deadly

  • Super-Heavy Auxiliary Detachment (Imperium - Astra Militarum) [26 PL, 550pts]

    • No Force Org Slot

      • Regimental Doctrine

        Selections: Astra Millitarum

        Categories: No Force Org Slot

    • Lord of War

      • Shadowsword [26 PL, 550pts]

        Selections: Heavy Stubber, Hunter-killer missile, Twin heavy bolter

        Categories: (REGIMENT), Astra Militarum, Lord of War, Imperium, Shadowsword, Titanic, Vehicle

        Abilities: Explodes (6+/2D6"/D6), Shadowsword Targeters, Smoke Launchers, Steel Behemoth, Stat Damage - M/BS/A: Baneblade 1, Baneblade 2, Baneblade 3, Unit: Shadowsword, Weapon: Adamantium Tracks, Heavy stubber, Hunter-killer missile, Twin heavy bolter, Volcano Cannon

        • 2 Lascannon & Twin Heavy Bolter Sponsons

          Selections: 2x Lascannon, 2x Twin heavy bolter

          Weapon: Lascannon, Twin heavy bolter

        • 2 Lascannon & Twin Heavy Bolter Sponsons

          Selections: 2x Lascannon, 2x Twin heavy bolter

          Weapon: Lascannon, Twin heavy bolter

  • Vanguard Detachment +1CP (Tyranids) [27 PL, 474pts]

    • No Force Org Slot

      • Discipline: Hive Mind

        Categories: No Force Org Slot

        Psychic Power: 1. Dominion, 2. Catalyst, 3. The Horror, 4. Onslaught, 5. Paroxysm, 6. Psychic Scream

      • Hive Fleet

        Selections: Behemoth

        Categories: No Force Org Slot

        Abilities: Hyper-aggression

      • Power: Smite

        Categories: No Force Org Slot

        Psychic Power: Smite

    • HQ

      • Tervigon [13 PL, 243pts]

        Selections: Massive Scything Talons, Power: Catalyst, Stinger Salvo, The Norn Crown

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Character, Psyker, Monster, Synapse

        Abilities: Brood Progenitor, Shadow in the Warp, Spawn Termagants, Synapse, Synaptic Backlash, The Norn Crown, Psychic Power: Catalyst, Psyker: Tervigon, Stat Damage - M, WS & BS: Tervigon (1), Tervigon (2), Tervigon (3), Unit: Tervigon, Weapon: Massive Sything Talons, Stinger Salvo

    • Troops

      • Genestealers [8 PL, 96pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops

        Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly

        • 8x Genestealer

          Selections: 8x Rending Claws

          Unit: Genestealer, Weapon: Rending Claws

    • Elites

      • Lictor [2 PL, 45pts]

        Selections: Flesh Hooks, Rending Claws

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry, Lictor

        Abilities: Chameleonic Skin, Hidden Hunter, Unit: Lictor, Weapon: Flesh Hooks, Grasping Talons, Rending Claws

      • Lictor [2 PL, 45pts]

        Selections: Flesh Hooks, Rending Claws

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry, Lictor

        Abilities: Chameleonic Skin, Hidden Hunter, Unit: Lictor, Weapon: Flesh Hooks, Grasping Talons, Rending Claws

      • Lictor [2 PL, 45pts]

        Selections: Flesh Hooks, Rending Claws

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry, Lictor

        Abilities: Chameleonic Skin, Hidden Hunter, Unit: Lictor, Weapon: Flesh Hooks, Grasping Talons, Rending Claws

