77647
Post by: shadowfinder
tetrisphreak wrote:First curse requires a full 20 unit of stealers. White dwarf batrep fielding 16 is typical rules bending they do.
Where did you see the rules for this formation at?
77233
Post by: Caederes
Tyranid607 wrote:Caederes wrote:@Tyranid607, just reposting this for the new page, with regards to the Metamorph weapons, what's the wording of how they get the stat boosts? Is it clear that they have to actually use those weapons to get the stat boosts, meaning they get them even if they attack with the Rending Claws, or do they merely have to be equipped with the Metamorph weapons to get the stat boosts?
Last question for you, what does the Primus do now? Does he still have Zealot? Does he have a 12" rule bubble? Does he still have Rending as a special rule rather than a weapon?
Thank you so much for your patience 
Metamorph weapons boost with rending claws, i think yes.
if not whats the point of having rending claws by default
or you have to choose what weapon to attack? i am not sure about that
and Primus do 12" Hatred, no zealot,
So Metamorph weapons probably do stack. Only one word for that; crikey. Take +2 Strength, end up with 4 WS4 I4 S6 AP5 Rending attacks PER MODEL on the charge. Or go for +3 Initiative and get the same but with S4 and I7...and they have assault grenades. Ugh. Just...ugh. 11 points a model for that?
The Primus don't need Zealot with that Hatred bubble, you're not going to be losing many combats with that. Combine with Patriarch for Fearless aura and you have the deadliest and swiftest (due to Cult Ambush) melee horde army in the game.
Tyranid607 wrote:And the HQ of GSC will be very hard to kill
as they got "unquestioning loyality", which auto pass look out sir attemps and can even make look out sir attempts when fighting in a challenge
51464
Post by: Veteran Sergeant
BloodGrin wrote:Not sure where you get the impression that Space Marines are a rapid strike force.
From this neat place called "reading the fluff", lol.
If you think the Space Marines are more Regular Army than SEAL Team 6, you've definitely been skimping on the fluff-reading part of the hobby. Look at the way they are depicted in the Forgeworld Books. Targeted deployments on heavily defended positions (the Dark Angels in the Siege of Vraks), surgical strikes on high-value targets (Avenging Sons and Raptors in the Taros Campaign), high-threat boarding/sweep and clear operations (Space Hulk, Red Scorpions on Anphelion), overwhelming force on fulcrum points in the battlespace (Red Scorpions at the Breach on Vraks). Space Marines are high-mobility and high-flexibility (drop pods, jump packs, teleportation, boarding torpedoes, etc). Their main strength is in being able to apply a lot of force, in a small volume, but high concentration.
They don't defend things unless forced to. If you're using your Space Marines to defend things on purpose, you're probably doing it wrong. They come in lots of 100-1000, and there are approximately a million of them in the entire galaxy. Special Operations Command troops like the Navy SEALs exist in greater proportional numbers than Space Marines do. You use them to break the critical targets in your war, and then you throw Imperial Guardsmen at what's left because you've got tens of thousands of them rather than hundreds, like you probably have with Space Marines.
26519
Post by: xttz
Have the special rules for the Brood Cycle and Doting Throng been posted yet?
83742
Post by: gungo
The GSC is actually a really nice army of the rumors pan out.
The only thing truly keeping them from being bonkers is not being able to combine thier rules or psychic powers with some of the meaner tyranid monstrous creatures like flyrants.
30490
Post by: Mr Morden
Anything signifcantly different in the fluff?
103821
Post by: fresus
Davor wrote:streetsamurai wrote:Necros wrote:So, is it safe to say there will be a "start collecting" bundle before xmas? I'm fine with getting just the codex for now and waiting for a bundle as long as it's not a long wait 
A lot longer than that I think. Deathwatch doesn't have theirs yet unless they are going to release them both side by side. I am guess December or around Christmas times. Since GW seems to be changing they might be thinking these would be great Christmas gifts and waiting to boost up December sales.
Question is, how many of these "Christmas gifts" will be for other people and not themselves?  If true that is. I am not saying this is a rumour.
Harlequins never got a start collecting box, even though their range is full plastic. Basically all the other factions with full plastic kits have a start collecting (do grey knights have a plastic HQ?).
At some point I was expecting a SC Harlequin any week, but instead we got Death Masque, which provides a great bundle for harlies.
My guess is that as long as they're selling DW:OK, we won't see a SC GSC.
I'm actually not sure I'll get the DW:OK to start my GSC collection. It's a good deal, but the hybrids don't have any options, and I think they don't look as good…
104266
Post by: Arkengate
theres 50 pages of this... Whats the actual IG vehicles they can use? does anyone know? Or IG things I shouldbe picking up online etc
106685
Post by: Tyranid607
shadowfinder wrote:Tyranid607 wrote:Caederes wrote:@Tyranid607, just reposting this for the new page, with regards to the Metamorph weapons, what's the wording of how they get the stat boosts? Is it clear that they have to actually use those weapons to get the stat boosts, meaning they get them even if they attack with the Rending Claws, or do they merely have to be equipped with the Metamorph weapons to get the stat boosts?
Last question for you, what does the Primus do now? Does he still have Zealot? Does he have a 12" rule bubble? Does he still have Rending as a special rule rather than a weapon?
Thank you so much for your patience 
Metamorph weapons boost with rending claws, i think yes.
if not whats the point of having rending claws by default
or you have to choose what weapon to attack? i am not sure about that
and Primus do 12" Hatred, no zealot,
What is the bonus for the other Core formation the Brood cycle?
Also the subterranean assault formation what doe it do ??
Brood cycle
Any non-vehicle unit in this formation that is within 6" of at least one other unit from the same formation +1 to Leadership and WS
All unit in this formation have the furious charge while they are within 24" of Iconward. in addition, the range of inconward's Nexus of Devotion will effect 24" instead of 12" (6+ feel no pain and +1 if already had)
subterranean uprising
All unit in this formation must infiltrate during deployment and setup using Cult ambush rule. when rolling the table, roll 2 dice instead of 1 and choose either of the result
If a unit in this formation has been joined by a Primus, you can roll 3 dice and select any of the result
44067
Post by: DarkStarSabre
Veteran Sergeant wrote: RedFox wrote:So the turned imperial guards are the same unit than the neophyte hybrids? just a cosmetic change
That's all they really ever were. What are now called "Neophyte Hybrids" used to just be called "Brood Brothers" and were representative of anything from mind-controlled/infected cultists, to subverted members of the Planetary Defense Forces. Their equipment was variable to reflect that. Genestealer Cult was one of those armies that were expected to be conversion-heavy back in the old days when White Dwarf battle reports still used scratch-built terrain, lol.
Ya'll better sit down and shut up cause you're going to learn today.
The Neophyte Hybrids were actually the 3rd and 4th generation Hybrids. They have always existed as such (though truth be told they should be called Acolytes but GW mixed that up, le sigh).
Brood Brothers have always existed as a seperate unit that was traditionally represented by IG models of the time.
How dare you sir. How dare you? Come in here, say 3rd/4th gen hybrids were only ever brood brothers? Get out of this thread right now and come back only when you have atoned for your sins.
84472
Post by: Wolf_in_Human_Shape
subterranean uprising
All unit in this formation must infiltrate during deployment and setup using Cult ambush rule. when rolling the table, roll 2 dice instead of 1 and choose either of the result
If a unit in this formation has been joined by a Primus, you can roll 3 dice and select any of the result
Oh that is so  cool!
105844
Post by: CaptainSomas
Arkengate wrote:theres 50 pages of this... Whats the actual IG vehicles they can use? does anyone know? Or IG things I shouldbe picking up online etc
Standard Leman Russ variants, Chimeras and Sentinels.
30490
Post by: Mr Morden
Brood cycle
I was kinda picturing a new vehicle here.
Impressed so far by what they have done - lots of great models and conversion opportunities.
77647
Post by: shadowfinder
Tyranid607 wrote:shadowfinder wrote:Tyranid607 wrote:
Brood cycle
Any non-vehicle unit in this formation that is within 6" of at least one other unit from the same formation +1 to Leadership and WS
All unit in this formation have the furious charge while they are within 24" of Iconward. in addition, the range of inconward's Nexus of Devotion will effect 24" instead of 12" (6+ feel no pain and +1 if already had)
subterranean uprising
All unit in this formation must infiltrate during deployment and setup using Cult ambush rule. when rolling the table, roll 2 dice instead of 1 and choose either of the result
If a unit in this formation has been joined by a Primus, you can roll 3 dice and select any of the result
Thanks that ... really nice.
42781
Post by: Ambience 327
tetrisphreak wrote: Ambience 327 wrote: minionboy wrote:Coolest part is that means your Sentinel Squads bring back D6 destroyed members of the squad each time they enter cult ambush, so if they don't all get wiped out, there's a good chance the whole squad will come back.
I don't think this works. The Cult Ambush rule only lets you roll on the table when you come on from Reserves. It is the Return to the Shadows rule which lets you remove them from the table and enter Ongoing Reserves. The Sentinels don't have any way (that I have seen) to get the Return to the Shadows rule - hence no way to enter Ongoing Reserves and thus get the D6 models back when they use Cult Ambush.
According to the screencap on the previous page, you can also DEPLOY using cult ambush.
Think about that.
Yes, but you don't restore D6 models when you Deploy. The D6 restoration comes up only when you Deploy from Ongoing Reserves, and when you first Deploy, you won't be missing any models anyway. Since the Sentinels can't go into Ongoing Reserves, they can't restore missing models.
What it boils down to is this - if a unit has the "Return to the Shadows" rule and the "Cult Ambush" rule and are taken as part of the meta Detachment, then they can get D6 models back every time they come back from the shadows using the Cult Ambush rule. If a unit doesn't have "Return to the Shadows", they won't be able to benefit from the D6 model restoration.
67735
Post by: streetsamurai
Davor wrote:streetsamurai wrote:75$ for the characters. Lol. Almost half the price of a overkill box. Oh GW, you will never cease to amuse me. Gotta say that the GOliath is a lot more affordable than I would have tought.
What character is that you are talking about that is $75?
Necros wrote:So, is it safe to say there will be a "start collecting" bundle before xmas? I'm fine with getting just the codex for now and waiting for a bundle as long as it's not a long wait 
A lot longer than that I think. Deathwatch doesn't have theirs yet unless they are going to release them both side by side. I am guess December or around Christmas times. Since GW seems to be changing they might be thinking these would be great Christmas gifts and waiting to boost up December sales.
Question is, how many of these "Christmas gifts" will be for other people and not themselves?  If true that is. I am not saying this is a rumour.
THe 3 dudes from overkill are in a box priced 75$. Not that I care since I already have them, but ridiculous price nontheless
106685
Post by: Tyranid607
Magus does give zealot within 12" of formation in "the doting throng"
44334
Post by: Alendrel
streetsamurai wrote:
THe 3 dudes from overkill are in a box priced 75$. Not that I care since I already have them, but ridiculous price nontheless
So $20 each for the Primus and Magus, and $35 for the Patriarch. (And for others reading, that's the CDN price, is $60 USD).
106685
Post by: Tyranid607
Alendrel wrote: streetsamurai wrote:
THe 3 dudes from overkill are in a box priced 75$. Not that I care since I already have them, but ridiculous price nontheless
So $20 each for the Primus and Magus, and $35 for the Patriarch. (And for others reading, that's the CDN price, is $60 USD).
it is seriously overpriced, just grab a deathwatch overkill, it supplies with the model you need
77647
Post by: shadowfinder
Tyranid607 wrote:shadowfinder wrote:Tyranid607 wrote:Caederes wrote:@Tyranid607, just reposting this for the new page, with regards to the Metamorph weapons, what's the wording of how they get the stat boosts? Is it clear that they have to actually use those weapons to get the stat boosts, meaning they get them even if they attack with the Rending Claws, or do they merely have to be equipped with the Metamorph weapons to get the stat boosts?
Last question for you, what does the Primus do now? Does he still have Zealot? Does he have a 12" rule bubble? Does he still have Rending as a special rule rather than a weapon?
Thank you so much for your patience 
Metamorph weapons boost with rending claws, i think yes.
if not whats the point of having rending claws by default
or you have to choose what weapon to attack? i am not sure about that
and Primus do 12" Hatred, no zealot,
What is the bonus for the other Core formation the Brood cycle?
Also the subterranean assault formation what doe it do ??
Brood cycle
Any non-vehicle unit in this formation that is within 6" of at least one other unit from the same formation +1 to Leadership and WS
All unit in this formation have the furious charge while they are within 24" of Iconward. in addition, the range of inconward's Nexus of Devotion will effect 24" instead of 12" (6+ feel no pain and +1 if already had)
subterranean uprising
All unit in this formation must infiltrate during deployment and setup using Cult ambush rule. when rolling the table, roll 2 dice instead of 1 and choose either of the result
If a unit in this formation has been joined by a Primus, you can roll 3 dice and select any of the result
Tyranid607 Is there and unique rules for the
Demolition Claw formation with the trucks?
Shadow Walkers?
Cult Mutants?
And lastly the HQ broodcoven formation?
Thanks for all the info and the last answers
4183
Post by: Davor
streetsamurai wrote:
THe 3 dudes from overkill are in a box priced 75$. Not that I care since I already have them, but ridiculous price nontheless
I did not know that. Thank you very much for letting me know.
722
Post by: Kanluwen
Davor wrote:streetsamurai wrote:
THe 3 dudes from overkill are in a box priced 75$. Not that I care since I already have them, but ridiculous price nontheless
I did not know that. Thank you very much for letting me know.
It's also worth noting that the box includes Familiars, so it's 5 models rather than just 3.
Even if the Familiars are effectively just tokens.
43092
Post by: nagash42
Is there anything new with the aberrants?
666
Post by: Necros
I think it would be fun if someone could update the original post with all the info in 1 place
84472
Post by: Wolf_in_Human_Shape
Necros wrote:I think it would be fun if someone could update the original post with all the info in 1 place 
Yes, that would be glorious.
44334
Post by: Alendrel
Tyranid607 wrote:Alendrel wrote: streetsamurai wrote:
THe 3 dudes from overkill are in a box priced 75$. Not that I care since I already have them, but ridiculous price nontheless
So $20 each for the Primus and Magus, and $35 for the Patriarch. (And for others reading, that's the CDN price, is $60 USD).
it is seriously overpriced, just grab a deathwatch overkill, it supplies with the model you need
For a USian like me, it basically breaks down to $15 each for the Primus and Magus, and $30 for the Patriarch. I hardly consider that unreasonable, especially with what GW has generally been pricing plastic characters at.. Sure, DK:O is over all a better value, but that's dropping $165 in one go versus $60.
22687
Post by: MajorTom11
So basically safe to say the icon bearer hq, upgrade sprue and goliath are the remainder of new models for this army then yes?
44334
Post by: Alendrel
Necros wrote:I think it would be fun if someone could update the original post with all the info in 1 place 
Lemme help (been collating on my local FB group):
Appendix/
Cult ambush
Instead of arriving from reserves normally, unit can roll the ambush table D6
1/ your own table edge
2/ roll d6 1-2 left 3-4 right 5-6 you choose
3/ anywhere more 9" from enemy or 6" from enemy which have no los
4/ 6"
5/ 6" + bouns shooting or run
6/ 3" + charge on the turn arrive
Return the Shadows
Instead of moving in movement phase, unit have this rule and not within 6" of enemy models can be removed from battlefield and placed into ongoing reserve. Unit can't use this rule arrive from reserve or ongoing reserve and can't do so when in vehicle
Genestealer/aberrants/Metamorphs/neophyte/acolyte/ and all HQ
Goliath Truck/50pts
BS3 11/10/10 hp3 open-topped/transport 10 models no genestealer or patriarch
With heavy stubber + twinlinked autocannon
Special rule/ rugged construction / 4+ to ignore crew stunned shaken or immobilised but still lose hp
Option/ a cache of demolition charge 20pts/ 1 model can choose to throw one instead of firing its normal weapon 6" S8 AP2 assault 1 , large blast
Command Benefit of the Cult Insurrection detachment returns 1d6 slain models to a unit when it arrives from ongoing Reserves.
