CaptainBetts wrote:I've just infodumped most of the codex on the Genestealer Cults discord. It's too long to post here and I'm away from my
PC.
Here's an invite link to the server.:
https://discord.gg/8SfvSMb
The information is the massive wall of text in the #news-amd-rumours channel. I expect the wall will be posted here soon enough too,. I can't do it right now.
Ready for a huge leak?
I'm about to drop all my info.
Cult of the Four-Armed Emperor: Subterranean Ambushers (+1 to advance and charge in first battle round or on first turn they appear)
Pauper Princes: Devoted Zealots (re-roll hits for attacks made with melee weapons when they charge, are charged or
HI)
The Hivecult: Disciplined Militants (half models that flee morale, can shoot when they fall back but at -1 to hit)
The Bladed Cog: Cyborgised Hybrids (6++ or improve ++ by 1. Infantry don't suffer penalty to hit when moving and firing Heavy)
The Rusted Claw: Nomadic Survivalists (+1 to save if
AP is 0 or -1. Biker models don't suffer penalty for moving and shooting Heavy or for advancing and shooting Assault)
The Twisted Helix: Experimental Subjects (+1 strength and +2 to advance)
Acolytes, neophytes and brood brothers are troops
Bikes are T4 2Wwith autopistol and blasting charges. 1 quad for every 4 bikes, Quad also has heavy stubber. They're -1 to hit in shooting phase.
Quad can change for mining laser
The bikers have to take two weapons from the atalan weapons list, can't take same weapon twice
(Autogun, autopistol, bolt pistol, cultist knife, demo charge, grenade launcher (1 in 4), improvised weapon, power axe (leader only), power hammer (leader only), power pick, shotgun)
Btw bikes are 10pts base + weapons (quad is 15)
Cult ambush is....
During deployment, set up a unit in
CA. If Infantry or Biker you can set up in ambush OR underground. When underground, it can emerge at the end of any of your Movement phases. Set up a la
DS. When set up in Ambush place a marker anywhere in your deployment zone. If you set up a Transport in ambush you must still say what's in it - one marker for transport and unit inside. Markers cant be shot etc. Measure from centre of the marker.
Now this is where it gets interesting
If you have 1st turn, you reveal all of your ambush markers at the start of your movement phase, one at a time, before moving units. Set model down within 1" of the marker, remove marker, place rest of unit wholly within 6" of that model and more than 9" from enemy models. Unit can move and shoot normally. but if it was a Transport, models that disembark cannot be set up within 9" of enemy. They don't count as moving when coming in from ambush, only if they move after.
If your opponent has the first turn, none of their units can be set up or end a move within 9" of a marker. At the end of your opponent's first movement phase, after they have set up all their unit from reinforcements, reveal all your ambush markers as described above before continuing the turn
For 1CP you can select 3 units that would be deployed via
CA and instead put them underground (so basically you can set up units in your deployment zone and then say "feth this" and
DS them anywhere if it suits)
for 1CP you can make your objectives secret, revealed only when you score them. That's cool
Nexos (map guy?) lets you select an ambush token you've deployed and move it anywhere in your deployment zone (12" away from enemy models). It's also got some
CP regen ability
Roll a
D6 when a
CP is spent. If you spent it and there's a Primus and Nexos on the board, add 1. If your opponent spent it and there's a Clamavus and Nexos on the board, add 1. In either case, you get a
CP on a 6+
Psychic.powers!
Mass Hypnosis - CV7 - Visible enemy unit within 18" can't fire overwatch, fights last in fight phase even if it charged and -1 to hit until your next psychic phase.
Mind Control - CV7 - Enemy model within 12" of psyker. Roll
3D6. If equal to or over
Ld it can immediately shoot another enemy unit or make a single close combat attack against it. Can't attack self but can attack its own unit.
Psionic Blast - CV5 - Visible enemy unit within 18".
2D6 vs
Ld. Lower = 1
MW, equal of higher = D3
Mental Onslaught - CV6 - Visible enemy within 18". Both players roll
D6 and add
Ld. If you score higher, model suffers 1
MW. Repeat this process until model is dead or you fail to wound it.
Psychic Stimulus - CV6 - Friendly unit within 18". Charge after advancing (though not after falling back) and always hit first even if they didn't charge.
Might From Beyond - CV7 - Friendly infantry or biker unit within 18". +1 S and A until next psychic phase.
CC points: Heavy improvised: 10, heavy power hammer: 16, Heavy rock drill: 17, power hammer: 4, power pick: 9, power sledgehammer: 0, power axe: 5, power maul: 4
Ridgerunner is M 14" T5 W8
Sv 4+ and comes with 2 heavy stubbers, heavy mining laser (can swap for missile launcher or heavy mortar) and flare launcher (can swap for survey augur or a spotter)
Gets a free 9" move at start of the game
Spotter increases range of its weapons by 6", augur ignores cover, flare launcher does the
FNP and make bikers move faster thing
Default is 50 base + HML (25) + flares (5) so 80
Wow the locus is crazy (the bodyguard character)
2+ 2+ S4 T3 W4 A4 5+ with hypermorph tail (
AP-1 D1 additional attack) and locus blades (
Ap -3 D1 increase to D2 if it charged, was charged or performed
HI). Does the usual bodyguard 'Absorb wound on 2+' thing. Subtracts enemy
Ld by 1 within 6". Can
HI 6" and can choose to move towards nearest enemy character rather than nearest enemy model, has 5++ and always fights first
Locus is 40pt elite
The Sanctus' sniper rifle causes a Perils if it wounds a psyker
Bike alphus
Alphus is 5W T4 5+ with -1 to hit in shooting, has a 36" heavy 1 S4
AP-2 D3 sniper rifle (additional
MW on 6+ to wound). She selects a visible unit within 36" . Add +1 to hit rolls for friendly <Cult> units while they're within 6" of this model (or 12" if they're bikers).
Basically she markerlights gak
She picks a unit, everything cult nearby gets +1 to hit
Drill is interesting
Oh
btw, to be clear, blips do not count as reserves
One per turn in their movement phase an infantry or biker unit with
CA can move off the table if all models are on ground level and can move within 1" of the drill (can't do it the same turn it arrives as reinforcements). If a unit does this, remove them from the battlefield. At the end of the next movement phase, deep strike them
So basically, move up to within 1" of it and feth off for a turn, then pop up
And you can activate it if a model is on the piece at the end of your movement phase (and no enemy models are on it).
D6 for every unit on ground level within 3" of the drill
D6 mortal wounds on a 6
Then roll a
D6 again, adding 1 for every time the drill has been activated during the battle. <6 = Seismic Tremors (subtract 2" from charge rolls made within 12" of the model. Doesn't affect Fly. Not cumulative) 6+ = Seismic Quake (straight imaginary line 1mm in thickness from one battlefield edge to another that crosses the model.
D6 for unit that the line crosses on ground level (not Fly). D3
MW on 4+ and movement is halved until next Movement phase.
Lol, the drill is 75pts
No Baneblade, etcs
Cult russ is standard
BC, can be replaced
nova cannon, exterminator auto or vanquisher
without wargear which I cba to add up, acolytes 7pts (5-20), BB infantry squad 4pts (10), neophytes 5pts (10-20)
Heavy weapon teams in