Profile Summary

Abilities Description Ref
1. Cult Reinforcements Your opponent nominates any two battlefield edges, one after another, and the you roll a dice. On a 1-3, set the unit up wholly within 6" of the first edge; on a 4-6, set it up wholly within 6" of the other edge. The unit must be set up more than 9" from any enemy models. Index: Xenos 2 p112
2. Encircling the Foe You nominate any two battlefield edges, one after another, and the you roll a dice. On a 1-3, set the unit up wholly within 6" of the first edge; on a 4-6, set it up wholly within 6" of the other edge. The unit must be set up more than 9" from any enemy models. Index: Xenos 2 p112
3. Lying in Wait Set the unit up anywhere that is more than 12" from any enemy models. Alternatively, set it up anywhere that is more than 9" from any enemy models and not visible to any enemy models. Index: Xenos 2 p112
4. A Perfect Ambush Set the unit up anywhere that is more than 9" from any enemy models. Index: Xenos 2 p112
5. A Deadly Trap Set the unit up anywhere that is more than 9" from any enemy models. It can either move D6" or shoot with all of its range weapons as if it were the Shooting phase (doing so does not prevent it from shooting in the Shooting phase or charging in the Charge phase of this turn). Index: Xenos 2 p112
6. The Came From Below Set the unit up anywhere that is more than 9" from any enemy models. The unit can then move normally, even though it has just arrive from reinforcements. Index: Xenos 2 p112
Brood Progenitor You can re-roll hit rolls of 1 in the Shooting phase for friendly <HIVE FLEET> Termagant units within 6" of this model. Codex: Tyranids p87
Brood Telepathy You can add 1 to hit rolls in the Fight phase for any friendly Purestrain Genestealer units that are within 6" of this model. Index: Xenos 2 p114
Chameleonic Skin Your opponent must subtract 1 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for this model when it is in cover. Codex: Tyranids p93
Cult Icon Whilst the bearer of a cult icon is alive, you can re-roll to hit rolls of 1 for its unit in the Fight phase. Index: Xenos 2 p116
Explodes (6+/2D6"/D6) If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
Familiars If a character is accompanied by any Familiars, then once per game, after the character has manifested a psychic power, its Familiars can lend it additional power. If they do so, the character can immediately attempt to manifest an additional psychic power. When rolling to wound this unit, always use the character's Toughness (while it is on the battlefield). The death of a Familiar is ignored for the purposes of morale. Index: Xenos 2 p114
Flurry of Claws Purestrain Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models. Index: Xenos 2 p119
Hidden Hunter During deployment, you can set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this model can spring from its hiding place - set it up anywhere on the battlefield that is more than 9" away from enemy models. You can re-roll the this model's charge distance in the turn in which it uses this ability to arrive on the battlefield. Codex: Tyranids p93
Hyper-aggression You can re-roll failed charge rolls for units with this adaption. Codex: Tyranids p117
Infestation If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any Genestealers lurking, instead of placing them on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, the unit is destroyed. Codex: Tyranids p89
Lightning Reflexes Models in this unit have a 5+ invulnerable save. Index: Xenos 2 p119
Living Idol GENESTEALER CULTS units within 6" of any friendly Patriarchs automatically pass Morale tests. Index: Xenos 2 p114
Shadow in the Warp Enemy PSKYERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82
Shadowsword Targeters Add 1 to any hit rolls you make for this model for shooting attacks that target TITANIC units.
Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. BRB
Spawn Termagants At the start of your Movement phase, a Tervigon can spawn Termagants. If it does so add a new unit of 10 Termagants to your army and set it up on the battlefield so that it is wholly within 6" of the Tervigon and more than 1" from the enemy. All of these models are armed with fleshborers. Alternatively, you can replace up to 10 models lost earlier in the battle in an existing unit of Termagants from your army that is within 6" of the Tervigon. Models placed in this way must be within 6" of the Tervigon and more than 1" from the enemy. You can only replace models armed with fleshborers. If you cannot place some of the models the excess is discarded. Codex: Tyranids p87
Spiritual Leader Each friendly GENESTEALER CULTS units within 6" of this model at the start of the your opponent's Psychic phase can attempt to deny one psychic power as though they were themselves a PSYKER (measure range to any model in the unit). Index: Xenos 2 p114
Steel Behemoth This model does not suffer the penalty to its hit rolls for moving and firing Heavy weapons. This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (but only its twin heavy bolter or twin heavy flamer can target units that are within 1" of it – its other guns must target other units). In addition, this model only gains a bonus to its save in cover if at least half the model is obscured from the firer.
Swift and Deadly Models in this unit can charge even if they Advanced during their turn. Index: Xenos 2 p119
Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82
Synaptic Backlash If a Tervigon is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. Each friendly <HIVE FLEET> Termagant unit within 6" of the Tervigon immediately suffers a number of mortal wounds equal to the result. Codex: Tyranids p87