1. goliath rockgrrinder default come with heavy stubber + heavy mining laser + drilldozer blade, can replace mining laser with clearance incinerator or heavy seismic cannon
Heavy mining laser 36" S9 AP2 Heavy 1
Heavy seismic 0-12" S8 AP3 Heavy 2 / 12-24" S5 AP4 Heavy 6, with special rule To wound roll or APen roll of 6 always resolved at AP1
drilldozer blade is very interesting to me, it auto pass dangerous terrain test + RAMS enemy vehicle add an extra D6 to S to hit, if cause pen hit add 1 to result of damage table and when performs a tank shock, each enemys the vehicle reach must take a intiative test before taking a morale check. if int test is passed, the unit avoid the cutter but if fail, the enemy suffer D3 S10 Ap2 hit. if enemy unit make a death or glory attack on drilldozer vehicle and fail to stop it, the unit suffer an additional D3 S10 AP2 hit
2. all hybrid and genestealer can do cult ambush and return to shadows, no detechments is needed
3. Iconward other then the sacred relics it can choose to carry
the banner give freindly unit of generstealer faction within 12" gain furious charge and feel no pain(6+) if model already have feel no pain then 1+ to it
4.the stat of Metamorphs and Acolyte Hybrid is very similar, one can take heavy rock cutter/drill/saw, which is basically power fist with special ability, the other one is +2S in sub fight or +3I or +2 ws depends on what it is carrying
Their super-detachment is as normal, 1-6 Core, 1+ Auxiliary, 0-3(?) Command. You can't have more than one Patriarch, Magus and Primus in the Cult Insurrection detachment (super detachment) which is a bummer. Patriarch gets a codex warlord trait re-roll, all non-vehicle units gets Infiltrate, if they already have Infiltrate then they get Shrouded for the first game turn, you add 1 to reserve rolls and enemies subtract 1 from reserve rolls. All units that arrive from ongoing reserves gain D6 models back that were killed earlier in the game.
The two Core formations are very different; one has most of the units in the codex, the other is Neophyte Hybrids and the IG tanks - mandatory Leman Russ squadron and Sentinel squadrons.
THE STATS FOR THE MODELS HAVE CHANGED SINCE DEATHWATCH OVERKILL!
The Patriarch is now 90 points but is Strength 6, starts off as a ML1 psyker but can buy ML2, can buy two Familiars on the cheap and gets access to Biomancy, Broodmind and Telepathy. He also confers Fearless to all friendly Genestealer Cult units within 12". Yikes!
The Magus is 40, comes with Adamantium Will and Infiltrate now, is ML1 base but can pay for ML2 and gets the same disciplines as the Patriarch, he also gives Adamantium Will to all Genestealer Cult units within 12". Yikesx2!
Chimera and Sentinel data-shoots look identical to the Astra Militarum versions, still BS3.
Goliath rules confirmed per Tyranid607, the normal Goliath is an open-topped transport!
The First Curse formation does the following; 1 Patriarch, 1 Purestrain Genestealer unit, you roll a D6 before the start of the game and add the result to the Purestrain Genestealers for the whole game; 1: they get assault grenades, 2: they get 4+ armor, 3: they get Poisoned melee attacks, 4: they get Rage, 5: they get Preferred Enemy, 6: you pick which one you want.
That small Core formation I mentioned earlier with the Neophytes and IG tanks does the following; Neophytes have to take Chimeras as DTs, all vehicles get Outflank and the Scout Sentinels get Cult Ambush (this works with that restore D6 models rule in the Cult Insurrection detachment???), ignores stunned and shaken on a 4+.
They also show the profiles at the back (meaning stats only) here's what we got;
Acolyte Iconward; basically a Primus but only 2 wounds and LD9. Primus; now has WS5 and 3 Wounds. The stats for Acolytes and Neophytes remain the same, they now have unit leaders with +1 Leadership and Attacks. Weapon Teams for Neophytes are in and are the same as IG except for +1 Initiative and LD just like the actual Neophytes. Metamorphs look to have the same stats as Acolyte Hybrids but are Elites, presumably they will have extra special rules and
nastier weapons. Purestrain Genestealers look to have 3 attacks base now but are otherwise the same.
The weapons list confirms that the Leman Russ variants in the standard Leman Russ kit are the only ones available. The Clearance Incinerator is a S5 AP4 Torrent Template weapon. The Heavy Mining Laser is just a Mining Laser with 36" range. The Heavy Seismic Cannon is either Heavy 3(or 2?) and S8 AP3 at 0-12", or S5(?) AP4 Heavy 6 at 12-24", and both have the "Resonance" or something akin to that special rule. Normal Seismic Cannon is the same, just with one less shot in the first profile and two less shots in the second profile. The Webber weapons fire blasts and are S3 (pistol) and S4 (rifle), they also have some over special rule that looks to be different to the one the Seismic Cannons have. The Rock Cutter, Rock Drill and Rock Saw are all basically power fists, the cutter has some special rule I can't make out (maybe Shred?), the drill has "Pulverize", the saw has Armorbane, all of them are two-handed. Metamorph weapons now, they are all S: user but have different special rules, it looks like at least one of them is AP3 and their special rules seem to be unique/new. There's also something called a Power xxx or something that is Unwieldy, Two Handed, AP2, I can't make out the strength and has a few special rules.
Interestingly the Chimera doesn't have the same rule to exclude transporting purestrains / Patriarch that the Goliath has...
Also the minimum core unit for the Cult Insurrection detachment is one of these two:
Brood Cycle:
1 Iconward
3 Acolytes
2 Neophytes
1 Metamorph
1 Purestrain
Neophyte Cavalcade:
2 Neophytes plus a Chimera each
1 Leman Russ
1-2 Sentinels
Hey guys, the Scout Sentinels in the Neophyte Cavalcade formation get the rule that lets them go into ongoing reserves and pop up near enemy lines via Cult Ambush. The detachment bonus for the Cult Insurrection detachment specifies all units resurrect D6 models when they arrive from ongoing reserves. ((Or not))
Purestrain Genestealers are 3A base with a 5++. And 13 points base.
Other Cult Insurrection command benefit is Shrouded turn 1.
Allies of Convenience with Astra Militarum and Tyranids, but are Come the Apocalypse with everyone else.
broodmind
primars power warp charge 1/ malediction single unit within 24" reduce WS/ BS/I/A by 1 to a min of 1
psychic stimulus warp charge 1/ blessing frdly unit not in combat gain relentless and fleet, can charge even ran in shooting phase
psionic blast 1/ witchfire 24" S5 Ap3 Assult 1 Blast
Might from beyond 1/ blessing a frdly unit 24" +1S and gain rage
mental onslaught 2/ focussed witchfire 24" both Psyker and target model roll a dice + LDS, if drawn target model -3I until next turn. if Psyker is higher, target suffer wound equal to the difference and no armor and cover saves are allowed
mind control 2/ focussed witchfire targets a single non-vehicle unit not lock in combat and makes shooting attack exactly as if it were one of your model
telepathic summons 2 or 3/ choose 2 or 3, conjuration create a single unit , 2 = 5 Acolyte or 5 Metamorphs or 10 Neophyte, 3 = 10 Acolyte or 10 Metamorphs or 20 Neophyte or 4 aberants or 8 genestealer, these model can be equipped with ANY UPGRADES list on their data sheet
Warlord trait
1. Steath
2. frdly unit of GSC have counter-attack with 12" of warlord
3. Move through cover, warlord and his unit never suffer penalty to I for charging through difficult terrain
4.It will not die
5. all model in your warlords detachment can use his LD
6.When using vult ambush with any unit he joined, do not roll on the ambush table, you can choose a result
relics
1.icon of the cult/ frdly unit within 12" of bearer have furious charge and can reroll failed Morale/pinning/feat test, model in same unit of bearer +1 A
2. dagger of swift sacrifice/ can instead make a single atk rolling to hit as normal S user Instant Death/Poisoned(2+)
3. Scourge of distat stars/ bearer involved in a challenge, their opponent must pas a T test before any attack are made, if fail that model suffer a wound with no save of any kind allowd and -1 I + Auntil the end of phase
4 staff of the subterran master / shooting attack 18" S2 AP- Assauly 10/Ignore cover/Rending
5 Sword of the void's eye/ +1S AP3, reroll to hit and to wound of 1 and to wound of 6 has the instant death rule
6. the crouchling in CCB make additional 2 S4 AP- Rending attack, bearer can generate one additional psychic power at the start of game
no model in the codex can hit and run
genestealers special rules are Cult ambush/Fleet/infiltrate/Moe through cover/return to shadows/steath
Neophytes 5pts min size of 10, max 20
Acolytes 8pts min of 5 max 20
matamorphs 9pts min of 5 max 10 (this unit is insane for its ability and pts)
All of them model does have rending claws excluding neophyte
and Aberrants 30pts min of 4 max 8
metamorphs default come with rending claws and metamorph talon which bascially +1WS
and can replace rending claws and metamorph talon with 2 metamorph talons = +2WS for free
or replace metamorph talon to replace metamorph claws = +2S for 2pts
or replace metamorph talon to replace metamorph whip = +3I for 2pts
leader can take bonesword for 20pts
as they got "unquestioning loyality", which auto pass look out sir attemps and can even make look out sir attempts when fighting in a challenge
Brood cycle
Any non-vehicle unit in this formation that is within 6" of at least one other unit from the same formation +1 to Leadership and WS
All unit in this formation have the furious charge while they are within 24" of Iconward. in addition, the range of inconward's Nexus of Devotion will effect 24" instead of 12" (6+ feel no pain and +1 if already had)
subterranean uprising
All unit in this formation must infiltrate during deployment and setup using Cult ambush rule. when rolling the table, roll 2 dice instead of 1 and choose either of the result
If a unit in this formation has been joined by a Primus, you can roll 3 dice and select any of the result
Demolition Claw
/Tank Hunter
/ can re-roll scatter dice of demolition charge or a cache of demolition
/Roll a dice each time a model throws a demolition charge whilist it is within 6" of a Goliath Rockgrinder from the same formation; on 4 or more that model replenishes its explosives and can throw another demolition charge during the battle
No special rule for Shadow Walker and Cult Mutants
Broodcoven
/3 modle of a broodcoven must be deployed as a single unit. They can still join frdly units, but if one does so, all other broodcoven models must join the same unit, same if they leave
/the broodcoven unit and any unit they join have the following special rules whist the relevent model from this formation is still alive: Patrarh: fleet / Magus: Counter-attack / Primus : Preferred Enemy
106685
Post by: Tyranid607
shadowfinder wrote:Tyranid607 wrote:shadowfinder wrote:Tyranid607 wrote:Caederes wrote:@Tyranid607, just reposting this for the new page, with regards to the Metamorph weapons, what's the wording of how they get the stat boosts? Is it clear that they have to actually use those weapons to get the stat boosts, meaning they get them even if they attack with the Rending Claws, or do they merely have to be equipped with the Metamorph weapons to get the stat boosts?
Last question for you, what does the Primus do now? Does he still have Zealot? Does he have a 12" rule bubble? Does he still have Rending as a special rule rather than a weapon?
Thank you so much for your patience 
Metamorph weapons boost with rending claws, i think yes.
if not whats the point of having rending claws by default
or you have to choose what weapon to attack? i am not sure about that
and Primus do 12" Hatred, no zealot,
What is the bonus for the other Core formation the Brood cycle?
Also the subterranean assault formation what doe it do ??
Brood cycle
Any non-vehicle unit in this formation that is within 6" of at least one other unit from the same formation +1 to Leadership and WS
All unit in this formation have the furious charge while they are within 24" of Iconward. in addition, the range of inconward's Nexus of Devotion will effect 24" instead of 12" (6+ feel no pain and +1 if already had)
subterranean uprising
All unit in this formation must infiltrate during deployment and setup using Cult ambush rule. when rolling the table, roll 2 dice instead of 1 and choose either of the result
If a unit in this formation has been joined by a Primus, you can roll 3 dice and select any of the result
Tyranid607 Is there and unique rules for the
Demolition Claw formation with the trucks?
Shadow Walkers?
Cult Mutants?
And lastly the HQ broodcoven formation?
Thanks for all the info and the last answers
Demolition Claw
/Tank Hunter
/ can re-roll scatter dice of demolition charge or a cache of demolition
/Roll a dice each time a model throws a demolition charge whilist it is within 6" of a Goliath Rockgrinder from the same formation; on 4 or more that model replenishes its explosives and can throw another demolition charge during the battle
No special rule for Shadow Walker and Cult Mutants
Broodcoven
/3 modle of a broodcoven must be deployed as a single unit. They can still join frdly units, but if one does so, all other broodcoven models must join the same unit, same if they leave
/the broodcoven unit and any unit they join have the following special rules whist the relevent model from this formation is still alive: Patrarh: fleet / Magus: Counter-attack / Primus : Preferred Enemy
4183
Post by: Davor
I don't know if I missed this if it was posted or maybe it wasn't posted. Are the Genestealer Cult Stealers a troop choice or are they an Elite choice? Also how many per brood?
77647
Post by: shadowfinder
Some breaks in that list would make it easy to read.
The Tyranid Hive has Davor doing a list too.
44334
Post by: Alendrel
Davor wrote:I don't know if I missed this if it was posted or maybe it wasn't posted. Are the Genestealer Cult Stealers a troop choice or are they an Elite choice? Also how many per brood?
Elite per the profile summary page. Automatically Appended Next Post: shadowfinder wrote:Some breaks in that list would make it easy to read.
The Tyranid Hive has Davor doing a list too.
Apparently cutting and pasting from FB ate all the line breaks, give me a moment and I'll clean it up.
106685
Post by: Tyranid607
MajorTom11 wrote:So basically safe to say the icon bearer hq, upgrade sprue and goliath are the remainder of new models for this army then yes?
if you mean the iconward, they are selling it for 15GBP pre-order at 1 Oct Ship 8 Oct
so do Goliath
8617
Post by: Hulksmash
Holy crap. I'm happy. And I thought I'd have enough acolyes at 76...Guses not. Subterranean Assault one is amazing.
77647
Post by: shadowfinder
Hulksmash wrote:Holy crap. I'm happy. And I thought I'd have enough acolyes at 76...Guses not. Subterranean Assault one is amazing.
I have to rethink my whole plan on what to bywith that one that one.
18698
Post by: kronk
Hulksmash wrote:Holy crap. I'm happy. And I thought I'd have enough acolyes at 76...Guses not. Subterranean Assault one is amazing.
Buy all the things!
98904
Post by: Imateria
Caederes wrote:Tyranid607 wrote:Caederes wrote:@Tyranid607, just reposting this for the new page, with regards to the Metamorph weapons, what's the wording of how they get the stat boosts? Is it clear that they have to actually use those weapons to get the stat boosts, meaning they get them even if they attack with the Rending Claws, or do they merely have to be equipped with the Metamorph weapons to get the stat boosts?
Last question for you, what does the Primus do now? Does he still have Zealot? Does he have a 12" rule bubble? Does he still have Rending as a special rule rather than a weapon?
Thank you so much for your patience 
Metamorph weapons boost with rending claws, i think yes.
if not whats the point of having rending claws by default
or you have to choose what weapon to attack? i am not sure about that
and Primus do 12" Hatred, no zealot,
So Metamorph weapons probably do stack. Only one word for that; crikey. Take +2 Strength, end up with 4 WS4 I4 S6 AP5 Rending attacks PER MODEL on the charge. Or go for +3 Initiative and get the same but with S4 and I7...and they have assault grenades. Ugh. Just...ugh. 11 points a model for that?
The Primus don't need Zealot with that Hatred bubble, you're not going to be losing many combats with that. Combine with Patriarch for Fearless aura and you have the deadliest and swiftest (due to Cult Ambush) melee horde army in the game.
Tyranid607 wrote:And the HQ of GSC will be very hard to kill
as they got "unquestioning loyality", which auto pass look out sir attemps and can even make look out sir attempts when fighting in a challenge
I really don't think thats going to be the case. The Rending Claws, Bone Swords and Lash Whips all sound like they;ve been copy/pasted straight from the Tyranids codex and since you can't stack them there (with the exception of the Bonesword and Lashwhip upgrade which is a specific entry with the Boneswords profile and the Lashwhips Swiftstrike special rule granting the +3 to Initiative) I see no reason why you can stack them here (no sign of a Metamorph being able to take a Bonesword and Lashwhip, just one or the other).
35310
Post by: the_scotsman
Do we have any info on the Deliverance Broodsurge? Looking at these rules, my army is likely to feature a lot of neophytes.
90752
Post by: Warhams-77
Thanks a lot, Tyranid607
42781
Post by: Ambience 327
Imateria wrote:
I really don't think thats going to be the case. The Rending Claws, Bone Swords and Lash Whips all sound like they;ve been copy/pasted straight from the Tyranids codex and since you can't stack them there (with the exception of the Bonesword and Lashwhip upgrade which is a specific entry with the Boneswords profile and the Lashwhips Swiftstrike special rule granting the +3 to Initiative) I see no reason why you can stack them here (no sign of a Metamorph being able to take a Bonesword and Lashwhip, just one or the other).
My guess is that they will get to choose which to attack with in the same way that the Aberrants can choose between their Power Hammers/Picks and their Rending Claws.
4183
Post by: Davor
shadowfinder wrote:Some breaks in that list would make it easy to read. The Tyranid Hive has Davor doing a list too. I am just copy/pasting from here, Lady Atai's site, Natfka and BoLS. All the quotes I got from Dakka today. Just trying to put everything in one place so some of us who don't have time to visit don't have to scour many pages. Nice when everything is on one page. I take no credit and try to give credit to I see who posted it.
106685
Post by: Tyranid607
Imateria wrote:Caederes wrote:Tyranid607 wrote:Caederes wrote:@Tyranid607, just reposting this for the new page, with regards to the Metamorph weapons, what's the wording of how they get the stat boosts? Is it clear that they have to actually use those weapons to get the stat boosts, meaning they get them even if they attack with the Rending Claws, or do they merely have to be equipped with the Metamorph weapons to get the stat boosts?
