Warhammer 40,000: Kill Team (HoR)/Tactics/Genestealer Cults(7E)

From 2d4chan
Revision as of 10:59, 25 October 2014 by 1d4chan>ThatOneBruvva
Jump to navigation Jump to search

Another army now given a spotlight, though Genestealer Cults were always an army since 2E, just lost in relevance due to GW and their favoritism for the Imperium.

Similar to the Lost and the Damned army that came in the Vraks and Imperial Armour 13 flavors, the majority of the cultists are going to be flimsy, breakable humies that range from "Grots thing you're weak" to "Not quite Scouts". Oh, and actual Genestealers. They also grab some other tools from the Imperial Guard, but it's not as much.

Rules

  • Our Father Watches Us: Your Leaders get an IP range of 12". You'll need it with how flimsy your basic rank-and-file are.
  • They Killed the Father!: The moment your leader dies, all unengaged models within 12" of him have to test Ld or flee. They then gain Hatred so you can throw every last one of them at the enemy.
  • We Fall So He Might Live: Leaders pass Look Out, Sir! on a 2+ because of their blind loyalty. Always bring some bodies to guard your leader.
  • Psychic Powers: Unlike the Tyranids, the Magus and Patriarch gain new powers. Since most both models are ML1, these powers are presumably WC1.
    • Hypnotic Gaze: Choose a model in Base Contact with the Psyker. Both of you have to roll a d6 and add Leadership to that score. If you win, that model cannot attack for the turn.
    • Aura of Despair: All enemies within 12" of the Psyker take -1 Leadership. It's got its uses in scaring up a foe.

Wargear

  • Armour:
    • Improvised Armor: 6+ save for scrap.
    • Flak Armor/Reinforced Chitin: A Guardsman's 5+ save.
    • Reinforced Carapace/Carapace Armor: A 4+ save.
  • Cult Bike: It's a bike. You get nothing else from it. For laughs, you can model them all on mopeds or segways and get the same effect.
  • Firebomb: An S3 AP- grenade that can set people on fire.
  • Cult Grenade Launcher: While similar to the Grenade Launchers used by the Imperial Guard, these ones come with three extra sorts of grenades to fire: A Slam Grenade with S1 AP- and Strikedown, a Stun Grenade with S1 AP- and Blind, and a Fire Grenade with S3 AP- and can set stuff on fire. That bonus flamer is a nifty bonus you can hang over the Adeptus Arbites' heads.
  • Rending Claws: CCWs with Rending.
  • Scything Talons: Allow you to re-roll to-hit rolls of 1. An okay buy.
  • Adrenal Glands: Furious Charge. Grab to make charging worthwhile.
  • Toxin Sacs: Poisoned (4+) is one of the only ways you'll be able to land a blow on things heavier than the basic Ork.
  • Bio-Scanner: Gives you the option to shoot at a nearby Infiltrating model, which can be a great take to foil alpha-strikes...if you get lucky.
  • Smoke Grenade: A harmless grenade that grants models under the Large Blast a 5+ cover. Take it, your men will need it.
  • Infrared Goggles: A cheap buy to shoot at hidden models and gain Night Vision. It'll help make the fight go how you want it.
  • Auspex: Grabbed from some inattentive Space Marines. Give up shooting to reduce the cover of a model within 12" by -1.
  • Chem-Inhaler: Cheap 6+ FNP.
  • Targeter: Not moving gives a model re-rolls on to-hit rolls of 1 when shooting. Use this while spamming cover.

Leaders Only

  • Refractor Field: This 5++ will be your only invul save. Take it, for it may save your life.
  • Patriarch Ichor Vial: Grants you random effects before battle, which can give your impressive leaders some boosts:
  1. +1 Initiative so you can grab the upper hand from Eldar and Marines.
  2. +1 Attack, which makes them more threatening to fight.
  3. +1 Strength, so you may stand a chance at wounding Marines.
  4. +1 Weapon Skill to give you a higher chance at landing a hit.
  5. Re-roll all failed to-hit rolls. Twin-Linked on all things does kick ass.
  6. Re-roll all failed to-wound rolls. Shred rocks.
  • Sacred Item: All models within 6" re-roll failed Morale tests. Shame it's not a banner though.

FOC

  • 1 Leader
  • 1-25 Core
  • 0-5 Special

Leaders

  • Genestealer Hierarch: Your cheap HQ to save points for better goons. He's largely got the statline of an IG Commander, but has only one attack at I4, making him bad at combat. That said, he has a good variety of weapons from his basic autopistol or shotgun to combi-weapons and storm bolters. He can also grab fire and melta bombs, armor, and a bike to make him mobile.
  • Genestealer Magus: For 10 points more than the basic Hierarch, you get +1 Ld and ML1. Other than that, he's pretty much your middleman Leader, with the Hierarch's fine option for guns, but with the better focus on trickery like the Patriarch.
  • Genestealer Patriarch: A strange mix between a basic 'stealer and the Broodlord with S/T5 and WS6, but 2 I5 attacks. He's the most melee-focused leader out here, and gives Zealot to models within 6" to give them more chances to charge. He can grab ScyTals, Toxin, Adrenals, and more armor to save him a little.

Core

  • Brood Brother Initiate Squad: 5 Conscripts with +1 Ld, they can all grab shotguns or one guy can take a bolter, flamer, heavy stubber, or grenades. Grab grenades for some cheap support.
  • Brood Brother Comrade Squad: Your basic Guardsman Squad, with options for bolters everywhere. One guy can grab some special weapons and the team can grab either firebombs or krak grenades to hide behind.
  • Brood Brother Acolyte: A curious Veteran that can either go WS3/BS4 or WS4/BS3 on purchase. He's otherwise the same as a basic Comrade, save for the Heavy Flamer (for every five of him you buy) and armor he can grab. He'd probably do well with the more special weapons.

Special

  • Purestrain Genestealer: It's a Genestealer. It's probably going to be your assaulty guy if you opt out of the Patriarch.
  • Genestealer Hybrid: A mix between the Acolyte and Purestrain, the thing to note here is that he's WS4 BS2, meaning guns aren't likely to be the way. One per two can grab the same guns as the Acolyte, but he can also take grenades, armor, adrenals and toxin. He'd probably be best set with flamers as they don't get hurt as much by his flimsy WS.
  • Brood Brother Biker: An Acolyte with WS4/BS3, he can grab some special guns for every two bikers, while all can buy grenades, meltabombs, and armor to protect them. They're going to do about as well as acolytes in terms of weapon management, just a bit faster.
  • Brood Brother Heavy Weapons Team: A single Comrade with a heavy gun of either the Mortar, Heavy Bolter, Missile, or Lascannon varieties, hardcapped 0-3. Keep them protected, as they'll pretty much need the safety from getting shot to shit by virtue of having big guns.
  • Captured Sentinel: Hardcapped at 0-2 for a simple walker. It's essentially a Scout Sentinel in all but name, which is as well. Make use of Scout and have them opening fire before the opposition can even set up a plan of attack.