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>Tau invent complex computer aided laser targeting system to increase their marksmanship
>If five separate guns all hit an enemy, Tau get +1 to shooting
>Gsc give a motorcycle riding bimbo a sniper rifle, hold her beer, and automatically get +1 to shooting
That doesn't seem right?
True but that's 4chan for you After all the Jackal Alpha looks like she is a HQ choice, not a wargear option like markerlights(also it only works on GSC units within 6 of the Alpha or 12 if they are bikers). And if you need a background justification for her spotting abilities, I'm sure something to do with engineered hybrid physiology and brood telepathy could be thrown together.
Also "bimbo"
This message was edited 1 time. Last update was at 2019/01/31 07:25:32
The "established relationship between stats and fluff" has always been shaky at best, and this was inevitably going to happen when an army painted as the rebel uprising has to rub shoulders with various flavors of super soldiers that have been trying to one up each other fluff wise for several decades. What exactly were people expecting GSC to have, a bunch of completely ineffective weapons and abilities? If the game just slavishly followed the lore, Space marine would win by default.
If the game slavishly followed the lore, Space Marines would hardly show up at all, and most games would be Guard v Orks or Guard v traitors.
Anyway, it does strike me as an issue when someone with a sniper rifle somehow provides a better bonus than markerlights by dint of, what, her being an HQ choice? That's not a justification for poorly conceived rules.
Rumours/leaks that were recently posted on the GSC-facebook group by Quentin Forestier.
Found some more stuff,
Citation
Kelermorph is 60
Purestrains 15
Primus 75
Patriarch 125
Magus 80
Nexos 50
Clamavus 55
Cult of the four armed emperor d3 cp free reroll save hit wound
Hivecult reroll 1s shooting within 6
Bladed cog old grudges
Rusted claw whenever you roll a 6 to wound -1ap in fight phase 6 inch bubble
Pauper Prince +2 to UL rolls
Twisted helix +1 damage not on relics
Models with the genestealer keyword don’t benefit from cult traits.
Brood brothers are in, but have a lot of caveats. There is brood brother infantry and brood brother heavy weapon teams, russes, sentinels. They can all be in gsc detachments but don’t break the cult benefit however don’t benefit.
You can have 1 Astra Militarum detachment for each gsc one, you get brood brother keyword which adds +1 leadership. They receive 1/2 the command points rounding up. Can’t be specialist detachments.
Magus and Patriarch know 2 powers now still cast one. Same familiar rules
Relics :
Banner same
Bonesword +2 str -3ap d3 damage reroll hit wound
Amulet +1 saving throws vs ranged no overwatch
Relic autopistol/liberator 3 shots str 4 -2 2, can pick out characters reroll to wound vs characters
Cultist knife or Sanctus knife str user -2 2, 1 extra attack wounds on 2+ apart from vehicles. If a character suffers a wound, take d3 more after attacks
Patriarch or magus familiar +1 cast, extra spell
Jackal sniper/Sanctus sniper +2 wound rolls apart from against vehicles
Strats:
Hide cards 1cp
Use top wound row vehicles 1cp
Lurking shadows Use during opponents shooting phase on an infantry unit that is entirely on or within a terrain feature. They can’t be targeted unless the nearest visible unit 2cp
Monstrous vigour use at the start of your turn +1 to bestial vigour rolls for the unit 2cp
Meticulous uprising before you reveal an ambush marker can move 3 12inches 1cp
Can return 3 markers underground 1cp
Autoexplode vehicle when it dies 1cp
start of battle for purestrains roll a dice 1-2 on 6+ wound rolls extra damage, 3-4 extra +1 advance charge 5-6 4+ save but lose swift and deadly 1cp
Scanner decoys setup 4 ambush markers for this unit 1 cp Detonate concealer explosives in shooting phase pick a unit roll a dice 4+ d3 mortals, 7+ d6, +1 vs 10+ models -1 characters 2 cp Telepathic summons use at start of the psychic phase on a cult psyker cannot cast. Roll 3d6 can add 1 infantry or bike unit with PL equal or below unit is setup immediately 9 inches away 2cp
Return to shadows is go back into reserve have to be 3 away from enemies at end of the move phase infantry bikes 1cp
Extra explosive 10 models can throw grenades , 5 demo charges max 1cp
Bladed cog overthrow the oppressors in fight phase pick a unit not genestealers. Roll of unmodified 6 generates extra hit roll. 5+ vs imperium 4+ vs admech
Hivecult chilling efficiency. Cadia overlapping fields 2cp
Rusted claw drive by demolitions. Bike unit adds +1 hit wound when using grenades and can move after shooting
Rusted claw drive by demolitions. Bike unit adds +1 hit wound when using grenades and can move after shooting
Pauper princes 1 cp when enemy kills one character add +1 hit when attacking that unit
Twisted helix monstrous biohorrors 3cp end of fight phase aberrant keyword can fight again and subtract -1ld for units within 6 of them
Cof4armE A plan generations in the making. Agents of vec basically
Luke_Prowler wrote: The "established relationship between stats and fluff" has always been shaky at best, and this was inevitably going to happen when an army painted as the rebel uprising has to rub shoulders with various flavors of super soldiers that have been trying to one up each other fluff wise for several decades. What exactly were people expecting GSC to have, a bunch of completely ineffective weapons and abilities? If the game just slavishly followed the lore, Space marine would win by default.