Last question for you, what does the Primus do now? Does he still have Zealot? Does he have a 12" rule bubble? Does he still have Rending as a special rule rather than a weapon?
Thank you so much for your patience 
Metamorph weapons boost with rending claws, i think yes.
if not whats the point of having rending claws by default
or you have to choose what weapon to attack? i am not sure about that
and Primus do 12" Hatred, no zealot,
So Metamorph weapons probably do stack. Only one word for that; crikey. Take +2 Strength, end up with 4 WS4 I4 S6 AP5 Rending attacks PER MODEL on the charge. Or go for +3 Initiative and get the same but with S4 and I7...and they have assault grenades. Ugh. Just...ugh. 11 points a model for that?
The Primus don't need Zealot with that Hatred bubble, you're not going to be losing many combats with that. Combine with Patriarch for Fearless aura and you have the deadliest and swiftest (due to Cult Ambush) melee horde army in the game.
Tyranid607 wrote:And the HQ of GSC will be very hard to kill
as they got "unquestioning loyality", which auto pass look out sir attemps and can even make look out sir attempts when fighting in a challenge
I really don't think thats going to be the case. The Rending Claws, Bone Swords and Lash Whips all sound like they;ve been copy/pasted straight from the Tyranids codex and since you can't stack them there (with the exception of the Bonesword and Lashwhip upgrade which is a specific entry with the Boneswords profile and the Lashwhips Swiftstrike special rule granting the +3 to Initiative) I see no reason why you can stack them here (no sign of a Metamorph being able to take a Bonesword and Lashwhip, just one or the other).
in the codex, unit like Acolyte said that may replace their close combat weapon and rending claws with one of the following...... in such case it is clearly no rending claw anymore
but for Metamorphs, it default come with autopistol/rending claws/metamorph talon/blasting charge, it only say replace metamorph talon with metamorph claw/whip, and which effect only in Sub-flight
so i have no idea if it is stackable, but in such case, whats the point of including rending claws in the default profile? Or it is meant to choose which weapon to attack?
4183
Post by: Davor
Alendrel wrote:Davor wrote:I don't know if I missed this if it was posted or maybe it wasn't posted. Are the Genestealer Cult Stealers a troop choice or are they an Elite choice? Also how many per brood?
Elite per the profile summary page.
Thanks. I missed it from doing all the copy/pasting dump.
84472
Post by: Wolf_in_Human_Shape
Can you give neophytes pistols/ccw or only the rifles/shotguns?
106685
Post by: Tyranid607
the_scotsman wrote:Do we have any info on the Deliverance Broodsurge? Looking at these rules, my army is likely to feature a lot of neophytes.
All unit of Neophyte from this formation must begin the game embarked upon their goliath trucks. these unit can disembark even if their vehicle moved at Cruising speed, though each modelthat does so must take a dangerous terrain test
each time a vehicle from this formation suffers a crew stunned or crew shaken result, that result is ignored( still loss a HP) Automatically Appended Next Post:
default come with a autogun, can exchange to shotgun/lasgun for free, only leader can take pistol/ ccw
42781
Post by: Ambience 327
Tyranid607 wrote:in the codex, unit like Acolyte said that may replace their close combat weapon and rending claws with one of the following...... in such case it is clearly no rending claw anymore
but for Metamorphs, it default come with autopistol/rending claws/metamorph talon/blasting charge, it only say replace metamorph talon with metamorph claw/whip, and which effect only in Sub-flight
so i have no idea if it is stackable, but in such case, whats the point of including rending claws in the default profile? Or it is meant to choose which weapon to attack?
It all depends on the wording in the rules for the metamorph weapons. Does it say something like "A model equipped with a metamorph talon gains +1 WS", or "A model Attacking with a metamorph talon gains +1 WS"?
If the former, then you can use it in conjunction with the Rending Claw for Rending goodness. If the latter, then you can only use one or the other. (Though still gaining +1 Attack for two weapons, unless the Metamorph weapons have the "Specialist Weapon" rule, in which case they won't but the Rending Claw still will because of the pistols.)
83887
Post by: BloodGrin
Davor wrote:shadowfinder wrote:Some breaks in that list would make it easy to read.
The Tyranid Hive has Davor doing a list too.
I am just copy/pasting from here, Lady Atai's site, Natfka and BoLS. All the quotes I got from Dakka today.
Just trying to put everything in one place so some of us who don't have time to visit don't have to scour many pages. Nice when everything is on one page. I take no credit and try to give credit to I see who posted it.
Your efforts are appreciated
26519
Post by: xttz
Tyranid607 wrote:
default come with a autogun, can exchange to shotgun/lasgun for free, only leader can take pistol/ ccw
What are the limits on on heavy / special weapons in neophyte squads? Is it 1 per X models?
35690
Post by: minionboy
Ambience 327 wrote:It all depends on the wording in the rules for the metamorph weapons. Does it say something like "A model equipped with a metamorph talon gains +1 WS", or "A model Attacking with a metamorph talon gains +1 WS"?
Metamorph Weapons are the broad name, there are 3 kinds, each one is S User, AP5, Melee, then either has the Crush, Scythe, or Lash rules (for the Claw, Talon, Whip respectively.).
Crush: A model equipped with a Metamorph claw has a +2 bonus to its Strength during the Fight sub-phase.
Scythe: A model equipped with a Metamorph claw has a +1 bonus to its Weapon Skill during the Fight sub-phase. A model equipped with two Metamorph talons has a +2 bonus to its Weapon Skill during the fight sub-phase instead.
Lash: A model equipped with a Metamorph claw has a +3 bonus to its Initiative during the Fight sub-phase.
So yes, they're all stackable with Rending Claws. With the box only having 2 Lashes, 2 Scythes, 1 double scythe and 1 claw, I suspect the claw and lash bits will fetch a premium on ebay.
1
26519
Post by: xttz
Ambience 327 wrote:Tyranid607 wrote:in the codex, unit like Acolyte said that may replace their close combat weapon and rending claws with one of the following...... in such case it is clearly no rending claw anymore
but for Metamorphs, it default come with autopistol/rending claws/metamorph talon/blasting charge, it only say replace metamorph talon with metamorph claw/whip, and which effect only in Sub-flight
so i have no idea if it is stackable, but in such case, whats the point of including rending claws in the default profile? Or it is meant to choose which weapon to attack?
It all depends on the wording in the rules for the metamorph weapons. Does it say something like "A model equipped with a metamorph talon gains +1 WS", or "A model Attacking with a metamorph talon gains +1 WS"?
If the former, then you can use it in conjunction with the Rending Claw for Rending goodness. If the latter, then you can only use one or the other. (Though still gaining +1 Attack for two weapons, unless the Metamorph weapons have the "Specialist Weapon" rule, in which case they won't but the Rending Claw still will because of the pistols.)
It would be pretty awesome if Metamorph talons become the new rules for scything talons... WS5 carnifexes sound good to me.
106685
Post by: Tyranid607
Ambience 327 wrote:Tyranid607 wrote:in the codex, unit like Acolyte said that may replace their close combat weapon and rending claws with one of the following...... in such case it is clearly no rending claw anymore
but for Metamorphs, it default come with autopistol/rending claws/metamorph talon/blasting charge, it only say replace metamorph talon with metamorph claw/whip, and which effect only in Sub-flight
so i have no idea if it is stackable, but in such case, whats the point of including rending claws in the default profile? Or it is meant to choose which weapon to attack?
It all depends on the wording in the rules for the metamorph weapons. Does it say something like "A model equipped with a metamorph talon gains +1 WS", or "A model Attacking with a metamorph talon gains +1 WS"?
If the former, then you can use it in conjunction with the Rending Claw for Rending goodness. If the latter, then you can only use one or the other. (Though still gaining +1 Attack for two weapons, unless the Metamorph weapons have the "Specialist Weapon" rule, in which case they won't but the Rending Claw still will because of the pistols.)
the exact wording is A model equipped with a Metamorph claw/talon/whip has a +2S/+1 bouns to WS/+3 bouns during the fight sub-phase
84472
Post by: Wolf_in_Human_Shape
Do the Astra Militarum units in the Neophyte Cavalcade have access to all the vehicle upgrade equipment from the AM codex?
61896
Post by: dan2026
What's the AP on all the Metamorph weapons?
AP5?
77647
Post by: shadowfinder
Tyranid607 wrote:the_scotsman wrote:Do we have any info on the Deliverance Broodsurge? Looking at these rules, my army is likely to feature a lot of neophytes.
All unit of Neophyte from this formation must begin the game embarked upon their goliath trucks. these unit can disembark even if their vehicle moved at Cruising speed, though each modelthat does so must take a dangerous terrain test
each time a vehicle from this formation suffers a crew stunned or crew shaken result, that result is ignored( still loss a HP)
Automatically Appended Next Post:
default come with a autogun, can exchange to shotgun/lasgun for free, only leader can take pistol/ ccw
Any rules for the
Demolition Claw formation with the trucks?
Shadow Walkers?
Cult Mutants?
And lastly the HQ broodcoven formation?
Thanks for all the info and the last answers
106685
Post by: Tyranid607
xttz wrote:Tyranid607 wrote:
default come with a autogun, can exchange to shotgun/lasgun for free, only leader can take pistol/ ccw
What are the limits on on heavy / special weapons in neophyte squads? Is it 1 per X models?
The Unit may do one of the follwowing:
/2 Neophyte hybrids may each take an item from heavy Ming Weapon list (Heavy stubber 5pts/Mining Laser 15pts/Seismic cannon 20pts)
/2 Neophyte hybrids may form a Neophyte Weapon team who must take one item from heavy weapon list (Mortar 5pts/Heavy Bolter 10pts/Autocannon 10 pts/Missile launcher(frag+krak) 15pts+flakk missiles 10pts/lascannon 25pts)
And 2 may each take one items from the special Weapon list (Flamer 5pts/ Grende Launcher 5pts/ Webber 10 pts)
106761
Post by: cultist1428
I have a picture of the melee weapons page from the video. All metamorph weapons are AP 5 and each weapon has a rule:
Claw = Crush: A model equiped with a metamorph claw has a +2 bonus to its strength during the fight sub-phase
Talon = Scythe: A model equiped with a metamorph talon has a +1 bonus to its WS during the fight sub-phase. A model equiped with two metamorph talons has a +2bonus to its WS during the fight sub-phase instead.
Whip = Lash: A model equiped with a weapon with this special rule has a +3 bonus to its initiative during the fight sub-phase.
From this it looks like they combine with rending claws
Edit: Oh someone posted this before I finished typing... my bad...
106685
Post by: Tyranid607
61896
Post by: dan2026
cultist1428 wrote:I have a picture of the melee weapons page from the video. All metamorph weapons are AP 5 and each weapon has a rule:
Claw = Crush: A model equiped with a metamorph claw has a +2 bonus to its strength during the fight sub-phase
Talon = Scythe: A model equiped with a metamorph talon has a +1 bonus to its WS during the fight sub-phase. A model equiped with two metamorph talons has a +2bonus to its WS during the fight sub-phase instead.
Whip = Lash: A model equiped with a weapon with this special rule has a +3 bonus to its initiative during the fight sub-phase.
From this it looks like they combine with rending claws
But they don't have rending claws do they?
They have Rending Claws and Metamorph Talons as stock.
Maybe I'm wrong, I'm getting confused.
I wish I could just see their codex page.
35690
Post by: minionboy
Tyranid607 wrote: xttz wrote:Tyranid607 wrote: default come with a autogun, can exchange to shotgun/lasgun for free, only leader can take pistol/ ccw What are the limits on on heavy / special weapons in neophyte squads? Is it 1 per X models?
The Unit may do one of the follwowing: /2 Neophyte hybrids may each take an item from heavy Ming Weapon list (Heavy stubber 5pts/Mining Laser 15pts/Seismic cannon 20pts) /2 Neophyte hybrids may form a Neophyte Weapon team who must take one item from heavy weapon list (Mortar 5pts/Heavy Bolter 10pts/Autocannon 10 pts/Missile launcher(frag+krak) 15pts+flakk missiles 10pts/lascannon 25pts) And 2 may each take one items from the special Weapon list (Flamer 5pts/ Grende Launcher 5pts/ Webber 10 pts) So, just to be clear, a 10-man Hybrid squad could have 2 Mining Lasers, a lascannon team, and 2 grenade launchers? dan2026 wrote: But they don't have rending claws do they? They have Rending Claws and Metamorph Talons as stock. From what has been said, yes, they do have Rending Claws in addition to their Metamorph Weapons (though supposedly the two-scythe option will replace the rending claws).
106685
Post by: Tyranid607
dan2026 wrote:cultist1428 wrote:I have a picture of the melee weapons page from the video. All metamorph weapons are AP 5 and each weapon has a rule:
Claw = Crush: A model equiped with a metamorph claw has a +2 bonus to its strength during the fight sub-phase
Talon = Scythe: A model equiped with a metamorph talon has a +1 bonus to its WS during the fight sub-phase. A model equiped with two metamorph talons has a +2bonus to its WS during the fight sub-phase instead.
Whip = Lash: A model equiped with a weapon with this special rule has a +3 bonus to its initiative during the fight sub-phase.
From this it looks like they combine with rending claws
But they don't have rending claws do they?
They have Rending Claws and Metamorph Talons as stock.
Yes, do they stackable, this is the question.
if they do, it is so overpower for a model that is 9pts
84472
Post by: Wolf_in_Human_Shape
The heavy weapons seem like an either/or situation based on the wording there.
77647
Post by: shadowfinder
Really hope to see this?
Rules for
Demolition Claw formation with the trucks?
Shadow Walkers?
Cult Mutants?
And lastly the HQ broodcoven formation?
106685
Post by: Tyranid607
minionboy wrote:Tyranid607 wrote: xttz wrote:Tyranid607 wrote:
default come with a autogun, can exchange to shotgun/lasgun for free, only leader can take pistol/ ccw
What are the limits on on heavy / special weapons in neophyte squads? Is it 1 per X models?
The Unit may do one of the follwowing:
/2 Neophyte hybrids may each take an item from heavy Ming Weapon list (Heavy stubber 5pts/Mining Laser 15pts/Seismic cannon 20pts)
/2 Neophyte hybrids may form a Neophyte Weapon team who must take one item from heavy weapon list (Mortar 5pts/Heavy Bolter 10pts/Autocannon 10 pts/Missile launcher(frag+krak) 15pts+flakk missiles 10pts/lascannon 25pts)
And 2 may each take one items from the special Weapon list (Flamer 5pts/ Grende Launcher 5pts/ Webber 10 pts)
So, just to be clear, a 10-man squad could have 2 Mining Lasers, a lascannon team, and 2 grenade launchers?
No, 2 Mining Lasers or a lascannon team , and 2 grenade launchers
106761
Post by: cultist1428
It looks like they are intended to stack. If they weren't the metamorph claw profile would be:
Rng: -, Str: +2, AP: 5, Type: Melee
Rather than having crush as a separate rule
106685
Post by: Tyranid607
shadowfinder wrote:Really hope to see this?
Rules for
Demolition Claw formation with the trucks?
Shadow Walkers?
Cult Mutants?
And lastly the HQ broodcoven formation?
i thought i replied this
No special rule for Shadow Walker and Cult Mutants
Demolition Claw allow you to re-roll the scatter dice when using Demolition/cache of demolition charges
and roll a dice each time a model throws a demolition charges whislit within 6" of same formation rockgrinder
on a 4+ or more you can reload and throw another charge during the battle.
Broodcoven
3 HQ must stack together as single unit ,but allow to join unit together or leave unit together
and whilist they are alive, the unit they join gain Patriarch: fleet / Magus : Counter-attack / Primus: Preferred enemy
35690
Post by: minionboy
cultist1428 wrote:It looks like they are intended to stack. If they weren't the metamorph claw profile would be:
Rng: -, Str: +2, AP: 5, Type: Melee
Rather than having crush as a separate rule
Yup, exactly, the wording of the Crush rule also supports that. No real argument anymore if they stack or not, it's quite clear.
101648
Post by: Seito O
What really sucks, is that you can´t put Neophytes in the truck with the drill...if they are a minium of 10.
106685
Post by: Tyranid607
cultist1428 wrote:It looks like they are intended to stack. If they weren't the metamorph claw profile would be:
Rng: -, Str: +2, AP: 5, Type: Melee
Rather than having crush as a separate rule
i need more claw parts then
35690
Post by: minionboy
Seito O wrote:What really sucks, is that you can´t put Neophytes in the truck with the drill...if they are a minium of 10.
Sure you can, there are two trucks... The Rockgrinder is transport 6, while the regular truck is transport 10, open-topped, and likely a dedicated transport option, so stick them in that one!
106685
Post by: Tyranid607
minionboy wrote:Seito O wrote:What really sucks, is that you can´t put Neophytes in the truck with the drill...if they are a minium of 10.