The Norn Crown Friendly <HIVE FLEET> units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model. Codex: Tyranids p123
Psychic Power Warp Charge Range Details Ref
0. Smite 5 18" The closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
1. Dominion 5 36" Select a freindly TYRANIDS unit within 36" of the psyker that has the Instinctive Behavious ability. Until the end of your next Psychic phase, that unit ignoires its Instinctive Behaviour ability and automatically passes Morale tests. Codex: Tyranids p121
1. Mass Hypnosis 7 18" Select a visible enemy unit within 18" of the psyker. Until the start of your next Psychic phase, the target cannot fire Overwatch, fights last in the Fight phase even if it charged, and must subtract 1 from its hit rolls. Index: Xenos 2 p113
2. Catalyst 6 18" Select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound. Codex: Tyranids p121
2. Mind Control 6 12" Pick an enemy model within 12" of the psyker and roll 3D6. If the score is less than the model's Leadership nothing happens, but if it is equal or greater, that model can immediately shoot another enemy unit of your choice, or make one single close combat attack against it, as if it were part of your army. Models cannot attack themselves, but they can attack members of their unit. Index: Xenos 2 p113
3. Might From Beyond 7 18" Select a friendly GENESTEALER CULTS INFANTRY unit within 18" of the psyker. Add 1 to the Strength and Attacks characteristics of all models in that unit until the start of your next Psychic phase. Index: Xenos 2 p113
3. The Horror 6 24" Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic. Codex: Tyranids p121
4. Onslaught 6 18" Select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back). Codex: Tyranids p121
5. Paroxysm 5 18" Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. Codex: Tyranids p121
6. Psychic Scream 5 18" The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power. Codex: Tyranids p121
Catalyst 6 18" Select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound. Codex: Tyranids p121
Mass Hypnosis 7 18" Select a visible enemy unit within 18" of the psyker. Until the start of your next Psychic phase, the target cannot fire Overwatch, fights last in the Fight phase even if it charged, and must subtract 1 from its hit rolls. Index: Xenos 2 p113
Might From Beyond 7 18" Select a friendly GENESTEALER CULTS INFANTRY unit within 18" of the psyker. Add 1 to the Strength and Attacks characteristics of all models in that unit until the start of your next Psychic phase. Index: Xenos 2 p113
Mind Control 6 12" Pick an enemy model within 12" of the psyker and roll 3D6. If the score is less than the model's Leadership nothing happens, but if it is equal or greater, that model can immediately shoot another enemy unit of your choice, or make one single close combat attack against it, as if it were part of your army. Models cannot attack themselves, but they can attack members of their unit. Index: Xenos 2 p113
Smite 5 18" The closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Warhammer 40,000 p178
Psyker Cast Deny Powers Known Other Ref
Magus 1 1 Smite and one power from the Broodmind discipline. -
Patriarch 1 1 Smite and one power from the Broodmind discipline. -
Tervigon 1 1 Smite + 1 Hive Mind -
Stat Damage - M, WS & BS Remaining W Movement WS BS Ref
Tervigon (1) 8-14+ 8" 4+ 4+
Tervigon (2) 4-7 6" 5+ 5+
Tervigon (3) 1-3 4" 5+ 6+
Stat Damage - M/BS/A Remaining W Movement BS Attacks Ref
Baneblade 1 14-26+ 10" 4+ 9
Baneblade 2 7-13 7" 5+ 6
Baneblade 3 1-6 4" 6+ 3
Unit M WS BS S T W A Ld Save Ref
Familiar 6" 3+ - 4 3 1 2 8 6+
Genestealer 8" 3+ 4+ 4 4 1 3 9 5+/5++ Codex: Tyranids p89
Lictor 9" 2+ 4+ 6 4 4 3 9 5+ Codex: Tyranids p93
Magus 6" 3+ 3+ 3 3 4 3 8 5+
Neophyte Hybrid 6" 4+ 4+ 3 3 1 1 7 5+ Index: Xenos 2 p117
Neophyte Leader 6" 4+ 4+ 3 3 1 2 8 5+ Index: Xenos 2 p117
Patriarch 8" 2+ 5+ 6 5 6 6 10 4+/5++ Index: Xenos 2 p114
Purestrain Genestealer 8" 3+ - 4 4 1 3 9 5+/5++ Index: Xenos 2 p119
Shadowsword * 5+ * 9 8 26 * 8 3+
Tervigon * * * 7 8 14 3 9 3+ Codex: Tyranids p87
Weapon Range Type S AP D Abilities Ref
Adamantium Tracks - Melee User -2 D3
Autogun 24" Rapid Fire 1 3 0 1 -
Autopistol 12" Pistol 1 3 0 1 -
Blasting Charge 6" Grenade D6 3 0 1 - Index: Xenos 2 p143
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Flesh Hooks 6" Assault 2 User 0 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. Codex: Tyranids p112
Force stave Melee Melee +2 -1 D3 -
Grasping Talons Melee Melee User -1 2 - Codex: Tyranids p111
Heavy stubber 36" Heavy 3 4 0 1 -
Hunter-killer missile 48" Heavy 1 8 -2 D6 A model can only fire each of its hunter killer missiles once per battle.
Lascannon 48" Heavy 1 9 -3 D6 -
Massive Sything Talons Melee Melee User -3 D6 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights. Codex: Tyranids p111
Monstrous Rending Claws Melee Melee User -3 D3 You may re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+ with this weapon, that hit is resolved with an AP of -6 and Damage of 3. Index: Xenos 2 p144
Rending Claw(s) Melee Melee User -1 1 Each time you make a wound roll of 6+, that hit is resolved with an AP of -4. Index: Xenos 2 p144
Rending Claws Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Codex: Tyranids p111
Stinger Salvo 24" Assault 4 5 -1 1 - Codex: Tyranids p113
Twin heavy bolter 36" Heavy 6 5 -1 1 -
Volcano Cannon 120" Heavy 3D3 16 -5 2D6 You can re-roll failed wound rolls when targeting TITANIC units with this weapon.

