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Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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Enhanced pheromonal senses and thermoceptive vision allow for pinpoint marksmanship even in pitch darkness, while a refined vestibular system provides a superhuman level of balance and coordination -- the source of the Kelermorph's uncanny aim. 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: 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 I use many cantrips to keep card draw flowing and storm count up. I also use wheels to keep my hand full.

Spells like Electrolyze, Magic Missile, and Dual Shot become incredibly valuable under Ghyrson. You’re obligated to spread those spells’ damage around their maximum number of targets to turn them into bolts, but ultimately this results in triple the initial damage. Reloading 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. Rapid-firing neurons in the Kelermorph's predatory brain allow a supernatural reaction time. The bioform's enemies seem to move in slow motion as he aims and blasts them off their feet one by one.The Kelermorph is one of four CULT AGENT options and the team’s sharpshooter. He’s armed with Liberator Autostubs, which give you an option of two profiles every time it shoots: I included many creatures that deal 1 damage to opponents or creatures when I cast noncreature spells. Other card draw is inclusive of [[Rhystic Study]], [[Curiosity]], [[Mystic Remora]], [[Ophidian Eye]] Ridgerunner first. This gets a very modest increase and remains extremely cost effective, with the chassis going up 5 and the two heavy stubbers by 3 each. At 70 for a HML/flare launcher build (which even if you weren’t already, you should now take 100% of the time as the other main guns went up), these are still very relevant threats and I expect most lists will run the full nine, maybe only considering pulling down to 6 to avoid giving max points on the Bring It Down secondary. Gunfighter (Shooting): A Cult Alpha can fire 3 pistols at once, so why not make them really good at firing all those pistols? A must-have if you’re going with the Kelermorph strategy.

This list doesn’t really struggle with getting enough units on the board – the 4AE patrol plus the Kelermorph is 7 units (out of 19 total) and just under 800pts, letting you flex a couple of Neophyte units into reserve if needed. So, normally we would give y’all our 1,000 credit “Out-of-the-box” gang at this point, but GSC don’t actually have a boxed gang, so we can’t! But that’s ok, we’re going to give you a couple of gang ideas anyways! “Balanced” GSC

You can set up this unit anywhere on the battlefield that is more than 6" away from any enemy models, but that unit is not eligible to declare a charge this turn. Something that I can move onto mid-board objectives turn 1 going first that’s non-trivial to remove. Nerves of Steel (Ferocity): Hybrid Acolytes can take Ferocity as a primary, but where this really shines is if you manage to get an Aberrant to turn into a specialist. An Aberrant with Nerves of Steel is absolutely terrifying. My interpretation would be that it is treated the same as out of sequence medic activations, which are also triggered by enemy actions within ■ of you, but I can see where people will argue about this. I anticipate Designers Notes explaining exactly how this works. Such is the devotion that the Kelermorph engenders, for he is the physical embodiment of the freedom falsely promised by the followers of the " Star Children."

Starn’s Disciples consist of the infamous outlaw, Ghyrson Starn, and his inner circle of loyal followers – three Acolyte Hybrids and two Hybrid Metamorphs. All are capable close-combat fighters and armed with a murderous array of weaponry. Provided that you can keep them out of harm’s way until you close on your prey, they’re capable of ripping apart anything your opponent can field against you.

Units

Building a roster for Wyrmblade Cults is pretty straightforward. You want all the options, and you have the room to have them.

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