Sure you can, there are two trucks... The Rockgrinder is transport 6, while the regular truck is transport 10, open-topped, and likely a dedicated transport option, so stick them in that one!
and chimera can take twelve
106761
Post by: cultist1428
Tyranid 607: thanks for all the info. Can I just check the wording of the bonesword upgrade for the metamorph leader? Does it replace the rending claw, metamorph talon or the pistol?
Also, can I check whether the rumour that purestrain genestealers are 13 ppm with 3 attacks and a 5+ invulnerable save is true. Thanks again
50012
Post by: Crimson
Was the ally situation clarified already?
105893
Post by: Morris782
Friend of mine is starting a Deathwatch army, and I just preordered the GSC codex as it looks like a great new force to build as an alternative my necrons. Should we split the Deathwatch Overkill box? It looks like a great value but I wasn't sure if there were limitations on the units. We don't really care so much about the box game, just want to cannibalize for the sweet juicy plastics inside.
91452
Post by: changemod
Can sentinels and russes be taken in the superformation without taking the guard-themed core choice?
Not keen on wasting time on Chimeras honestly.
106685
Post by: Tyranid607
cultist1428 wrote:Tyranid 607: thanks for all the info. Can I just check the wording of the bonesword upgrade for the metamorph leader? Does it replace the rending claw, metamorph talon or the pistol?
Also, can I check whether the rumour that purestrain genestealers are 13 ppm with 3 attacks and a 5+ invulnerable save is true. Thanks again
metamorph leader may take a bone sword 20pts, not saying it is replacing anything
Yes genestealer is 13pts 3A 5++, min 5 max 20, gain furious charge whilst a patriarch is joined, any model may take scything talons 3pts
101648
Post by: Seito O
Yeah but...the Rockgrinder is meant to rush into the enemy/vehicles.
Which would be perfect if something could charge out of it ...but the Rockgrinder is not open topped.
And you can´t get Neophytes in...
Only if the joined two of a heavyweapon team count as 1 model.
Edit: Not even then, can´t do math apparently
35690
Post by: minionboy
Morris782 wrote:Friend of mine is starting a Deathwatch army, and I just preordered the GSC codex as it looks like a great new force to build as an alternative my necrons. Should we split the Deathwatch Overkill box? It looks like a great value but I wasn't sure if there were limitations on the units. We don't really care so much about the box game, just want to cannibalize for the sweet juicy plastics inside.
Yes, yes you should. The Deathwatch stuff is $60 by itself, the GSC stuff includes the 3 characters, which are $60, 12 Acolytes, and 16 Neophytes... Definitely worth getting one, especially if you can split it with someone (or also play Deathwatch yourself).
106761
Post by: cultist1428
Wow the genestealers have got a massive buff. They might actually make it into combat now, especially with the cult ambush rules.
And that means the bonesword can be used alongside a metamorph claw for Str 6, AP 3, life drain... that sounds good to me.
Thanks for the info.
Edit: on a model with 3 attacks base, +1 for 2 weapons and +1 for charging...
77647
Post by: shadowfinder
Tyranid607 wrote:shadowfinder wrote:Really hope to see this?
Rules for
Demolition Claw formation with the trucks?
Shadow Walkers?
Cult Mutants?
And lastly the HQ broodcoven formation?
i thought i replied this
No special rule for Shadow Walker and Cult Mutants
Demolition Claw allow you to re-roll the scatter dice when using Demolition/cache of demolition charges
and roll a dice each time a model throws a demolition charges whislit within 6" of same formation rockgrinder
on a 4+ or more you can reload and throw another charge during the battle.
Broodcoven
3 HQ must stack together as single unit ,but allow to join unit together or leave unit together
and whilist they are alive, the unit they join gain Patriarch: fleet / Magus : Counter-attack / Primus: Preferred enemy
Thanks I may have missed that.
106685
Post by: Tyranid607
changemod wrote:Can sentinels and russes be taken in the superformation without taking the guard-themed core choice?
Not keen on wasting time on Chimeras honestly.
No, only 2 option you can take Russes
one is Neophyte Cavalcade/ 2 unit of Neophyte+Chimera + 1 Russ Squadron + 1-2 of Scout Sentinels or Armoured Sentinels
another is brood brothers/ 1 unit of Scout Sentinels or Armoured Sentinels, or 1 Leman Russ Squadron
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Post by: XT-1984
Thanks Tyranid607, do you know what units the 'core' formations are made up of?
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Post by: Souleater
Thanks for the info dump, Tyranid607.
This sounds like a great codex in terms of playstyle and fluffiness.
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Post by: changemod
Tyranid607 wrote:changemod wrote:Can sentinels and russes be taken in the superformation without taking the guard-themed core choice?
Not keen on wasting time on Chimeras honestly.
No, only 2 option you can take Russes
one is Neophyte Cavalcade/ 2 unit of Neophyte+Chimera + 1 Russ Squadron + 1-2 of Scout Sentinels or Armoured Sentinels
another is brood brothers/ 1 unit of Scout Sentinels or Armoured Sentinels, or 1 Leman Russ Squadron
That sounds more like a yes than a no, honestly.
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Post by: Tyranid607
minionboy wrote:Morris782 wrote:Friend of mine is starting a Deathwatch army, and I just preordered the GSC codex as it looks like a great new force to build as an alternative my necrons. Should we split the Deathwatch Overkill box? It looks like a great value but I wasn't sure if there were limitations on the units. We don't really care so much about the box game, just want to cannibalize for the sweet juicy plastics inside.
Yes, yes you should. The Deathwatch stuff is $60 by itself, the GSC stuff includes the 3 characters, which are $60, 12 Acolytes, and 16 Neophytes... Definitely worth getting one, especially if you can split it with someone (or also play Deathwatch yourself).
Thats why start collecting kit for GSC is not going to happen in the near furture
And you miss the 4 aberrants that cant be purchase yet
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Post by: minionboy
changemod wrote:Tyranid607 wrote:changemod wrote:Can sentinels and russes be taken in the superformation without taking the guard-themed core choice?
Not keen on wasting time on Chimeras honestly.
No, only 2 option you can take Russes
one is Neophyte Cavalcade/ 2 unit of Neophyte+Chimera + 1 Russ Squadron + 1-2 of Scout Sentinels or Armoured Sentinels
another is brood brothers/ 1 unit of Scout Sentinels or Armoured Sentinels, or 1 Leman Russ Squadron
That sounds more like a yes than a no, honestly.
It's in their combi-detachment, listed as Brood Brothers.
1
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Post by: tetrisphreak
Deploying with cult ambush means you have a 1/6 chance of a first turn charge and near guaranteed charges on turn 2. Even greater with the subterranean assault formation. Since deployment isn't movement phase, you can lock up or outright kill pesky tau interceptors on turn 1. You can kill basilisksband thunderfire cannons, or wyverns quickly. Genestealers always get a save and easy access to feel no pain, stealth, and shrouded.
From what I'm seeing overall this book is a home run and I can't wait to unleash it.
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Post by: gorgon
Hulksmash wrote:Holy crap. I'm happy. And I thought I'd have enough acolyes at 76...Guses not. Subterranean Assault one is amazing.
Yeah, I don't know how I'm looking at it and wondering if I have enough stuff, but I am.
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Post by: Wolf_in_Human_Shape
Bah, the Chimera requirement is a shame.
ALthough, I still would like to know whether or not the Sentinels/Russes/Chimeras can take vehicle upgrades from the AM codex. Would greatly appreciate that info.
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Post by: minionboy
tetrisphreak wrote:Deploying with cult ambush means you have a 1/6 chance of a first turn charge and near guaranteed charges on turn 2. Even greater with the subterranean assault formation. Since deployment isn't movement phase, you can lock up or outright kill pesky tau interceptors on turn 1. You can kill basilisksband thunderfire cannons, or wyverns quickly. Genestealers always get a save and easy access to feel no pain, stealth, and shrouded. From what I'm seeing overall this book is a home run and I can't wait to unleash it. Yeah, the exact wording of the Subterranean Uprising is important, from what has been said here, they gain Infiltrate and must roll on the chart, if that's the case, when used in the Cult Insurrection they would have Shrouded during that first turn. On top of charging turn 1, there is also a good chance of pre-game shooting, which would be pretty nice. Wolf_in_Human_Shape wrote:Bah, the Chimera requirement is a shame. ALthough, I still would like to know whether or not the Sentinels/Russes/Chimeras can take vehicle upgrades from the AM codex. Would greatly appreciate that info. Short answer, no, they cannot, just the upgrades on their dataslate and the upgrades section of the wargear page (nothing references the AM codex). Additionally, you only need Chimeras for the Neophyte Cavalcade, you can still take Russes without any other stipulations in the Brood Brother choice (bottom right in the image above). EDIT: You can see in the BOLS video that sentinels can buy Searchlight, smoke launchers and hunter killers, chimera just get the Cult Vehicle Upgrades (dozer blade, storm bolter, heavy stubber, hunter killer).
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Post by: shadowfinder
Did we get the doting throng formation?? I may have missed that one.
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Post by: changemod
Only one I can't find, but I'd assume it's prolly been explained somewhere.
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Post by: Tyranid607
XT-1984 wrote:Thanks Tyranid607, do you know what units the 'core' formations are made up of?
Brood Cycle
/ 1 Iconward
/ 3 units of Acolyte
/ 2 units of Neophyte
/ 1 unit of Metamorphs
/ 1 unit of genestealer
/ 0-1 units of Aberrants
/ 0-1 units of Rockgrinders
Neophyte Cavalcade
/ 2 unit of Neophyte
/ 1 Leman Russ Squadron
/ 1-2 unit of in any combination Scount Sentinels/Armoured Sentinels
The Doting Throng
/ 0-1 Magus
/ 3-6 units of in any combination Neophyte/Acolyte
Subterranean uprising
/ 0-1 Primus
/ 1-3 units of Metamorphs
/ 2-4 unist of Acolyte
/ 0-3 units of Aberrants
Demolition Claw
/ 2-3 units of Acolyte
/ 2-3 units of Rockgrinders
Deliverance Broodsurge
/ 2-6 units of Neophyte
Shadow Skulkers
/ 1 units of Genestealers
Cult Mutants
/ 1 units of Aberrants or Metamorphs
Brood Brothers
/ 1 unit of Scount or Armoured Sentinels or 1 Leman Russ Squadron
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Post by: N.I.B.
One thing I asked on The Tyranid Hive, might as well get your opinions too - what happens with the Genestealer Cult data slates showcased in White Dwarf? Will we still be able to spam Fearless Acolytes for ~7pts as troop choices? Seeing how the stats and points of all GC units has changed, can we assume that the data slate GC units and the Ghosar formation will remain as unchanged as a legit way to field the models (which would be awesome)?
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Post by: shadowfinder
changemod wrote:
Only one I can't find, but I'd assume it's prolly been explained somewhere.
Same here I haven't been able to find it. The thread is just to big now to hunt though. lol
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Post by: cultist1428
Have we had any info on the stats/points/special rules/options of the Primus yet? From the armoury page it looks like he has 3 wounds which would be an improvement.
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Post by: Tyranid607
gain Zealot whilist 12" of magus
reroll failed hit roll of every round of close combat not just first by the unit magus join
can reroll fail blessing to unit in this formation Automatically Appended Next Post: cultist1428 wrote:Have we had any info on the stats/points/special rules/options of the Primus yet? From the armoury page it looks like he has 3 wounds which would be an improvement.
75pts
WS5 BS4 S4 T3 W3 I4 A3 LD10 Sv5+
Wargear
/needle pistol
/bonesword
/rending claws
/toxin injector
Special Rules
/Cult Ambush
/Hatred
/ IC
/infiltrate
/Return to Shadows
/Unquestioning Loyalty
Frdly units of GSC faction within 12" of this model have Hatred Special rules
May take items from Sacred Relcs of the Cults
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Post by: changemod
Looks like... A brood cycle will probably eat most of my points.
Then a first curse, because obviously.
A magus, because again, obviously. Classic part of any genecult army.
Some sentinels for legality/I like sentinels.
Leftover points after kitting all of that out into Primus, then tanks, be they drill tank or Russ.
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Post by: Alendrel
minionboy wrote:
So yes, they're all stackable with Rending Claws. With the box only having 2 Lashes, 2 Scythes, 1 double scythe and 1 claw, I suspect the claw and lash bits will fetch a premium on ebay.
Or a lot of "Ok, this unit all has upgrade X." Namely the +2 S.
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Post by: Desubot
Did we ever get weapon profiles?
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Post by: Tyranid607
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Post by: changemod
Alendrel wrote: minionboy wrote:
So yes, they're all stackable with Rending Claws. With the box only having 2 Lashes, 2 Scythes, 1 double scythe and 1 claw, I suspect the claw and lash bits will fetch a premium on ebay.
Or a lot of "Ok, this unit all has upgrade X." Namely the +2 S.
I can see Initiative argued as more important?
With grenades and ambushing shenanigans, that's a huge potential to remove things before they can react.
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Post by: cultist1428
Hmmmm interesting, so on the one hand the primus gained one WS and wound and swapped zealot for a hatred bubble, as well as getting what ever a toxin injector is, but on the other it lost rending and gained rending claws, so the bonesword attacks are no longer rending as well. Still seems like a fairly good choice for 75 pts
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Post by: Alendrel
changemod wrote:Alendrel wrote: minionboy wrote:
So yes, they're all stackable with Rending Claws. With the box only having 2 Lashes, 2 Scythes, 1 double scythe and 1 claw, I suspect the claw and lash bits will fetch a premium on ebay.
Or a lot of "Ok, this unit all has upgrade X." Namely the +2 S.
I can see Initiative argued as more important?
With grenades and ambushing shenanigans, that's a huge potential to remove things before they can react.
Fair point. Either way, I'd expect a unit to be all of one or the other.
And giving up rending for another WS seems pretty naff.
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Post by: jaycsin
Deleted
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Post by: tetrisphreak
I'd imagine toxin injector gives his melee attacks the poison rule if I were to guess.
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Post by: Tyranid607
tetrisphreak wrote:I'd imagine toxin injector gives his melee attacks the poison rule if I were to guess.
only when fights using his rending claws
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Post by: tetrisphreak
Hey! I'm Nidstadamus over here! Lol
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Post by: shadowfinder
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Post by: cultist1428
Ah so it either gets rending and poisoned or AP 3 and life drain, very interesting
Thanks again Tyranid607
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Post by: Tyranid607
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Post by: changemod
Which relics is the patriarch allowed?
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Post by: tetrisphreak
Looks like dagger and scourge. The others all have a superscript restricting them to the other characters only.
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Post by: N.I.B.
Can we still field Fearless Acolytes, because dataslates?
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Post by: CryonicCenobyte
tetrisphreak wrote:
Looks like dagger and scourge. The others all have a superscript restricting them to the other characters only.
The Patriarch actually cannot take Relics at all. He literally only has two options on his datasheet:
+1 Psychic ML for the usual points
Take up to two Familiars at +5ppm
No other wargear options.
Makes sense, he's a purestrain stealer after all.
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Post by: minionboy
Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
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Post by: Tyranid607
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Post by: changemod
CryonicCenobyte wrote: tetrisphreak wrote:
Looks like dagger and scourge. The others all have a superscript restricting them to the other characters only.
The Patriarch actually cannot take Relics at all. He literally only has two options on his datasheet:
+1 Psychic ML for the usual points
Take up to two Familiars at +5ppm
No other wargear options.
Makes sense, he's a purestrain stealer after all.
For an extremely dubious definition of sense, he's entirely a sentient being, and at very least the crouching is just a psychic manifestation even if you don't like the idea of a powerful mastermind Psyker with opposable thumbs using equipment for some unfathomable reason.
Anyhow yeah, that's very dissapointing for Biomancer builds. Not as much a problem for broodmind or telepathy, I guess.
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Post by: Tyranid607
minionboy wrote:Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
The AP value of a wound caused by this weapon is equal to the current S characteristic of the model it was allocated to. For example if a wound from a web weapon was allocated to a SM (S4) that wound is resolved at AP4. Against vehicle or models with a S of 7 or more this weapon is AP-
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Post by: changemod
Tyranid607 wrote: minionboy wrote:Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
The AP value of a wound caused by this weapon is equal to the current S characteristic of the model it was allocated to. For example if a wound from a web weapon was allocated to a SM (S4) that wound is resolved at AP4. Against vehicle or models with a S of 7 or more this weapon is AP-
I cannot think of a single practical use for that trait.
I mean, it'd kill S3 3+ units well, but so would lots of things.
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Post by: minionboy
Tyranid607 wrote: minionboy wrote:Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
The AP value of a wound caused by this weapon is equal to the current S characteristic of the model it was allocated to. For example if a wound from a web weapon was allocated to a SM (S4) that wound is resolved at AP4. Against vehicle or models with a S of 7 or more this weapon is AP-
Interesting... makes it kind of weak against marines, but pretty damn effective against most other infantry. Does the Seismic Cannon Resonance rule do anything, or is it just used to clarify which profile you use at what range?