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Here is the list that will throw sand in your cereal and make you whimper in  your sleep.

Mooney's Sand Sorceres of Crushing Kind. (Warhammer 40,000 8th Edition) [110 PL, 1993pts]

  • Battalion Detachment +5CP (Chaos - Thousand Sons) [110 PL, 1993pts]

    Rules: Brotherhood of Sorcerors, Daemonic Ritual, Disciples of Tzeentch

    • HQ [17 PL, 306pts]

      • Ahriman on Disc of Tzeentch [9 PL, 166pts]

        Categories: Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Character, HQ, Psyker, Cavalry, Daemon, Fly, Ahriman, Sorcerer, Chaos

        Abilities: Arch-Sorceror of Tzeentch, Death to the False Emperor, Lord of the Thousand Sons, Sigil of Corruption, Psychic Power: Smite, Psyker: Ahriman, Unit: Ahriman, Weapon: Black Staff of Ahriman, Blades on Disc of Tzeentch, Frag grenade, Inferno Bolt Pistol, Krak grenade

      • Sorcerer in Terminator Armour [8 PL, 140pts]

        Selections: Familiar [9pts], Force stave [8pts], Inferno Combi-bolter [3pts]

        Categories: HQ, Character, Infantry, Psyker, Terminator, Faction: Thousand Sons, Faction: Tzeentch, Chaos, Faction: Heretic Astartes, Sorcerer

        Abilities: Death to the False Emperor, Familiar, Teleport Strike, Terminator Armour, Psychic Power: Smite, Psyker: Sorcerer, Unit: Sorcerer in Terminator Armour, Weapon: Force stave, Inferno Combi-bolter

    • Troops [42 PL, 660pts]

      • Rubric Marines [14 PL, 220pts]

        Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Chaos

        Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Unit: Rubric Marine

        • Aspiring Sorcerer [27pts]

          Selections: Force stave [8pts], Inferno Bolt Pistol [1pts]

          Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

        • 8x Rubric Marine w/ Inferno Boltgun [160pts]

          Selections: 8x Inferno boltgun [16pts]

          Weapon: Inferno boltgun

        • Rubric Marine w/ Soulreaper cannon [33pts]

          Selections: Soulreaper cannon [15pts]

          Weapon: Soulreaper Cannon

      • Rubric Marines [14 PL, 220pts]

        Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Chaos

        Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Unit: Rubric Marine

        • Aspiring Sorcerer [27pts]

          Selections: Force stave [8pts], Inferno Bolt Pistol [1pts]

          Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

        • 8x Rubric Marine w/ Inferno Boltgun [160pts]

          Selections: 8x Inferno boltgun [16pts]