I think people were expecting it to be like the Index, but with some traits and strats, like every other army. The large amount of high powered snipers that are notably more powerful than other snipers is a bit of a surprise. Now I'm of the opinion that the other snipers are all far too weak, but that's a different matter.
Space Marines should have some of the most powerful infantry, with their troops being roughly equivalent to other people's elite infantry (aspect warriors, nobz, warriors, etc). That doesn't mean they have to win after you account for points. So no, they wouldn't win by default. But the power relations in the rules should resemble the lore. That's kind of the whole point of having a game system to run games set in a certain fictional universe.
Eh, super not keen on GCS getting a Vect stratagem and the Coven WL trait on the same subfaction. Having 1 army/soup with it, to contend with, is bad enough – now there will be 2 armies/soups.
If true, kinda glad the 4++ Genestealer idea has been shut down already.
Glad they’ve done something in regards to cutting the CP gained from adding in a Guard battalion to a GSC list, maybe we’ll start to see this more going forward.
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
If the Kelermorph is a mere 60 points, looking kinda like an auto-include for me.
And if the rumour about AM stuff not being allowed specialist formations? Might have to do a Disloyal 32, and pile the Manticores into a single battery.
Fed up of Scalpers? But still want your Exclusives? Why not join us?
Genestealers not getting faction traits seems odd to me. The cultists presumably get the abilities they do from sharing genetic material from the Patriarch, and genestealers are just another generation of cultists. But oh well.
The real issue then is that it further pushes people away from genestealers and towards Aberrants, and perhaps even Acolytes and Metamorphs after this change. And if they are still 15 points they perhaps seem not worth it. Given Nid stealers get the relevant hive fleet bonuses, I think you could justify GSC stealers also being 12 points, with their 'bonus' being ambush.
Sisters of Battle: 55430pts
Imperial Agents: 500pts
Tyranids: 5680pts
The sniper that causes Perils of the Warp on psykers if a wound comes through could be really good. Most (or at least quite a few) psykers aren't that armoured so causing a wound shouldn't be too tough.
The you have Damage d3 (plus maybe an additional mortal) and d3 mortals from perils. That'll be enough to kill almost any psyker in the game with a bit of luck.
It's fun, something that most of the codex could be described as from the previews and leaks. Hopefully these new rules and models means we'll start seeing GSC on more tables.
>Tau invent complex computer aided laser targeting system to increase their marksmanship
>If five separate guns all hit an enemy, Tau get +1 to shooting
>Gsc give a motorcycle riding bimbo a sniper rifle, hold her beer, and automatically get +1 to shooting
That doesn't seem right?
Uhm, what am I missing here? For ALL Tau to get a +1 or only ONE SINGLE GSC gets a +1, so why so upset. It's not like all GSC get the +1 to shoot, or am I missing something here? Been ages so maybe I am getting the Tau rules wrong?
Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".
>Tau invent complex computer aided laser targeting system to increase their marksmanship
>If five separate guns all hit an enemy, Tau get +1 to shooting
>Gsc give a motorcycle riding bimbo a sniper rifle, hold her beer, and automatically get +1 to shooting
That doesn't seem right?
Uhm, what am I missing here? For ALL Tau to get a +1 or only ONE SINGLE GSC gets a +1, so why so upset. It's not like all GSC get the +1 to shoot, or am I missing something here? Been ages so maybe I am getting the Tau rules wrong?
The Jackal Alphus grants +1 to hit for all units in a 6 inch bubble not just one unit. So this is actually super strong with Heavy Weapons Teams and Leman Russ.
But the comparison with the Tau stuff is still lacking, because we are talking about a single character here, which is even limited to 1 per detachement. No one is complaining about other + to hit or reroll bubbles. Of course they can be super strong, but they are a buff granted by characters.