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Post by: CryonicCenobyte
changemod wrote: CryonicCenobyte wrote: tetrisphreak wrote:
Looks like dagger and scourge. The others all have a superscript restricting them to the other characters only.
The Patriarch actually cannot take Relics at all. He literally only has two options on his datasheet:
+1 Psychic ML for the usual points
Take up to two Familiars at +5ppm
No other wargear options.
Makes sense, he's a purestrain stealer after all.
For an extremely dubious definition of sense, he's entirely a sentient being, and at very least the crouching is just a psychic manifestation even if you don't like the idea of a powerful mastermind Psyker with opposable thumbs using equipment for some unfathomable reason.
Anyhow yeah, that's very dissapointing for Biomancer builds. Not as much a problem for broodmind or telepathy, I guess.
Yeah actually it's odd he can't take the Crouchling, or the Scourge of the Stars thing whatever it's called, but eh. I'm not too beat up about it. The best use of Biomancy for him is not Iron Arm or Warp Speed but Endurance, and you can spam that off of a Magus just as well.
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Post by: changemod
CryonicCenobyte wrote:changemod wrote: CryonicCenobyte wrote: tetrisphreak wrote:
Looks like dagger and scourge. The others all have a superscript restricting them to the other characters only.
The Patriarch actually cannot take Relics at all. He literally only has two options on his datasheet:
+1 Psychic ML for the usual points
Take up to two Familiars at +5ppm
No other wargear options.
Makes sense, he's a purestrain stealer after all.
For an extremely dubious definition of sense, he's entirely a sentient being, and at very least the crouching is just a psychic manifestation even if you don't like the idea of a powerful mastermind Psyker with opposable thumbs using equipment for some unfathomable reason.
Anyhow yeah, that's very dissapointing for Biomancer builds. Not as much a problem for broodmind or telepathy, I guess.
Yeah actually it's odd he can't take the Crouchling, or the Scourge of the Stars thing whatever it's called, but eh. I'm not too beat up about it. The best use of Biomancy for him is not Iron Arm or Warp Speed but Endurance, and you can spam that off of a Magus just as well.
Iron arm is the most -fun- thing to do with him though: I even had a conversion idea for it: Swap him out for a hive tyrant converted to a giant patriarch when it goes off.
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Post by: Tyranid607
minionboy wrote:Tyranid607 wrote: minionboy wrote:Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
The AP value of a wound caused by this weapon is equal to the current S characteristic of the model it was allocated to. For example if a wound from a web weapon was allocated to a SM (S4) that wound is resolved at AP4. Against vehicle or models with a S of 7 or more this weapon is AP-
Interesting... makes it kind of weak against marines, but pretty damn effective against most other infantry. Does the Seismic Cannon Resonance rule do anything, or is it just used to clarify which profile you use at what range?
to wound rolls and armour penetration rolls of 6 made with a weapon this special rule are always resolved at ap1
way better than webber
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Post by: xttz
changemod wrote:Tyranid607 wrote: minionboy wrote:Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
The AP value of a wound caused by this weapon is equal to the current S characteristic of the model it was allocated to. For example if a wound from a web weapon was allocated to a SM (S4) that wound is resolved at AP4. Against vehicle or models with a S of 7 or more this weapon is AP-
I cannot think of a single practical use for that trait.
I mean, it'd kill S3 3+ units well, but so would lots of things.
It'll mess up Aspect Warriors, Necrons and Sisters ( lol). Sounds like it would stack well with Enfeeble against Marines too.
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Post by: gungo
changemod wrote:Tyranid607 wrote: minionboy wrote:Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
The AP value of a wound caused by this weapon is equal to the current S characteristic of the model it was allocated to. For example if a wound from a web weapon was allocated to a SM (S4) that wound is resolved at AP4. Against vehicle or models with a S of 7 or more this weapon is AP-
I cannot think of a single practical use for that trait.
I mean, it'd kill S3 3+ units well, but so would lots of things.
Is it a template because that's an infantry killer. It will kill most infantry except non scout marines. Considering most flamer type templates are only ap4/5 anyway and the majority of units are str 3-4. Not everything needs to be ap2.
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Post by: minionboy
gungo wrote:changemod wrote:Tyranid607 wrote: minionboy wrote:Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
The AP value of a wound caused by this weapon is equal to the current S characteristic of the model it was allocated to. For example if a wound from a web weapon was allocated to a SM (S4) that wound is resolved at AP4. Against vehicle or models with a S of 7 or more this weapon is AP-
I cannot think of a single practical use for that trait.
I mean, it'd kill S3 3+ units well, but so would lots of things.
Is it a template because that's an infantry killer. It will kill most infantry except non scout marines. Considering most flamer type templates are only ap4/5 anyway and the majority of units are str 3-4. Not everything needs to be ap2.
Both the pistol and the regular webber are small blast, not template.
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Post by: Nightlord1987
So I've just decided to incorporate the GSC as my "Counts as Chaos Cultist list", using cultists as neophytes and Daemonettes/beastmen as Genestealers.
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Post by: Matt.Kingsley
Well I think I know what Formations I'll be basing my eventual GSC army around.
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Post by: gungo
minionboy wrote:gungo wrote:changemod wrote:Tyranid607 wrote: minionboy wrote:Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
The AP value of a wound caused by this weapon is equal to the current S characteristic of the model it was allocated to. For example if a wound from a web weapon was allocated to a SM (S4) that wound is resolved at AP4. Against vehicle or models with a S of 7 or more this weapon is AP-
I cannot think of a single practical use for that trait.
I mean, it'd kill S3 3+ units well, but so would lots of things.
Is it a template because that's an infantry killer. It will kill most infantry except non scout marines. Considering most flamer type templates are only ap4/5 anyway and the majority of units are str 3-4. Not everything needs to be ap2.
Both the pistol and the regular webber are small blast, not template.
Well that sucks for overwatch...
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Post by: minionboy
I'm glad you do, because I have no clue other than all of them.
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Post by: Amishprn86
SO... no "non" Unique HQ's?
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Post by: Matt.Kingsley
minionboy wrote:
I'm glad you do, because I have no clue other than all of them. 
Who said that wasn't my plan
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Post by: minionboy
Only in the Cult Insurrection Detachment, you can still double up on them all you want in a CAD.
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Post by: tetrisphreak
The only unique GWs are the ones in overkill. The ones in the codex are generic.
Tyranid607, can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm) Automatically Appended Next Post: Generic but no doubling in a cult insurrection. You can do multiple CADs for extra magi or patriarchs etc.
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Post by: Amishprn86
Oh ok, thanks just overlooked then.
tyvm.
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Post by: CryonicCenobyte
can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
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Post by: tetrisphreak
CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
SWEET. genestealers are back in a big way! Even when I main my tyranids I'll be using the first curse alongside.
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Post by: minionboy
CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm) I can confirm that for you. And ScyTals are 3 pts each. 3 PPM is really skirting the line. For 208 points you get 16 stealers, or 13 with scything talons. 48 vs 52 attacks, I'd rather have 3 extra bodies than 4 more attacks for the same points, but that's just me. Side note, has anyone bought the Genestealer Cults novel now available from Black Library, and is it any good?
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Post by: tetrisphreak
minionboy wrote: CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
3 PPM is really skirting the line. For 208 points you get 16 stealers, or 13 with scything talons. 48 vs 52 attacks, I'd rather have 3 extra bodies than 4 more attacks for the same points, but that's just me.
Side note, has anyone bought the Genestealer Cults novel now available from Black Library, and is it any good?
The efficacy of talons in a squad is better served by only upgrading roughly half. The stock purestrains lead the unit and as they lose casualties, you still have your bonus attacks.
Considering the ability to charge from deployment or reserves, albeit a small one (unless you roll a 6 on warlord trait), you still have stealth and an invulnerable save while you set up charges or simply deter your opponent from going near a particular part of the board.
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Post by: Tyranid607
tetrisphreak wrote:
The only unique GWs are the ones in overkill. The ones in the codex are generic.
Tyranid607, can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
Automatically Appended Next Post:
Generic but no doubling in a cult insurrection. You can do multiple CADs for extra magi or patriarchs etc.
No Geneterstealer is 14ppm and Scything Talons 3ppm
WS6 S4 T4 W1 I6 A3 LD10 SV5++ YEs 5++
and gain furious charge if join by Partriarch
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Post by: shadowfinder
CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
Can you buy upgrade? Toxin sac ,,, adrenal glands, any other upgrades?
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Post by: Tyranid607
i sill dont understand what is the use of scything talons on genestealer Automatically Appended Next Post: shadowfinder wrote: CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
Can you buy upgrade? Toxin sac ,,, adrenal glands, any other upgrades?
scything talons is the only upgrade
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Post by: shadowfinder
Tyranid607 wrote: tetrisphreak wrote:
The only unique GWs are the ones in overkill. The ones in the codex are generic.
Tyranid607, can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
Automatically Appended Next Post:
Generic but no doubling in a cult insurrection. You can do multiple CADs for extra magi or patriarchs etc.
No Geneterstealer is 14ppm and Scything Talons 3ppm
WS6 S4 T4 W1 I6 A3 LD10 SV5++ YEs 5++
and gain furious charge if join by Partriarch
And the unit size?
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Post by: tetrisphreak
Tyranid607 wrote:i sill dont understand what is the use of scything talons on genestealer
Automatically Appended Next Post:
shadowfinder wrote: CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
Can you buy upgrade? Toxin sac ,,, adrenal glands, any other upgrades?
scything talons is the only upgrade
It's an extra melee weapon so they get +1 attack.
Are you sure they're 14 points base? You said earlier it was 13.
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Post by: shadowfinder
Any info on the magus? Upgrades cost?
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Post by: Tyranid607
tetrisphreak wrote:Tyranid607 wrote:i sill dont understand what is the use of scything talons on genestealer
Automatically Appended Next Post:
shadowfinder wrote: CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
Can you buy upgrade? Toxin sac ,,, adrenal glands, any other upgrades?
scything talons is the only upgrade
It's an extra melee weapon so they get +1 attack.
Are you sure they're 14 points base? You said earlier it was 13.
14, my mistake
1
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Post by: shadowfinder
tetrisphreak wrote:Tyranid607 wrote:i sill dont understand what is the use of scything talons on genestealer
Automatically Appended Next Post:
shadowfinder wrote: CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
Can you buy upgrade? Toxin sac ,,, adrenal glands, any other upgrades?
scything talons is the only upgrade
It's an extra melee weapon so they get +1 attack.
Are you sure they're 14 points base? You said earlier it was 13.
For the cost of a full unit upgrade. You can get one more acelote or meta! Automatically Appended Next Post: Any info on the magus?
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Post by: Tyranid607
shadowfinder wrote: tetrisphreak wrote:Tyranid607 wrote:i sill dont understand what is the use of scything talons on genestealer
Automatically Appended Next Post:
shadowfinder wrote: CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
Can you buy upgrade? Toxin sac ,,, adrenal glands, any other upgrades?
scything talons is the only upgrade
It's an extra melee weapon so they get +1 attack.
Are you sure they're 14 points base? You said earlier it was 13.
For the cost of a full unit upgrade. You can get one more acelote or meta!
Automatically Appended Next Post:
Any info on the magus?
Automatically Appended Next Post: Got to take a break
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Post by: tetrisphreak
Ok well it feels like Christmas! Iconward and Leman Russ squadron? Automatically Appended Next Post: Ok thanks!
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Post by: CryonicCenobyte
Tyranid607 wrote: tetrisphreak wrote:Tyranid607 wrote:i sill dont understand what is the use of scything talons on genestealer
Automatically Appended Next Post:
shadowfinder wrote: CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
Can you buy upgrade? Toxin sac ,,, adrenal glands, any other upgrades?
scything talons is the only upgrade
It's an extra melee weapon so they get +1 attack.
Are you sure they're 14 points base? You said earlier it was 13.
14, my mistake
Huh, yeah, my mistake as well, I heard from another source who had access to the book they were 13. Ah well. Not a dealbreaker with all the buffs they get.
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Post by: shadowfinder
Tyranid607 wrote:shadowfinder wrote: tetrisphreak wrote:Tyranid607 wrote:i sill dont understand what is the use of scything talons on genestealer
Automatically Appended Next Post:
shadowfinder wrote: CryonicCenobyte wrote:can you confirm the purestrains are 13 pts each, and how much is it to give them scything talons? (Please be 2ppm)
I can confirm that for you. And ScyTals are 3 pts each.
Can you buy upgrade? Toxin sac ,,, adrenal glands, any other upgrades?
scything talons is the only upgrade
It's an extra melee weapon so they get +1 attack.
Are you sure they're 14 points base? You said earlier it was 13.
For the cost of a full unit upgrade. You can get one more acelote or meta!
Automatically Appended Next Post:
Any info on the magus?
Automatically Appended Next Post:
Got to take a break
Thanks you are amazing. Info on the primues .point cost mainly for me
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Post by: Lansirill
I'm not sure if I'll want to go with the Jumbo Detachment, or just use a bunch of formations so I can spam psychic dice.
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Post by: Desubot
Oh man this is all very exciting
but man i have only 1 gripe.
the Grinder Goliath front end makes no sense to me :/
how and what on earth or any other planet is that supposed to grind or clear. :/
really wish they reused the Hades drill front instead.
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Post by: Alendrel
Lansirill wrote:I'm not sure if I'll want to go with the Jumbo Detachment, or just use a bunch of formations so I can spam psychic dice.
Why not both? A CAD of two lvl 2 Magi and 2 Neophyte squads (ObSec Ambushing Returning) and the Broodcoven (taken outside of the Insurrection Detachment) both provide 4 psychic dice for sub 300 points, and offer compelling benefits. Plus they don't interfere with detachment bonus when joined: they have Infiltrate so they don't jam that, if they join a unit that has Infiltrate and is gaining Shrouded, the Shrouded benefit confers by its own rule, and the restoring models still works since it's the unit that has the rule (Obvs can't recycle the ICs).
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Post by: tetrisphreak
Alendrel wrote: Lansirill wrote:I'm not sure if I'll want to go with the Jumbo Detachment, or just use a bunch of formations so I can spam psychic dice.
Why not both? A CAD of two lvl 2 Magi and 2 Neophyte squads (ObSec Ambushing Returning) and the Broodcoven (taken outside of the Insurrection Detachment) both provide 4 psychic dice for sub 300 points, and offer compelling benefits. Plus they don't interfere with detachment bonus when joined: they have Infiltrate so they don't jam that, if they join a unit that has Infiltrate and is gaining Shrouded, the Shrouded benefit confers by its own rule, and the restoring models still works since it's the unit that has the rule (Obvs can't recycle the ICs).
Brilliant.
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Post by: Amishprn86
Desubot wrote:Oh man this is all very exciting
but man i have only 1 gripe.
the Grinder Goliath front end makes no sense to me :/
how and what on earth or any other planet is that supposed to grind or clear. :/
really wish they reused the Hades drill front instead.
Only guessing, but in 1997 we had a large flood, the creek was to small, so the city brought a bulldozer to widen it, due to the massive rock acting like icebergs (6-10" but only 1-2" sticking out of the ground) the bulldozer had (I was 10yrs old so my memory isnt perfect) a Grinder looking thing on the bulldozer so if it couple push the rock it would just breakup the small bit of it.
Im Guessing its for something similar but in a Game/cartoonist way and not like the real thing.
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Post by: Slayer-Fan123
That Web weapon sounds delicious against Eldar. That's something I'm always behind.
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Post by: jah-joshua
Desubot wrote:Oh man this is all very exciting
but man i have only 1 gripe.
the Grinder Goliath front end makes no sense to me :/
how and what on earth or any other planet is that supposed to grind or clear. :/
really wish they reused the Hades drill front instead.
i think it just looks silly
i'll be building one as a normal truck, though...
best Tonka toy ever
cheers
jah
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Post by: Davor
Desubot wrote:Oh man this is all very exciting
but man i have only 1 gripe.
the Grinder Goliath front end makes no sense to me :/
how and what on earth or any other planet is that supposed to grind or clear. :/
really wish they reused the Hades drill front instead.
I thought Thought that was what the Trygon tunnel was for.
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Post by: Abadabadoobaddon
changemod wrote:Tyranid607 wrote: minionboy wrote:Any word on what the full rules for the Web guns are? AP* and Cocooned seem like they could be interesting.
The AP value of a wound caused by this weapon is equal to the current S characteristic of the model it was allocated to. For example if a wound from a web weapon was allocated to a SM (S4) that wound is resolved at AP4. Against vehicle or models with a S of 7 or more this weapon is AP-
I cannot think of a single practical use for that trait.
I mean, it'd kill S3 3+ units well, but so would lots of things.
It'll do wonders against exo-armoured Squat Hearthguard.
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Post by: shadowfinder
Iconward and Leman Russ squadron?
Any news on these?
35690
Post by: minionboy
Everything points to including all the standard, non-demolisher, variants, otherwise identical to AM Russ squads.