          Weapon: Inferno boltgun

        • Rubric Marine w/ Soulreaper cannon [33pts]

          Selections: Soulreaper cannon [15pts]

          Weapon: Soulreaper Cannon

      • Rubric Marines [14 PL, 220pts]

        Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Chaos

        Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Unit: Rubric Marine

        • Aspiring Sorcerer [27pts]

          Selections: Force stave [8pts], Inferno Bolt Pistol [1pts]

          Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

        • 8x Rubric Marine w/ Inferno Boltgun [160pts]

          Selections: 8x Inferno boltgun [16pts]

          Weapon: Inferno boltgun

        • Rubric Marine w/ Soulreaper cannon [33pts]

          Selections: Soulreaper cannon [15pts]

          Weapon: Soulreaper Cannon

    • Elites [23 PL, 445pts]

      • Helbrute [7 PL, 139pts]

        Selections: Helbrute fist [40pts], Multi-melta [27pts]

        Categories: Faction: Heretic Astartes, Elites, Vehicle, Faction: Thousand Sons, Faction: Tzeentch, Chaos, Helbrute

        Abilities: Crazed, Explodes, Unit: Helbrute, Weapon: Helbrute fist, Multi-melta

      • Scarab Occult Terminators [11 PL, 216pts]

        Categories: Elites, Infantry, Faction: Heretic Astartes, Psyker, Terminator, Faction: Thousand Sons, Faction: Tzeentch, Scarab Occult Terminators, Chaos

        Abilities: All is Dust, Death to the False Emperor, Teleport Strike, Terminator Armour, Unit: Scarab Occult Terminator

        • Scarab Occult Sorcerer [44pts]

          Selections: Force stave [8pts], Inferno Combi-bolter [3pts]

          Psychic Power: Smite, Psyker: Scarab Occult Sorcerer, Unit: Scarab Occult Sorcerer, Weapon: Force stave, Inferno Combi-bolter

        • 3x Terminator [120pts]

          Selections: 3x Inferno Combi-bolter [9pts], 3x Powersword [12pts]

          Weapon: Inferno Combi-bolter, Power sword

        • Terminator w/ Heavy Weapon [52pts]

          Selections: Power sword [4pts], Soulreaper cannon [15pts]

          Weapon: Power sword, Soulreaper Cannon

      • Tzaangor Shaman [5 PL, 90pts]

        Selections: Force stave [8pts]

        Categories: Chaos, Character, Daemon, Fly, Elites, Cavalry, Faction: Heretic Astartes, Psyker, Faction: Thousand Sons, Faction: Tzeentch, Tzaangor Shaman

        Abilities: Aura of Dark Glory, Bestial Prophet, Sorcerous Elixir, Psychic Power: Smite, Psyker: Tzaangor Shaman, Unit: Tzaangor Shaman, Weapon: Blades on Disc of Tzeentch, Force stave

    • Fast Attack [5 PL, 102pts]

      • Tzaangor Enlightened [5 PL, 102pts]

        Selections: Aviarch [15pts], 5x Enlightened [75pts], Fatecaster greatbows [12pts]

        Categories: Cavalry, Chaos, Daemon, Fast Attack, Fly, Faction: Heretic Astartes, Faction: Thousand Sons, Enlightened, Faction: Tzeentch, Tzaangors

        Abilities: Aura of Dark Glory, Guided by Fate, Unit: Aviarch, Enlightened, Weapon: Fatecaster greatbow

    • Heavy Support [19 PL, 378pts]

      • Chaos Land Raider [19 PL, 378pts]

        Selections: Combi-flamer [11pts], Havoc launcher [11pts], Twin heavy bolter [17pts], 2x Twin lascannon [100pts]

        Categories: Heavy Support, Faction: Heretic Astartes, Transport, Vehicle, Faction: Thousand Sons, Faction: Tzeentch, Chaos, Chaos Land Raider

        Rules: Combi Weapon

        Abilities: Daemonic Machine Spirit, Explodes, Smoke Launchers, Transport: Chaos Land Raider, Unit: Chaos Land Raider, Weapon: Boltgun, Flamer, Havoc launcher, Twin heavy bolter, Twin lascannon, Wound Track: Chaos Land Raider, Chaos Land Raider1, Chaos Land Raider2, Chaos Land Raider3

    • Dedicated Transport [4 PL, 102pts]