Automatically Appended Next Post: Now that I think about it: Leman Russ and HWT will probably not profit from the Alphus, because they are not Cult units. (they apparently also do not profit from traits)
This message was edited 1 time. Last update was at 2019/01/31 10:46:02
I don't think the +1 will work on Russes and such. As it seems (according to the rumours) lthatthey will lack the CULT keyword and gain the BROOD BROTHER keyword instead.
EDIT: @Astmeister, darn fast edit. I was just an second to late
This message was edited 1 time. Last update was at 2019/01/31 10:51:45
"Several Genestealer Cults units also have the Brood Brothers keyword. These units can be included in a GSC detachment without preventing other units in that detachment from gaining a Cult Creed. Note, however, that Brood Brothers units do not themselves benefit from any Cult Creed.
In addition, to represent Astra Militarum forces that have been subverted, you can include Astra Miliatrum units and Genestealer Cult units in the same Matched Play army, even though these units do not have any Faction keywords in common. In such cases, ignore the AM units when choosing your army faction.
If your army is battle-forged, you can only include one AM detachment (one in which every unit has the AM keyword) in your army for each GSC detachment in that army. You cannot include AM named characters in these detachments, and these detachments cannot be Specialist Detachments. These AM detachments are then known as Brood Brother detachments, and every unit in them that has the <Regiment> or Militarum Tempestus keyword must replace it in every instance with Brood Brothers (if a unit doesn't have either of these keywords it simply gains the Brood Brothers keyword).
Brood Brothers detachments do not gain any of the detachment abilities listed in Codex: AM, such as regimental doctrines, nor can it use any regiment-specific stratagems, orders etc. Furthermore, infantry models in Brood Brothers detachments increase their Leaderdship by 1 and gain the Unquestioning Loyalty ability. They do not gain the Cult Ambush ability. Your Warlord cannot be from a Brood Brothers detachment, and you cannot give any Relics to Brood Brother Characters. In addition, the Command Benefits of all Brood Brothers detachments included in your army in this way are halved (rounding up). This reflects that such detachments are not a GSC's primary fighting force, and the acquisition or such military assets is costly in terms of resource."
This message was edited 1 time. Last update was at 2019/01/31 11:18:30
That kellermorph is 60 fething points?!?!?!??!?!?!?
Cypher is 110?
Not nearly as good as the kellermorph?
W T F
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
Lol. Cult of the 4 armed Emperor get's +1 charge (incl. from Deepstrike) and the Agents-of-Vect-equivalent?
Guess that settles what people will play. If that's true, internal balance will make Prophets of Flesh vs. the other traits nobody ever saw look like an excruciatingly hard choice for players.
]Cult Demagogue - Add 1 to hit rolls for attacks made by <Cult> units in the Fight phase whilst they are within 6" of any friendly <Cult> Primuses.
Meticulous Planner - The first time this model is set up on the battlefield, select one enemy unit on the battlefield. Re-roll wound rolls of 1 for attacks made by friendly <Cult> units that have the Cult Ambush ability whilst they are within 6" of this model when targeting that enemy unit
Metamorphs are basically unchanged from before, rules wise.
They are 9pts base, +1 for the talon, so 10pts base.
Goliath trucks + Rockgrinders:
Truck basic loadout (twin autocannon and heavy stubber) is 72, Rockgrinder basic (heavy stubber, heavy mining laser, drilldozer blade) is 105
This message was edited 2 times. Last update was at 2019/01/31 11:34:40
H.B.M.C. wrote: Anyway, it does strike me as an issue when someone with a sniper rifle somehow provides a better bonus than markerlights by dint of, what, her being an HQ choice? That's not a justification for poorly conceived rules.
Almost like they're psychic or something. It's hardly a stretch that an expert sniper given access to telepathy could improve the shooting of those around them.
Luke_Prowler wrote: The "established relationship between stats and fluff" has always been shaky at best, and this was inevitably going to happen when an army painted as the rebel uprising has to rub shoulders with various flavors of super soldiers that have been trying to one up each other fluff wise for several decades. What exactly were people expecting GSC to have, a bunch of completely ineffective weapons and abilities? If the game just slavishly followed the lore, Space marine would win by default.
Still don't get the space marines must be best idea, in their best stories they lose and do an extraordinary amount of damage to the enemy in the process leading to the mere possibility of victory, or they just fall into damnation entirely.
That said, I think people are getting a little excited over the points values, remember how quickly these things die to anything rougher than a stiff breeze. Guardsmen will kill a few of them just by turning their flashlights on trying to get a fix with the lasguns. If something dies in a single turn it's not worth that much in points with very little regard for how much damage it can do in that turn. The kellermorph is no knight, you sneeze on the guy and he's toast. Bring some anti-infantry to shred his body guards and he'll probably be dead before you get through them.