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Post by: Yodhrin
Question: did they fix that daft thing with the Patriarch not being able to use some of the psyker powers because he doesn't have a BS?
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Post by: shadowfinder
minionboy wrote:
Everything points to including all the standard, non-demolisher, variants, otherwise identical to AM Russ squads.
Wanting the Iconward HQ choice. Not anything IG related.
35690
Post by: minionboy
Yodhrin wrote:Question: did they fix that daft thing with the Patriarch not being able to use some of the psyker powers because he doesn't have a BS?
GW fixed this with their Facebook FAQs.
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Post by: tetrisphreak
minionboy wrote: Yodhrin wrote:Question: did they fix that daft thing with the Patriarch not being able to use some of the psyker powers because he doesn't have a BS?
GW fixed this with their Facebook FAQs.
Can't tell because it's blurry but I think he is BS4.
(One of the broodmind powers is a blast, and 2 biomancy powers are witchfires so this does matter)
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Post by: Jehan-reznor
The Cult car is dissapoint, mini's look nice though. Would like to see all the rule talk in a separate thread though.
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Post by: BeeCee
do we know the cost of the iconward?
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Post by: shadowfinder
Yodhrin wrote:Question: did they fix that daft thing with the Patriarch not being able to use some of the psyker powers because he doesn't have a BS?
Looks like he is BS 4 with the BoLS video. Automatically Appended Next Post:
Don't think so waiting to hear that one yet.
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Post by: Davor
minionboy wrote: Yodhrin wrote:Question: did they fix that daft thing with the Patriarch not being able to use some of the psyker powers because he doesn't have a BS?
GW fixed this with their Facebook FAQs.
Not official yet. Only through first drafts right now. So no the problem hasn't been fixed yet until these first drafts become official. We don't know what will change and what will stay the same when they become official.
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Post by: BeeCee
All I know is that I am clearly not prepared. I didn't scoop up all the hybrids when they were all over ebay and will have to shell out $40/5 if I build this army.
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Post by: tetrisphreak
Summoning will be nice to do. I'm so pumped.
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Post by: Wolf_in_Human_Shape
Man, this army is not gonna be cheap.
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Post by: Kanluwen
Deathwatch: Overkill gives you almost an entire Core choice in the form of the Brood Cycle, and it also gives you the mandatory Auxiliary choice
From the Brood Cycle, you have:
12 1st and 2nd Generations(the Acolytes in the codex) broken up into 2 units of 6 each.
16 3rd and 4th Generations(Neophytes in the codex)--a decent sized unit, and it includes 2 special weapons(Grenade Launchers) and the 2 Mining Weapons(Mining Lasers)
Auxiliary choice in the form of the Aberrants
A Command choice in the form of the:
Primus
Magus
Patriarch
Or you can take the Patriarch and add it with Genestealers for that unit.
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Post by: CryonicCenobyte
Kanluwen wrote:
Deathwatch: Overkill gives you almost an entire Core choice in the form of the Brood Cycle, and it also gives you the mandatory Auxiliary choice
From the Brood Cycle, you have:
12 1st and 2nd Generations(the Acolytes in the codex) broken up into 2 units of 6 each.
16 3rd and 4th Generations(Neophytes in the codex)--a decent sized unit, and it includes 2 special weapons(Grenade Launchers) and the 2 Mining Weapons(Mining Lasers)
Auxiliary choice in the form of the Aberrants
A Command choice in the form of the:
Primus
Magus
Patriarch
Or you can take the Patriarch and add it with Genestealers for that unit.
Yeah but you'll need at LEAST 2 more boxes of Acolytes, with one to run as Metamorphs, as well as an Iconward clampack, before you even have that Formation, and that's without adding in things like the Subterranean Uprising, which is another 3 boxes of Acolytes. So we're talking $200 on top of DW:OK, before grabbing any of those neat trucks or extra Neophyte boxes for the awesome kitbashing potential or any IG stuff...
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Post by: Jimsolo
Ambience 327 wrote: tetrisphreak wrote: Ambience 327 wrote: minionboy wrote:Coolest part is that means your Sentinel Squads bring back D6 destroyed members of the squad each time they enter cult ambush, so if they don't all get wiped out, there's a good chance the whole squad will come back.
I don't think this works. The Cult Ambush rule only lets you roll on the table when you come on from Reserves. It is the Return to the Shadows rule which lets you remove them from the table and enter Ongoing Reserves. The Sentinels don't have any way (that I have seen) to get the Return to the Shadows rule - hence no way to enter Ongoing Reserves and thus get the D6 models back when they use Cult Ambush.
According to the screencap on the previous page, you can also DEPLOY using cult ambush.
Think about that.
Yes, but you don't restore D6 models when you Deploy. The D6 restoration comes up only when you Deploy from Ongoing Reserves, and when you first Deploy, you won't be missing any models anyway. Since the Sentinels can't go into Ongoing Reserves, they can't restore missing models.
What it boils down to is this - if a unit has the "Return to the Shadows" rule and the "Cult Ambush" rule and are taken as part of the meta Detachment, then they can get D6 models back every time they come back from the shadows using the Cult Ambush rule. If a unit doesn't have "Return to the Shadows", they won't be able to benefit from the D6 model restoration.
What if you used Aethermancy to force them back into Ongoing Reserves with an Allied Void Dreamer?
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Post by: Pariah-Miniatures
Do want many boxes and gather all non mutated/ hybrid parts...
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Post by: luke1705
BeeCee wrote:All I know is that I am clearly not prepared. I didn't scoop up all the hybrids when they were all over ebay and will have to shell out $40/5 if I build this army.
Yeah it's really just about impossible to find the gene cult half anywhere.....and usually where there's a will, there's a way, but there is a serious supply/demand issue with the half of the deathwatch overkill box. If there was a start collecting box, this could mitigate the issue somewhat, but it's like they made a really nice termagant kit....
This army really does need a decent amount of models, and it's so expensive to get them.
Guess it just makes me really gun for extra copies of the first curse formation. I think it'll be great to see more stealers on the field, and having the big super formation plus two extra patriarchs could be pretty solid. Also, I have plenty of gene stealers, so that's great.
Or maybe an extra CAD with a flyrant or two for some AA. Will definitely be something I try out at first, if for no other reason than to fill the points until the cult models are ready.
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Post by: Wolf_in_Human_Shape
I luckily have a friend who is trading me the Overkill stuff for things I Don't use, but I must have a few boxes of all the new stuff, at some point. I'll paint what I have before buying more, will give me time to save up and buy from frontline and eBay for discounts. It's doable, over time.
I wanna pick up the digital codex first, though. I hope there's some good fluff.
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Post by: Hulksmash
I have 76 acolytes, 52 neophytes, 12 aberrants, 16 genestealers, 3 magus, 2 primus, and 2 patriarchs and I still feel light on models. It's crazy but I think I need another 24 acolyte/metomorphs and probably 24 more genestealers. Lordy...
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Post by: legionaires
I'm starting to think about what parts I would need to kit bash some Aberrants.
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Post by: Quarterdime
Hulksmash wrote:I have 76 acolytes, 52 neophytes, 12 aberrants, 16 genestealers, 3 magus, 2 primus, and 2 patriarchs and I still feel light on models. It's crazy but I think I need another 24 acolyte/metomorphs and probably 24 more genestealers. Lordy...
Yeah, if you're not planning on taking any IG stuff, roughly how much infantry would it take to reach 1500 points?
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Post by: Hulksmash
Well....
60 Acolytes - 480
30 Genestealers - 420
60 NEophytes - 300
20 Metomorphs - 180
So you still have points for characters and upgrades.
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Post by: aka_mythos
Do we have an ally matrix from the codex?
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Post by: chalkobob
This has been answered already. Allies of convenience with tyranids and Astra Militarum. Come the apocalypse with everyone else.
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Post by: unmercifulconker
Ahhhhh  my chaos miner force has been tarnished....
Well they would still make nice models in Vraks Renegades list but woulda been sweet to use some rockgrinders and their special rules.
Edit: I now await a Codex: Cultists.
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Post by: Iracundus
unmercifulconker wrote:Ahhhhh  my chaos miner force has been tarnished....
Well they would still make nice models in Vraks Renegades list but woulda been sweet to use some rockgrinders and their special rules.
Edit: I now await a Codex: Cultists.
There is the old Lost and the Damned list from the Eye of Terror Codex that could be adapted via house rules. As mentioned, there is the Vraks list.
Or you could use the Genestealer Cults list as is but rationalize it as mutants (either "natural" mutations or Chaos warping) of varying degree. Purestrains or the Patriarch could be explained as some rare form of super mutant.
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Post by: unmercifulconker
Iracundus wrote: unmercifulconker wrote:Ahhhhh  my chaos miner force has been tarnished....
Well they would still make nice models in Vraks Renegades list but woulda been sweet to use some rockgrinders and their special rules.
Edit: I now await a Codex: Cultists.
There is the old Lost and the Damned list from the Eye of Terror Codex that could be adapted via house rules. As mentioned, there is the Vraks list.
Or you could use the Genestealer Cults list as is but rationalize it as mutants (either "natural" mutations or Chaos warping) of varying degree. Purestrains or the Patriarch could be explained as some rare form of super mutant.
Yeah it was another reason I was starting to really like this dex, mutant rules
Ohwell, big blob for the mutant rabble I guess.
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Post by: xttz
Been skimming through and haven't found a conclusive answer to this yet. Is there any way for purestrains to modify or reroll on the Cult Ambush table? All I've found so far is for Subterranean Uprising which doesn't include regular 'stealers.
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Post by: Mymearan
N.I.B. wrote:One thing I asked on The Tyranid Hive, might as well get your opinions too - what happens with the Genestealer Cult data slates showcased in White Dwarf? Will we still be able to spam Fearless Acolytes for ~7pts as troop choices? Seeing how the stats and points of all GC units has changed, can we assume that the data slate GC units and the Ghosar formation will remain as unchanged as a legit way to field the models (which would be awesome)?
I don't see why you couldn't, that's how it's always been in the past.
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Post by: Claas
xttz wrote:Been skimming through and haven't found a conclusive answer to this yet. Is there any way for purestrains to modify or reroll on the Cult Ambush table? All I've found so far is for Subterranean Uprising which doesn't include regular 'stealers.
In the formation with Purestrains and a Patriach, don't you get 3 rolls to choose from on Cult Ambush table?
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Post by: StupidYellow
Quick Question can Sentinels be taken without a detachment?
Or is the whole list system just detachments now?
S.Y.
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Post by: changemod
StupidYellow wrote:Quick Question can Sentinels be taken without a detachment?
Or is the whole list system just detachments now?
S.Y.
I believe a single multilaser or flamer scout sentinel is actually the cheapest possible Auxilliary choice.
57070
Post by: SJM
I can see a lot of unwanted Genestealer cult ending up on eBay, that's a lot of infantry to paint!
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Post by: OrlandotheTechnicoloured
probably been shown before, but this is next weeks pre-order sheet (from adeptus astartes on facebook)
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Post by: H.B.M.C.
Anyone know what's in the Strikeforce?
83210
Post by: Vankraken
A post on Faeit (original source is grot orderly but keep the salt handy just in case) says the Strike Force Ultima contains
1x Drop Pod
1x Land Raider
1 Razorback
1x Stormhawk
1x Terminator Captain
5x Terminators
5x Sternguard Vets
10x Tactical Marines
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Post by: luke1705
Claas wrote: xttz wrote:Been skimming through and haven't found a conclusive answer to this yet. Is there any way for purestrains to modify or reroll on the Cult Ambush table? All I've found so far is for Subterranean Uprising which doesn't include regular 'stealers.
In the formation with Purestrains and a Patriach, don't you get 3 rolls to choose from on Cult Ambush table?
Oh how I wish. That formation gives the genestealer squad some sort of upgrade, basically like combat drugs, for the duration of the game when you roll on a table at the start of the game. It's not bad - all of the upgrades are useful and on a 6 you pick which one you want.
The formation that you're thinking of is the subterranean (assault?) formation. You roll two and pick whichever one you want, and if you have a primus in the squad, you roll 3. Sadly, it's only for units from that formation (but it looks like you could CAD in two extra primuses so that 3 squads can roll 3, but I'm not sure that's worth it for 3 dice instead of 2. Especially since the purestrains can't be joined by a primus.
So far, the only manipulation I have seen for purestrains is the warlord trait 6 result, which allows the warlord (patriarch) and his squad to choose their cult ambush result. 1/3 games you get a 6 always.
One upside is you can always try to bide your time like so:
Turn 1 - start on the board. Your stealth and shrouded should be more than sufficient if you go second. Enter into the shadows on your first turn.
Turn 2 - come in from ongoing reserves automatically (or on a 2+ if you just started in reserve). Roll on the table. Say you get an awful result. No, you won't do anything that turn, but you can hide and wait.
Turn 3 - return to the shadows
Turn 4 - try for a good result again. Maybe you don't get the 6. So what? With far fewer of your opponent's models on the board, you are much more durable for that one turn you're vulnerable.
Turn 5 - essentially a guaranteed assault unless they're jet bikes. And isn't that the most important turn?
Obviously that won't work for your entire army, but it's more helpful than you might think. Also, did we ever clarify if you could enter from reserves and go into the shadows on the same turn? I feel like you can't, but if you can, then you are never vulnerable and you'll get 4 chances to roll that 6 in a 5 turn game. Would be pretty bonkers but it actually seems kind of fluffy. Like they poke their head outside and are like "today's not a good day for the uprising. Come back next Tuesday"
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Post by: Kid_Kyoto
I'm liking most of what I'm hearing. Yeah I hate, hate, hate, formations but these seem a little random than most.
But it does seem to capture the whole idea of a terrorist/insurgent army which is long overdue.
It can easily be ported to a chaos/mutant army or even an Imperial guerilla force with servitors as genestealers.
I'm going to be doing something with this.
And $60 for the Goliath, ouch. Great model but ouch.
$5 Indian trucks for me!
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Post by: Abadabadoobaddon
Isn't the Neophyte Hybrid box already up for preorder at $40 or is this something else?
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Post by: xttz
This is an IG Cadian Squad, Heavy weapons team and cult upgrade sprue. Basically it's for making Neophytes armed with lasguns instead of autoguns or shotguns.
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Post by: Ambience 327
The Neophyte Hybrid Squad is a Cadian squad with a Heavy Weapon Team and an upgrade sprue. Not a confusing name at all...
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Post by: Gen.Steiner
It's also an excellent source of (relatively) cheap Imperial Guard squads!
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Post by: Wolf_in_Human_Shape
Gen.Steiner wrote:It's also an excellent source of (relatively) cheap Imperial Guard squads!
Loyal, hard-working, hard-fighting, exemplary Imperial citizens who are an inspiration to all. What do you mean they're all bald weirdos who disappear at night and have sharp teeth? You let your envy get the best of you. It makes me question your -- hmm the alarms are going off at the PDF base. Was that an explosion? Those are definitely screams... anyway, where was I?
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Post by: Imateria
StupidYellow wrote:Quick Question can Sentinels be taken without a detachment?
Or is the whole list system just detachments now?
S.Y.
Well unless you're playing unbound everything goes into a detachment of some sort.
Don't need to run formations or the Insurection detachment though, it'll all fit quite easily into CAD same as almost all other factions.
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Post by: dan2026
Going to be 3 weeks of GS Cult minis?
There is no way they wont release the Abberants right?
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Post by: Mymearan
dan2026 wrote:Going to be 3 weeks of GS Cult minis?
There is no way they wont release the Abberants right?
Aberrants aren't in the WD so there's basically no chance they'll release them.
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Post by: dan2026
Mymearan wrote: dan2026 wrote:Going to be 3 weeks of GS Cult minis?
There is no way they wont release the Abberants right?
Aberrants aren't in the WD so there's basically no chance they'll release them.
That's so bizarre. When DO goes out of print there wont be a way to buy them for GW anymore.
And I din't think they made rules for models that they dont sell anymore.
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Post by: Tyranid607
dan2026 wrote:Going to be 3 weeks of GS Cult minis?
There is no way they wont release the Abberants right?
No info of abberants yet, the earliest it would possible allow to preorder is at 15 Oct and ships 22 Oct
But it is just ETA
26519
Post by: xttz
dan2026 wrote:Going to be 3 weeks of GS Cult minis?
There is no way they wont release the Abberants right?
The week 3 releases are:
Armoured Claw: Cadian Squad & Chimera
Cult Leman Russ
Both come with an upgrade sprue
Mymearan wrote:
Aberrants aren't in the WD so there's basically no chance they'll release them.
I'm wondering if GW are waiting to see how well GSC's sell before putting out an Aberrant kit. Until then they can always flog the Overkill units sprue just like the Cassius / Broodcoven box.
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Post by: Tyranid607
How would you build a 1500pts unit?
I am seriously thinking how many hybrid I needed.
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Post by: xttz
Tyranid607 wrote:How would you build a 1500pts unit?
I am seriously thinking how many hybrid I needed.