      • Chaos Rhino [4 PL, 102pts]

        Selections: Combi-bolter [2pts], Combi-melta [19pts], Havoc launcher [11pts]

        Categories: Faction: Heretic Astartes, Dedicated Transport, Transport, Vehicle, Faction: Tzeentch, Faction: Thousand Sons, Chaos, Chaos Rhino

        Rules: Combi Weapon

        Abilities: Explodes, Self-repair, Smoke Launchers, Transport: Chaos Rhino, Unit: Chaos Rhino, Weapon: Boltgun, Combi-bolter, Havoc launcher, Meltagun, Wound Track: Chaos Rhino, Chaos Rhino1, Chaos Rhino2, Chaos Rhino3

Profile Summary

Abilities Description
All is Dust Add 1 to the saving throws for Rubric Marines if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Rubric Marines.
Arch-Sorceror of Tzeentch You can add 1 to any Psychic tests or Deny the Witch tests you take for Ahriman.
Aura of Dark Glory All models in this unit have a 5+ invulnerable save.
Bestial Prophet Add 1 to any hit rolls you make for friendly TZAANGOR units within 6" of any Tzaangor Shaman models.
Crazed At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there no enemies within 1", or piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens.
Daemonic Machine Spirit Ignore the -1 to hit modifier for moving and shooting Heavy weapons for this model.
Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Familiar If this unit is accompanied by a Familiar, add 1 to the first psychic test you take for him in each of your Psychic phases.
Favoured of Tzeentch This model has a 5+ invulnerable save.
Guided by Fate Each time you make a hit roll of 6+ for a model in this unit (except the Disc's Blades), do not make a wound roll for that attack - it is automatically successful. Saving throws may be attempted against these attacks as normal.
Lord of the Thousand Sons You can re-roll hit rolls of 1 made for friendly THOUSAND SONS units within 6" of this model.
Self-repair Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
Sigil of Corruption Ahriman has a 4+ invulnerable save.
Smoke Launchers Once per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Sorcerous Elixir You can re-roll the first failed Psychic test you make for this model. This ability can only be used once per battle.
Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Terminator Armour This model has a 5+ invulnerable save.
Psychic Power Warp Charge Range Details
Smite 5 18" Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
Psyker Cast Deny Powers Known Other
Ahriman 3 3 Smite and three powers from the Dark Hereticus discipline and/or the Discipline of Change  
Aspiring Sorcerer 1 1 Smite and one power from the Discipline of Change When an Aspiring Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, and D3 mortal wounds instead of D6 if the Psychic Test is 10 or more.
Scarab Occult Sorcerer 1 1 Smite and one power from the Discipline of Change When a Scarab Occult Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, and D3 mortal wounds instead of D6 if the Psychic Test is 10 or more.
Sorcerer 2 1 Smite and two powers from the Dark Hereticus discipline  
Tzaangor Shaman 1 1 Smite and one power from the Discipline of Change  
Transport Capacity
Chaos Land Raider This model can transport 10 <LEGION> Infantry models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CULT OF DESTRUCTION model takes up the space of three other models).
Chaos Rhino 10 <Legion> Infantry. No Terminator, Cult of Destruction, or Jump Pack
Unit M WS BS S T W A Ld Save
Ahriman 12" 2+ 2+ 4 4 5 4 9 3+
Aspiring Sorcerer 6" 3+ 3+ 4 4 1 2 8 3+
Aviarch 12" 3+ 3+ 4 4 2 3 8 6+
Chaos Land Raider * 6+ * 8 8 16 * 9 2+
Chaos Rhino * 6+ * 6 7 10 * 8 3+
Enlightened 12" 3+ 3+ 4 4 2 2 7 6+
Helbrute 8" 3+ 3+ 6 7 8 4 8 3+
Rubric Marine 5" 3+ 3+ 4 4 1 1 7 3+
Scarab Occult Sorcerer 5" 3+ 3+ 4 4 2 2 9 2+
Scarab Occult Terminator 4" 3+ 3+ 4 4 2 2 8 2+
Sorcerer in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+
Tzaangor Shaman 12" 3+ 3+ 4 4 4 3 8 6+
Weapon Range Type S AP D Abilities
Black Staff of Ahriman Melee Melee +2 -1 3 -
Blades on Disc of Tzeentch Melee Melee 4 0 1 After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
Boltgun 24" Rapid Fire 1 4 0 1 -
Combi-bolter 24" Rapid Fire 2 4 0 1 -
Fatecaster greatbow 24" Assault 2 5 -1 1 -
Flamer 8" Assault D6 4 0 1 This weapon automatically hits its target.
Force stave Melee Melee +2 -1 D3 -
Frag grenade 6" Grenade D6 3 0 1 -
Havoc launcher 48" Heavy D6 5 0 1 -
Helbrute fist Melee Melee x2 -3 3 -
Inferno Bolt Pistol 12" Pistol 1 4 -2 1 -
Inferno boltgun 24" Rapid Fire 1 4 -2 1 -
Inferno Combi-bolter 24" Rapid Fire 2 4 -2 1 -
Krak grenade 6" Grenade 1 6 -1 D3 -
Meltagun 12" Assault 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Multi-melta 24" Heavy 1 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Power sword Melee Melee User -3 1 -
Soulreaper Cannon 24" Heavy 4 5 -3 1 -
Twin heavy bolter 36" Heavy 6 5 -1 1 -
Twin lascannon 48" heavy 2 9 -3 D6 -
Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3
Chaos Land Raider - M BS A
Chaos Land Raider1 9-16+ 10" 3+ 6
Chaos Land Raider2 5-8 5" 4+ D6
Chaos Land Raider3 1-4 3" 5+ 1
Chaos Rhino - M BS A
Chaos Rhino1 6-10+ 12" 3+ 3
Chaos Rhino2 3-5 6" 4+ D3
Chaos Rhino3 1-2 3" 5+ 1
 