Purestrain 'stealers are not only a solid choice, they're incredibly cheap to find 2nd-hand since they've been around forever. I haven't even assembled all the ones I've picked up over the years...
If you're wanting the Cult Insurrection then Imperial Guard tanks and infantry are also fairly cheap on the 2nd-hand market too
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Post by: Chikout
They like to keep something unique in the big boxed sets. It why the deathkoptas, the chosen and the aos characters have not been released separately. I still think the week three release list is looking mighty thin. The new format white dwarf with its mixture of new and old releases is still in its infancy. They could be holding something back to surprise people.
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Post by: dan2026
Any chance someone with the book could post the pages on the Metamorphs, the 'Neophyte Hybrids and the Acolyte Hybrids?
I am interested in the points and their wargear.
Also do Abberants with the picks and hammers cost the same?
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Post by: streamdragon
Was just looking through the P&M showcase threads and a couple had me thinking, you could easily use the GSC rules for a "Rats in Space" Skaven 40k army.
Neophytes = Clan Rats
Hybrids = Stormvermin
Abominations = Rat Ogres
Purestrain = Eshin Assassins
Broodlord = Verminlord (or master assassin if you want to attach to purestrains)
Magus = Grey Seer
Primus = Warlord
Heavy Weapon Teams = Skaven Weapon Teams
etc. etc.
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Post by: Warhams-77
Last White Dwarf did not mention the second Dark Crusade book Angel's Blade and the Blood Angel releases. Although I got the same impression that there won't be an Aberrant kit from the photos we have seen, there is at least the possibility of more GSC boxes, or just a re-release of the monopose Aberrants like the DV Chaos Cultists got. As Chikout already mentioned the new-format WD seems not to offer insight into all new releases of a month.
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Post by: Necros
At first I was gonna get 1 or 2 of the dreamforge games apc for my genestealers, but after seeing that truck I think I like that more for the genestealers, seems to be a great fit. But, I still need an excuse to buy the dreamforge apc one of these days.
So, I was thinking of picking up Deathwatch Overkill to get started, and try and sell the marines and/or game boards and stuff and just keep the genestealer minis. So with those contents, what else besides the truck is coming out? The icon guy? Are there enough troops in DW Overkill, or will I need another box or 2 of guys? Already have plenty of genestealers from my alienids
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Post by: tetrisphreak
Overkill gives you 12 acolytes and 16 neophytes and 4 aberrants, enough to run just 1 unit of neophytes or aberrants and 2 of acolytes. If you have the means I would recommend getting at least one other set of the cult somehow, then bolstering your minis with the multi part boxes that are coming out.
for $29 you can get a box of 10 cadians, and using the extra heads from the neophytes multi kit you can make 10 more infantry about $1 cheaper per.
So what version of the Leman Russ is best for this army? I'm magnetizing the one i picked up sunday so i can swap the turrets but I think a tank hunter (Vanquisher, lascannon, sponson multi-meltas) would help crack open transports for my cultists to spill into with lasguns or laspistols and rending claws etc.
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Post by: Mymearan
My guess for Aberrants is that they had a limited amount of kits they could release for the Genestealer Cult release slot, so something had to go and it was Aberrants. They aren't core troops and they have miniatures available in Overkill so I could see why they would prioritize other boxes over them. My guess is they have an Aberrant box sculpted and ready to go which will be released at a later date.
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Post by: tetrisphreak
Tyranid607 wrote:How would you build a 1500pts unit?
I am seriously thinking how many hybrid I needed.
Cult Insurrection - 1500
Command - Magus - (ML2) - 65
First Curse - 20x Purestrains (no upgrades) + 1x Patriarch (ML2, 2x Familiars) - 405
Brood Cycle - 1x Iconward - 40 (??) pts
3x units of neophytes - 12x models each, 10 lasguns, 1 grenade launcher, 1 mining laser - 240
2x units of acolytes - 10x models each - 140
1x unit of metamorphs - 10x models - ~110 pts
1x unit of aberrants - 6x models (3 pick , 3 hammer) - 180
1x unit of purestrains - 8x models - 112
Brood Brothers - 1x Leman Russ (Vanquisher, multi-melta sponsons, hull mounted lascannon) -165
That's where I'm at right now, so far that list comes to 1417, leaving 83 to play with at 1500. Without the book in hand to go over all the options and wargear, and without my metamorph kits to build and equip out how i want them (using tyranid bits to customize when necessary), that is likely to change. But it's a good starting point.
36 neophytes (i have 54 from overkill so i can and will probably add more in lists than i put above)
20 acolytes (I have 36 from overkill, so again i can buff the squads up or add more)
10 metamorphs (i don't have any yet - that's what i'll be making with the new kits)
28 purestrains (i have ~100...i started playing nids when stealers were amazing)
6 aberrants (i own 12. could throw another unit in there if i had the points, or maybe just 2 more models in the brood cycle)
There are TONS of options, especially when you consider adding in tyranids or astra militarum as an ally detachment or CAD.
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Post by: xttz
tetrisphreak wrote:
3x units of neophytes - 12x models each, 10 lasguns, 1 grenade launcher, 1 mining laser - 240
2x units of acolytes - 10x models each - 140
Brood Cycle is the other way around mind; 2 Neophytes and 3 Acolytes.
Anyone with just one Overkill set will need 2 Acolyte boxes to cover the extra squad plus metamorphs.
Do we have a definitive list of which variants / upgrades are available for the Russ yet?
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Post by: KurtAngle2
We need confirmation for rending claws having AP 3 in the new codex... anybody confirms?
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Post by: adamsouza
Any chance of collecting all the leaked info to the first post ?
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Post by: xttz
KurtAngle2 wrote:We need confirmation for rending claws having AP 3 in the new codex... anybody confirms?
Rending claws are unchanged, but the Patriarch gets a special version which are AP3 / Shred / Rending.
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Post by: tetrisphreak
xttz wrote: tetrisphreak wrote:
3x units of neophytes - 12x models each, 10 lasguns, 1 grenade launcher, 1 mining laser - 240
2x units of acolytes - 10x models each - 140
Brood Cycle is the other way around mind; 2 Neophytes and 3 Acolytes.
Anyone with just one Overkill set will need 2 Acolyte boxes to cover the extra squad plus metamorphs.
Do we have a definitive list of which variants / upgrades are available for the Russ yet?
Oh okay again i'm going from what's been posted here so mistakes were expected. Makes sense that the brood cycle would have more acolytes - they're the older generations with more genestealer DNA.
As far as the russ variants - according to the summary sheet that was lifted from the BOLs Video, there are profiles for the Battle Cannon, Vanquisher cannon, Eradicator cannon (i thought that thing ignored cover but the summary doesn't say so), and the Exterminator (4 shot twin linked autocannon). These are the 4 turrets you can build from the basic leman russ box. It does not contain the Demolisher, Executioner, or Punisher variants from the LR Demolisher kit.
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Post by: Warhams-77
Mymearan wrote:My guess for Aberrants is that they had a limited amount of kits they could release for the Genestealer Cult release slot, so something had to go and it was Aberrants. They aren't core troops and they have miniatures available in Overkill so I could see why they would prioritize other boxes over them. My guess is they have an Aberrant box sculpted and ready to go which will be released at a later date.
Good point
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Post by: Formosa
so what changes have stealers got then people? thanks
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Post by: Alcibiades
This is awesome.
Innsmouth Cult ready to go!
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Post by: Davor
Besides one more attack and a 5++ invulnerable save now at the same cost? Thing is, Tyranid codex can't use those stealers.
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Post by: xttz
tetrisphreak wrote:As far as the russ variants - according to the summary sheet that was lifted from the BOLs Video, there are profiles for the Battle Cannon, Vanquisher cannon, Eradicator cannon (i thought that thing ignored cover but the summary doesn't say so), and the Exterminator (4 shot twin linked autocannon). These are the 4 turrets you can build from the basic leman russ box. It does not contain the Demolisher, Executioner, or Punisher variants from the LR Demolisher kit.
Eradicators ignore cover in the AM codex, so it's probably a misprint.
As for which Russ variant to use, it probably depends how you're going to deploy it. That Cavalcade formation that gives it Outflank would work well with sponsons and a non-ordnance turret, whereas if it just starts in the backfield you probably want a battlecannon and no sponsons.
Personally I'm just going to magnetise it like all my Nids.
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Post by: tetrisphreak
xttz wrote: tetrisphreak wrote:As far as the russ variants - according to the summary sheet that was lifted from the BOLs Video, there are profiles for the Battle Cannon, Vanquisher cannon, Eradicator cannon (i thought that thing ignored cover but the summary doesn't say so), and the Exterminator (4 shot twin linked autocannon). These are the 4 turrets you can build from the basic leman russ box. It does not contain the Demolisher, Executioner, or Punisher variants from the LR Demolisher kit.
Eradicators ignore cover in the AM codex, so it's probably a misprint.
As for which Russ variant to use, it probably depends how you're going to deploy it. That Cavalcade formation that gives it Outflank would work well with sponsons and a non-ordnance turret, whereas if it just starts in the backfield you probably want a battlecannon and no sponsons.
Personally I'm just going to magnetise it like all my Nids.
Same. But the first one I think I'll try out is the vanquisher
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Post by: minionboy
xttz wrote: tetrisphreak wrote:As far as the russ variants - according to the summary sheet that was lifted from the BOLs Video, there are profiles for the Battle Cannon, Vanquisher cannon, Eradicator cannon (i thought that thing ignored cover but the summary doesn't say so), and the Exterminator (4 shot twin linked autocannon). These are the 4 turrets you can build from the basic leman russ box. It does not contain the Demolisher, Executioner, or Punisher variants from the LR Demolisher kit.
Eradicators ignore cover in the AM codex, so it's probably a misprint.
As for which Russ variant to use, it probably depends how you're going to deploy it. That Cavalcade formation that gives it Outflank would work well with sponsons and a non-ordnance turret, whereas if it just starts in the backfield you probably want a battlecannon and no sponsons.
Personally I'm just going to magnetise it like all my Nids.
Exterminator with multi-melta sponsons is my general purpose tank... tack on the lascannon if you have the points to spare. The exterminator cannon helps with AA duty, plus it's a very efficient platform for taking out enemy transports and even heavier tanks if necessary, AV14 duty is delegated to all of the mining CCWs.
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Post by: privateer4hire
tetrisphreak wrote:Overkill gives you 12 acolytes and 16 neophytes and 4 aberrants, enough to run just 1 unit of neophytes or aberrants and 2 of acolytes. If you have the means I would recommend getting at least one other set of the cult somehow, then bolstering your minis with the multi part boxes that are coming out.
for $29 you can get a box of 10 cadians, and using the extra heads from the neophytes multi kit you can make 10 more infantry about $1 cheaper per.
So what version of the Leman Russ is best for this army? I'm magnetizing the one i picked up sunday so i can swap the turrets but I think a tank hunter (Vanquisher, lascannon, sponson multi-meltas) would help crack open transports for my cultists to spill into with lasguns or laspistols and rending claws etc.
If you don't need special weapons/are okay with monopose, GW was selling 5 man Cadian squads for $10 each.
In case that helps.
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Post by: tetrisphreak
Hey so does the patriarch have the hyper reflexes rule like the purestrains for the 5++ save?
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Post by: N.I.B.
No. Even though bred from purestrain Genestealers, apparently he's not pure enough. Or maybe too big and slow. Pick an excuse.
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Post by: tetrisphreak
N.I.B. wrote:No. Even though bred from purestrain Genestealers, apparently he's not pure enough. Or maybe too big and slow. Pick an excuse.
Ok. It's really fine - auto pass look out sir and even in challenges means he won't be required to save as much plus getting back d6 purestrains when popping around with cult ambush will help too.
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Post by: StupidYellow
I'm not sure if it's been stated anywhere because I've seen 2 versions. 10 man min for Acolytes or 5,
Can I get clarification?
Thank you
S.Y.
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Post by: Gunzhard
Anyone know which page of this thread here has the bulk of the Decurion/rules etc?
I have TONS of Tyranids-and-Genestealers ...1 box of Deathwatch:Overkill, and single Chimera, and a single Leman Russ tank.
Can I build a working army with just that stuff?
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Post by: the_scotsman
Gunzhard wrote:Anyone know which page of this thread here has the bulk of the Decurion/rules etc?
I have TONS of Tyranids-and-Genestealers ...1 box of Deathwatch:Overkill, and single Chimera, and a single Leman Russ tank.
Can I build a working army with just that stuff?
Yeah, just run a CAD with your 3 troops = 2 units of six acolytes and 1 unit of 16 neophytes, bring both hybrid HQs, then bring a First Curse formation with Patriarch and 20 Purestrains if you have spare stealers.
From what we've seen, this Decurion is a "nice, but not necessary to play the faction." Obsec on models that can pop up super close to enemies and steal objectives is about equivalent to the D6 casualties resurrected, particularly if you're running few units.
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Post by: Kirasu
I'm not sure why anyone is even considering the leman russ. Just because it got added to a codex doesn't mean it's suddenly not garbage. Use the cool newer options, not the old and busted junk, imo.
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Post by: Inquisitor Gideon
Kirasu wrote:I'm not sure why anyone is even considering the leman russ. Just because it got added to a codex doesn't mean it's suddenly not garbage. Use the cool newer options, not the old and busted junk, imo.
People just want to have fun with it perhaps?
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Post by: zamerion
StupidYellow wrote:I'm not sure if it's been stated anywhere because I've seen 2 versions. 10 man min for Acolytes or 5,
Can I get clarification?
Thank you
S.Y.
I have the same question
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Post by: Caederes
Kirasu wrote:I'm not sure why anyone is even considering the leman russ. Just because it got added to a codex doesn't mean it's suddenly not garbage. Use the cool newer options, not the old and busted junk, imo.
Because it's cool and thematic?
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Post by: seapheonix
Has anyone seen approximate points cost of the primus yet? Spitballing lists like everyone else and I'm trying to figure out the subterranean uprising.
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Post by: gorgon
Inquisitor Gideon wrote: Kirasu wrote:I'm not sure why anyone is even considering the leman russ. Just because it got added to a codex doesn't mean it's suddenly not garbage. Use the cool newer options, not the old and busted junk, imo.
People just want to have fun with it perhaps?
Yeah, some of us just don't aspire to be pro warhammer athletes anymore.
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Post by: Kirasu
It's not about being pro-warhammer athletes. The newer stuff is way "cooler" and more thematic from what I see. Leman Russ tanks are bolted on, with no real interesting changes nor any reason to actually want to take them. Simply, they don't mesh well with this whole infiltrate and disrupt theme they have going on.
I just don't understand adding things from other books without making them at least more interesting. Same issue with the chimera, it just feels tacked on for no real reason.
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Post by: tetrisphreak
Kirasu wrote:It's not about being pro-warhammer athletes. The newer stuff is way "cooler" and more thematic from what I see. Leman Russ tanks are bolted on, with no real interesting changes nor any reason to actually want to take them. Simply, they don't mesh well with this whole infiltrate and disrupt theme they have going on.
I just don't understand adding things from other books without making them at least more interesting. Same issue with the chimera, it just feels tacked on for no real reason.
I'm adding a Russ because it's something none of my other armies can use. Also it's got some good heavy firepower options.
Obvi I'm gonna compare when the model comes out, but has anybody considered converting ork battlewagons into goliaths and rockcrushers? (Without and with a deffrolla, respectively) Automatically Appended Next Post: Oh something else I just thought of - infantry units in the insurrection gain infiltrate. This confers to dedicated transports, yes? So potentially you can infiltrate chimeras and goliaths.
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Post by: Alcibiades
AV14 and a long-range S8 AP3 large blast seem like reasons for a genestealer cult to take a Leman Russ to me, considering there is nothing else of that nature.
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Post by: Neronoxx
Kirasu wrote:It's not about being pro-warhammer athletes. The newer stuff is way "cooler" and more thematic from what I see. Leman Russ tanks are bolted on, with no real interesting changes nor any reason to actually want to take them. Simply, they don't mesh well with this whole infiltrate and disrupt theme they have going on.
I just don't understand adding things from other books without making them at least more interesting. Same issue with the chimera, it just feels tacked on for no real reason.
It's a fluff thing, you probably wouldn't understand. XD
But no, seriously - have you read the fluff?
The leman russ is included to represent mind controlled IG forces using their equipment during the revolution.
Tell me, when plotting to overthrow the goverment that gives you your tanks, do you retrofit them for seemingly no plausible reason, or leave them stock dry until the day of revolution?
It's just a common sense thing. If it's not connecting for you, maybe immerse yourself in a couple of historical revolutions to see how it works.
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Post by: StupidYellow
tetrisphreak wrote: Kirasu wrote:It's not about being pro-warhammer athletes. The newer stuff is way "cooler" and more thematic from what I see. Leman Russ tanks are bolted on, with no real interesting changes nor any reason to actually want to take them. Simply, they don't mesh well with this whole infiltrate and disrupt theme they have going on.
I just don't understand adding things from other books without making them at least more interesting. Same issue with the chimera, it just feels tacked on for no real reason.
I'm adding a Russ because it's something none of my other armies can use. Also it's got some good heavy firepower options.
Obvi I'm gonna compare when the model comes out, but has anybody considered converting ork battlewagons into goliaths and rockcrushers? (Without and with a deffrolla, respectively)
I'm tempted to convert a Goliath into a kind of heavy battle truck but again I'm not sure if I'm dependent on some sort of tax to take it.
I'm happy to take the sentinel one as I understand I can just take them without any other AM units.
But I want a put cult force (converting a sentinel or battle truck, fine) but I'd rather not take AM units if I don't have to.
S.Y.
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Post by: gorgon
Kirasu wrote:It's not about being pro-warhammer athletes. The newer stuff is way "cooler" and more thematic from what I see. Leman Russ tanks are bolted on, with no real interesting changes nor any reason to actually want to take them. Simply, they don't mesh well with this whole infiltrate and disrupt theme they have going on.
I just don't understand adding things from other books without making them at least more interesting. Same issue with the chimera, it just feels tacked on for no real reason.
The tanks are perfectly thematic as 'liberated' military equipment. It's a part of the fluff for GCults going all the way back. This codex allows for insurrection-themed armies heavy on AM units and Neophytes, or more genestealer-themed ambushing armies based around Purestrains and Acolytes. And possibilities in between.
I'd much rather have those options than not.
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Post by: Ambience 327
Kirasu wrote:It's not about being pro-warhammer athletes. The newer stuff is way "cooler" and more thematic from what I see. Leman Russ tanks are bolted on, with no real interesting changes nor any reason to actually want to take them. Simply, they don't mesh well with this whole infiltrate and disrupt theme they have going on.
I just don't understand adding things from other books without making them at least more interesting. Same issue with the chimera, it just feels tacked on for no real reason.
It meshes well with my idea of the Cult coming out of the woodwork, from all walks of life. I'm going to have the new miners rubbing shoulders with my converted Chaos Cultists, backed up by subverted PDF forces in Chimeras, Sentinels and Leman Russes.
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Post by: minionboy
Kirasu wrote:I'm not sure why anyone is even considering the leman russ. Just because it got added to a codex doesn't mean it's suddenly not garbage. Use the cool newer options, not the old and busted junk, imo.
Most likely because other armies that get them also have better tools for the job. If you want to play GCS, Russes seem to have the tools necessary to fill a lot of gaps, for me that's specifically popping enemy transports so their gooey insides can be assaulted by Genestealers or Acolytes.
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Post by: Gunzhard
Well I'd held onto a Leman Russ and single Chimera for years - waiting for a good Inquisition release... GS Cult is actually much cooler and a good excuse for me to use those tanks.
While I'd LOVE to try all the newer/cooler stuff, the new models are amazing(!!) -- I'm just thinking realistically I have a much better chance of playing this army, this decade, if I use models I already have built hah... so lots and lots of Genestealers if that's possible with this book.
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Post by: EnTyme
I'm still trying to figure out the best way to convert and ally in a Cult Baneblade.
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Post by: the_scotsman
I'll be bringing a Russ to more easily unlock the core formation so I can slot in the (IMO) stronger aux formations into the big detachment. I'll bring metamorphs acolytes and Aberrants in a subterranean uprising and more neophytes in a doting throng. I'm hoping the rock cutter is a DT option for somebody so I can bring just one.
I'm not a massive fan of first curse just because the stealer unit has to be 20. Much rather give the random buff table a pass and just run 5-10 with a Patriarch.
Tldr I don't like brood cycle, subterranean seems to do its job better.
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Post by: Necros
I've already done russes and chimeras before so I'm planning to go with something different.. I'll probably get 1 or 2 of the new trucks, but I plan to stick to troops and genestealers (can they take a broodlord?), and I might get a couple of konflict 47 coyote walkers to use as armored sentinels. Been looking for an excuse to get a couple of those.
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Post by: Lance845
Just making sure I am reading this correct. The Genestealer Decurion says you can take 0-3 command but each command has a Patriarch in it. You can only bring one Patriach/Magus/Primus per FoC/Decurion. So that 0-3 is really a 0-1? Also, I hope this means genestealers are out of the future nid dex. I like them here with the cults and I think nids don't need them. Let the nids make raveners worth taking for our fast assaulty units.
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Post by: Ambience 327
Necros wrote:I plan to stick to troops and genestealers (can they take a broodlord?)
Nope - no upgrade character for the Purestrains. The closest they can get is being in the "First Curse" formation with the Patriarch, which requires 20 'Stealers, but comes with a decent buff if you are willing to spend that much on them.
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Post by: the_scotsman
Lance845 wrote:Just making sure I am reading this correct.
The Genestealer Decurion says you can take 0-3 command but each command has a Patriarch in it. You can only bring one Patriach/Magus/Primus per FoC/Decurion. So that 0-3 is really a 0-1?
Also, I hope this means genestealers are out of the future nid dex. I like them here with the cults and I think nids don't need them. Let the nids make raveners worth taking for our fast assaulty units.
No, one of the command choices is "pick one of the following: Primus, Patriarch, Iconward, Magus"
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Post by: Lance845
the_scotsman wrote: Lance845 wrote:Just making sure I am reading this correct.
The Genestealer Decurion says you can take 0-3 command but each command has a Patriarch in it. You can only bring one Patriach/Magus/Primus per FoC/Decurion. So that 0-3 is really a 0-1?
Also, I hope this means genestealers are out of the future nid dex. I like them here with the cults and I think nids don't need them. Let the nids make raveners worth taking for our fast assaulty units.
No, one of the command choices is "pick one of the following: Primus, Patriarch, Iconward, Magus"
Ah! That's true, I see that now. So you could actually take 3 by taking that several times. Got it.
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Post by: Ambience 327
Yeah, makes it easy to include all of the various characters. The Patriarch can be part of a "First Curse", the Magus can be in a "Doting Throng" and the Primus in a "Subteraranean Uprising", leaving you with up to two more Command choices to bring Iconwards (assuming they aren't one per army somehow.)
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Post by: Caederes
Do we know the points costs of the Acolyte melee weapons like the Rock Saw and so on? Seems to be the only missing detail now.
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Post by: tetrisphreak
So would two or three iconwards' feel no pain stack with itself to a possible 2+ (if you grab 4 in an insurrection and a 5th in a CAD?)
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Post by: Ambience 327
Special Rules don't usually stack unless they say they do, so I am guessing that you would only get the basic FNP regardless of how many Iconwards you are in range of.
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Post by: tetrisphreak
Yea that'd be pretty busted.
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Post by: Necros
Hmm.. could a broodlord count as a patriarch? I just like the mini and wanna use it
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Post by: Ambience 327
They are both rather large Genestealers - don't see why not.
Only caveat I would make is when using Tyranid Allies, if you have Genestealer broods with Broodlords, make sure you can tell them apart easily from your Patriarch(s).
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Post by: Crystal-Maze
Necros wrote:Hmm.. could a broodlord count as a patriarch? I just like the mini and wanna use it 
Well I'm using my space hulk broodlord as a patriarch, so I'm saying yes. If you plan to use the stock broodlord, maybe put it on a tall base so it equals the new overkill patriarch mini in size.
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Post by: Sirius42
Any chance of an op update of the first post? This is getting a little unwieldy
106796
Post by: KevinMack
Do Abbarents gain any new wargear or rules and do they have to upgrade to get power picks/hammers? Also what units can buy transports
14
Post by: Ghaz
Crystal-Maze wrote: Necros wrote:Hmm.. could a broodlord count as a patriarch? I just like the mini and wanna use it 
Well I'm using my space hulk broodlord as a patriarch, so I'm saying yes. If you plan to use the stock broodlord, maybe put it on a tall base so it equals the new overkill patriarch mini in size.
This is the current Broodlord model sold by Games Workshop and comes on a 75mm x 42mm oval base:
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Post by: Caederes
KevinMack wrote:Do Abbarents gain any new wargear or rules and do they have to upgrade to get power picks/hammers? Also what units can buy transports
99% sure they're identical to those in Overkill.
Only questions I have....Iconward points cost, and points cost of the Rock Drill/Saw/Grinder for the Acolytes. I think we know pretty much everything else now right?
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Post by: nels1031
Sirius42 wrote:Any chance of an op update of the first post? This is getting a little unwieldy
Was going to say the same.
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Post by: minionboy
Have we confirmed if any of the units (other than Purestraints) come with Infiltrate by default?
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Post by: Crystal-Maze
Ghaz wrote:Crystal-Maze wrote: Necros wrote:Hmm.. could a broodlord count as a patriarch? I just like the mini and wanna use it 
Well I'm using my space hulk broodlord as a patriarch, so I'm saying yes. If you plan to use the stock broodlord, maybe put it on a tall base so it equals the new overkill patriarch mini in size.
This is the current Broodlord model sold by Games Workshop and comes on a 75mm x 42mm oval base:

God, that proves how out of touch I am. I was picturing this critter:
http://vignette4.wikia.nocookie.net/warhammer40k/images/9/92/Tyranid_Broodlord.jpg/revision/latest?cb=20100330115241
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Post by: shadowfinder
tetrisphreak wrote:Overkill gives you 12 acolytes and 16 neophytes and 4 aberrants, enough to run just 1 unit of neophytes or aberrants and 2 of acolytes. If you have the means I would recommend getting at least one other set of the cult somehow, then bolstering your minis with the multi part boxes that are coming out.
for $29 you can get a box of 10 cadians, and using the extra heads from the neophytes multi kit you can make 10 more infantry about $1 cheaper per.
So what version of the Leman Russ is best for this army? I'm magnetizing the one i picked up sunday so i can swap the turrets but I think a tank hunter (Vanquisher, lascannon, sponson multi-meltas) would help crack open transports for my cultists to spill into with lasguns or laspistols and rending claws etc.
Lots of Hive Guard would work for popping tanks with a Malanthrope and 2 flyrants at the most would work well.
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Post by: Necros
Yeah that's the same old metal broodlord I have too. Though I guess if one comes with Deathwatch Overkill it should be fine and I could always mix the old broodlord in with the regular sealers as an alt pose I guess.
Trying to decide if I want to do the new army as part of my old Alienids or start something all new. Was thinking I'd paint the men with that yellowish brown facehugger colored skin, and black armor.
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Post by: shadowfinder
Gunzhard wrote:Anyone know which page of this thread here has the bulk of the Decurion/rules etc?
I have TONS of Tyranids-and-Genestealers ...1 box of Deathwatch:Overkill, and single Chimera, and a single Leman Russ tank.
Can I build a working army with just that stuff?
Page 49 has a pick of the pages. look forward for that like page 51 or 52 for a list of a lot of the rules. Automatically Appended Next Post: seapheonix wrote:Has anyone seen approximate points cost of the primus yet? Spitballing lists like everyone else and I'm trying to figure out the subterranean uprising.
75 before upgrades Automatically Appended Next Post: Any info on the Iconward yet?
Is it 01 like the other for the big formation?
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Post by: Charax
any word on how the Overkill formations interact with the GSC Codex? any mention of them at all outside of the fluff?
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Post by: shadowfinder
Sirius42 wrote:Any chance of an op update of the first post? This is getting a little unwieldy
This has a complet run down of the info so far.
Most of the info is from here.
http://thetyranidhive.proboards.com/thread/51635/genestealer-cult-stealer-release-prices
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Post by: Lingula
Caederes wrote:Do we know the points costs of the Acolyte melee weapons like the Rock Saw and so on? Seems to be the only missing detail now.
not great quality, but a still from the BOLS vid
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Post by: angelofvengeance
Interesting that Acolytes are as strong as Space Marines and with WS4 and I4 they should be pretty great in CC
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Post by: dan2026
They aren't fearless anymore.
But every one can have a flamer.
Burny burny time.
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Post by: gnome_idea_what
tetrisphreak wrote:Obvi I'm gonna compare when the model comes out, but has anybody considered converting ork battlewagons into goliaths and rockcrushers? (Without and with a deffrolla, respectively)
Yes. I mentioned it in another thread, but the rockcrusher could look pretty AV14 and it could look pretty cool. The problem is that it's too small to be transporting 20 orks. If I get one, I'll either add a trailer for transport or turn it into a gunwagon or big trakk. I'd need to see a proof of concept before shelling out full price on one though.
Edit:
@shadowfinder thank you for that link.
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Post by: cuda1179
Am I reading that right? Acolytes are 8 points per model, and have (on the charge) 4 attacks each at Initiative 4, WS 4, and rending? That's a steal. 20 of those could down a Space Marine squad with no problems.
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Post by: shadowfinder
Any info on the inconward's HQ choice?
Also what does a upgrading a icon in a acolytes unit do?
Any info or links would be nice.
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Post by: Tyranid607
KevinMack wrote:Do Abbarents gain any new wargear or rules and do they have to upgrade to get power picks/hammers? Also what units can buy transports
No new items, just picks or hammer for feel
They does have feel no pain and stubborn together with rending claws
Can't buy transport
But I think it can take rockgrinter
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Post by: Ambience 327
cuda1179 wrote:Am I reading that right? Acolytes are 8 points per model, and have (on the charge) 4 attacks each at Initiative 4, WS 4, and rending? That's a steal. 20 of those could down a Space Marine squad with no problems.
Yup. Combine it with the new Primaris Power, and the Marines will be WS3 and I3, so you'll be hitting first and hitting on 3's as well.
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Post by: Tyranid607
cuda1179 wrote:Am I reading that right? Acolytes are 8 points per model, and have (on the charge) 4 attacks each at Initiative 4, WS 4, and rending? That's a steal. 20 of those could down a Space Marine squad with no problems.
2 -track I supposed, unless the pistol and rending does not court toward to its default profile
1
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Post by: shadowfinder
Tyranid607 wrote:KevinMack wrote:Do Abbarents gain any new wargear or rules and do they have to upgrade to get power picks/hammers? Also what units can buy transports
No new items, just picks or hammer for feel
They does have feel no pain and stubborn together with rending claws
Can't buy transport
But I think it can take rockgrinter
Glad to see you are online today.
Can you tell us what the is info on the inconward's HQ choice?
Also what does a upgrading a icon in a acolytes unit do?
And thanks again for the great info.
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Post by: Ambience 327
Tyranid607 wrote:2 -track I supposed, unless the pistol and rending does not court toward to its default profile
The bonus for an extra weapon is never listed in their base profile, so they get 2 Attacks, +1 for Charging and +1 for 2 Weapons.
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Post by: EnTyme
Charax wrote:any word on how the Overkill formations interact with the GSC Codex? any mention of them at all outside of the fluff?
Fluff-wise, I believe the Ghosar Quintus brood was eventually wiped out. On the tabletop, they have the same faction as the rest of the codex, so there isn't anything preventing you from fielding them alongside a GSC detachment. They're just unique versions of the units in the codex. Not that you couldn't substitute the GQ dataslates for the units in detachment, though.
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Post by: Tyranid607
shadowfinder wrote: Gunzhard wrote:Anyone know which page of this thread here has the bulk of the Decurion/rules etc?
I have TONS of Tyranids-and-Genestealers ...1 box of Deathwatch:Overkill, and single Chimera, and a single Leman Russ tank.
Can I build a working army with just that stuff?
Page 49 has a pick of the pages. look forward for that like page 51 or 52 for a list of a lot of the rules.
Automatically Appended Next Post:
seapheonix wrote:Has anyone seen approximate points cost of the primus yet? Spitballing lists like everyone else and I'm trying to figure out the subterranean uprising.
75 before upgrades
Automatically Appended Next Post:
Any info on the Iconward yet?
Is it 01 like the other for the big formation?
Oh man I have been answering about inconward serveral times already
Automatically Appended Next Post: Ambience 327 wrote:Tyranid607 wrote:2 -track I supposed, unless the pistol and rending does not court toward to its default profile
The bonus for an extra weapon is never listed in their base profile, so they get 2 Attacks, +1 for Charging and +1 for 2 Weapons.
The default gear bouns is not listed in the profile? I wonder that
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Post by: zamerion
Tyranids thanks for all the info!!
Can you said what do the cult icon in each unit? and if the acolyte iconward feel no pain is acumulative with other acolytes iconwards?
Ninjed jeje
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Post by: Tyranid607
Model in a unit with + 1 WS whisky the bearer is alive Automatically Appended Next Post: zamerion wrote:Tyranids thanks for all the info!!
Can you said what do the cult icon in each unit? and if the acolyte iconward feel no pain is acumulative with other acolytes iconwards?
Actually only aberrant got feel no pain in the whole unit, so it is +1 to aberrant and 6+ to others
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Post by: Tyranid607
I wounder if the unquestioning loyalty auto pass look out sir if in cc too or have to roll for look out sir in cc
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Post by: terry
seeing how you can look out sir in a challenge with this rule and nothing stating that you can only use the rule with shooting attacks, I would say it works in cc
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Post by: tetrisphreak
Does the sacred cult icon the iconward carries grant anything additional to the +1 WS a standard cult icon grants?
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