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You've been waiting, here they are!!!

The Dynastic Duo [111 PL, 1996pts]

  • Battalion Detachment +5CP (Necrons) [38 PL, 745pts]

Dynasty (Mephrit)

Dynastic Heirlooms (1 Extra Artefact (-1CP))

Warlord Trait (Immortal Pride)

  • HQ [10 PL, 180pts]

    • Cryptek (Chronometron) [Warlord] [5 PL, 95pts]

    • Cryptek (Artefact:Lightning Field, Canoptek Cloak) [5 PL, 85pts]

  • Troops [28 PL, 565pts]

    • 5 Immortals (Tesla Carbine) [4 PL, 85pts]

    • 20 Necron Warriors [12 PL, 240pts]

    • 20 Necron Warriors [12 PL, 240pts]

  • Outrider Detachment +1CP (Necrons) [73 PL, 1251pts]

Dynasty (Novokh)

  • HQ [7 PL, 121pts]

    • Destroyer Lord (Artefact:Voidreaper) [7 PL, 121pts]

  • Elites [12 PL, 225pts]

    • C'tan Shard of the Deceiver (Antimatter Meteor, Cosmic Fire) [12 PL, 225pts]

  • Fast Attack [54 PL, 905pts]

    • 6 Canoptek Wraiths [18 PL, 330pts]

    • 5 Canoptek Wraiths [18 PL, 275pts]

    • 6 Destroyers [18 PL, 300pts]

 

The long and short of it is simple.

First dynasty -1 AP within 12" and rapid firing HURTS when deceiver drops 20-40 warriors (40-80 shots) on you turn one with grand illusion. 11 Wraiths from other dynasty gain reroll hits for first round of combat (regardless of being assaulted or not), and what's not to love about some ranged firepower from destroyers. Then it's just a matter of using the best strategems I can. Having 8 CP's is great (since I get -1 from extra artifact).

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18 hours ago, VonVilkee said:

 these formats are horrible for my preferred method of browsing, my phone... no [big bad swear word]s to give. 

Simplified, and changing. Played a practice game and found my cryptek's invul save doesn't include CC protection (that's a major reason I don't fear dropping in your face with the deceiver). Considering going back to Orikan for the overall invul. Learned a lot in last nights game.

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I'm changing my list, found normal Cryptek invul works against shooting only. I liked Orikan's overall 5++ (includes getting assaulted). Kind torn on a 3rd HQ though as I have to drop mephrit for Sautekh...also dropped Ctan, one less in your face threat though, will miss turn 1 blasting. He good with Mephrit & nice to deliver in your face. Having lost it, now they're just durable...makes walk across (hurts against gun lines). Benefits, I can add more immortals and wraith to max the squads. I have 105pts to get an HQ and work with. I can remove some troops/wraith for additional points if I need them, maybe up to 200pts to work with if I needed. Also found i cheated granting my destroyers an invul since they're not the same dynasty...I'm in the process of rethinking it. Maybe I'm more concerned about better invul too much, and sacrifice CC invul for the shooting -1 AP gain.

Fixing list looking like this:

Battalion Detachment: Orikan & (Overlord or Lord?), 9 Immortals, 20 warriors, 20 warriors, 6 Destroyers

Outrider Detachment: Destroyer Lord, 6 Wraiths, 6 Wraiths, 5 Scarabs

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2018 OFCC - Just the Dickel - GSC Progress Update

Time is drawing closer and closer. OFCC is a few short months away. I need to get my painting in gear!

In an effort to get things going, I laid out my army at my paint desk for evaulation.

I need to assemble:

6x Genestealer Familiars - I have two from the new boxed set that came with BA and 4 super old school metal ones from time long past.

image.png

1x Shadowsword - I have an old Forgeworld Baneblade I need to kit out. pretre has some more sponsons for me. Still need to kitbash a volcano cannon and then get it all together. I bought a GSC upgrade sprue to add some more flare to the shadowsword.

image.pngimage.png

 

I need to paint:

Sh*ttonne of Genestealers - I think I need to paint up at least 25 of them. Maybe more. I might keep the 8x Genestealers in the Tyranid detachment their current colors. That would leave 25 that need the blue/purple GSC treatment.

2x Guardsmen (counts as Neophyte Hybrids) - One is missing a head so i added one from the GSC upgrade sprue. The other needs to be wholly painted.

image.png

 

1x Shadowsword (see above).

6x Genestealer Familiars

 

Here are a few pics of the rest of the army. Some of you probably remember it from OFCC's past.

Patriarch -

 image.png

Magi

image.png

Neophyte Hybrids

image.png

Genestealer Cult Limo (Counts as Tervigon)

image.png

Lictors

image.png

And a bonus shot of some super old school Magi that came from the Rogue Trader era

image.png

 

More updates as progress continues!

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  • 4 weeks later...

Points and it can make a new squad of gants when it wants to.

Playing out my list against Necrons and this week against Knights, I usually push my Tervigon into a hidey hole and advance with it once the GSC arrive. That might be playing it a little too safe as I think I need more target saturation to distract from my genestealers.

I like the idea of having a backfield synapse creature that can flip a tank and make a scoring unit or two for any kind of objectives.

It would definitely look cooler with an escort of dudes kinda like a presidential motorcade. 

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whelp. i just re-read the New Tactical Reserves rule, and while GSC are immune from the "deploy in your table half during first turn reserves", they are not immune from the "setup half your units on the table and the add up power level for what is in reserve."

So that bollocks my army right up.

I was having just the Shadowsword and the Tervigon deploy on the table with everything else in reserve. Even if I deploy my two squads of neophytes and both magus, that is still too many PL in reserve.

Cuz having genestealers start on the table is the exact why they should be, right? just out in the open, no cover or nothing.

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23 minutes ago, DisruptiveConduct said:

whelp. i just re-read the New Tactical Reserves rule, and while GSC are immune from the "deploy in your table half during first turn reserves", they are not immune from the "setup half your units on the table and the add up power level for what is in reserve."

So that bollocks my army right up.

I was having just the Shadowsword and the Tervigon deploy on the table with everything else in reserve. Even if I deploy my two squads of neophytes and both magus, that is still too many PL in reserve.

Cuz having genestealers start on the table is the exact why they should be, right? just out in the open, no cover or nothing.

That sucks, i agree your genestealers should reserve and remain hidden. But surprised the baneblade & tervigon and such isn't enough PL? They're not 50PL, but guessing enough 'pts'?

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oh wait. you are right. the FAQ clearly talks about "units from your army". I was assuming it said "per detachment" and it does not say anything about detachments.

 

so baneblade plus tervigon plus two unit of neophytes is 49 PL. that's four units on the board.

Magus w/Neophytes - 1

Magus w/Genestealers - 1

Patriarch w/Genestealers - 1

Tyranid Genestealers - 1

Lictors - 3x

So that's 7 in reserve. Still needs tweaking.

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