That said, I'm dying at how much this codex undercuts the current meta. Look forward to something to nuke knights with and I'll be ready to annoy any overly competitive players in my league coming up.
That said, I'm dying at how much this codex undercuts the current meta. Look forward to something to nuke knights with and I'll be ready to annoy any overly competitive players in my league coming up.
You might find those overly competitive players switch to GSC in no time if the leaks are indeed true
This message was edited 1 time. Last update was at 2019/01/31 11:32:59
Almost like they're psychic or something. It's hardly a stretch that an expert sniper given access to telepathy could improve the shooting of those around them.
Don't think anyone would've objected to an appropriate psychic power that does that for him.
It's hardly a stretch that marker drones improve the shooting for Tau units around them either.
It's the difference in implementation of "you just get it, thanks for buying the model" or actually have rules interaction like hit rolls, psychic tests, at the very least costs in limited resources like CP, that make it a "game".
And to an extend it's the sillyness of it. Maybe there's a justification for why a flare gun on vehicle gives it a 6+++ against anything and everything, from Mortar fire to Ahriman's combat spells. But if that's the case, why doesn't the Imperium (or the Eldar or whoever) immediately equip everything and anything it has, from a Sentinel walker to a Castellan Knight, from a Rhino to a Fortress of Redemption, with a flare gun, making them 16.666% more resilient against anything any enemy could conceivable throw at it. Who needs the finest cybernetic enhancements the AdMech can produce for the Iron Hands or the uncanny precognition of the Ulthwe Eldar, when a dinky flare gun does the very same thing, lol?
This message was edited 1 time. Last update was at 2019/01/31 11:38:45
And to an extend it's the sillyness of it. Maybe there's a justification for why a flare gun on vehicle gives it a 6+++ against anything and everything, from Mortar fire to Ahriman's combat spells. But if that's the case, why doesn't the Imperium (or the Eldar or whoever) immediately equip everything and anything it has, from a Sentinel walker to a Castellan Knight, from a Rhino to a Fortress of Redemption, with a flare gun, making them 16.666% more resilient against anything any enemy could conceivable throw at it. Who needs the finest cybernetic enhancements the AdMech can produce for the Iron Hands or the uncanny precognition of the Ulthwe Eldar, when a dinky flare gun does the very same thing, lol?
Not to mention that flares are not usefull to stop people shooting at you.
Flares are usefull when you want to mark something for airsupport or artillery. OR IF YOU WANT ATTENTION.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
That said, I'm dying at how much this codex undercuts the current meta. Look forward to something to nuke knights with and I'll be ready to annoy any overly competitive players in my league coming up.
You might find those overly competitive players switch to GSC in no time if the leaks are indeed true
I believe I saw the moderator of the competitive subreddit saying that the playtesters are already doing this.
It's interesting to see that for all their supposed improvement, GW still couldn't get away from flavor-of-the-month syndrome because of bad codex balancing within the same edition. Whether it's the good kind of interesting or not, is left as an exercise for the reader.
slave.entity wrote: So what does everyone think of the new Mental Onslaught ability? Apparently GSC are better casters than Tsons and Eldar now as well?
Apparently the caster can be buffed to Ld13 and the target can be debuffed to -3 using a combo of various Vigilus rules, traits, or relics meaning that the spell instakills anything Ld10 or lower, regardless of wound count. Day 1 patch incoming? Or maybe we're missing some critical info here.
Copy/pasted more info from the Reddit comment below:
Spoiler:
So I used Excel to simulate Mental Onslaught against various targets, under the assumption that it will say "unit" rather than "model" because Geedubs probably wants all psychic powers for an underselling faction to be useful.
I simulated 30 rolls (don't think units get bigger) for each Mental Onslaught and I did this 2000 times.
Here are the results
TLDR: Holy gak, this makes the patriarch good. Combine with the Horror psychic power from a Tyranid psyker for -1 to enemy leadership to deal an average of ~5 wounds to a LD9 leader, which is "most of them" or if it's actually all models in the unit, then just fething wipe off entire squads of most infantry. And all this is assuming there's no relic that adds leadership. If there is a relic which gives leadership to units close to the holder, then patriarchs are going to become one of the most dangerous units in the entire game, being able to reliably obliterate any target they choose, in a 26+D6" threat range. For the sheer insanity available here, I think that perhaps there's a reason why it's only 1 model.
Edit: Jormungandr monsters can take the Infrasonic Roar relic, which reduces the leadership of models within 6" by 1. Could be useful.
Edit 2: Pretty clear from the maths that you can simply shift them down, but according to u/Khaanik, the iconward gets a LD aura from the vigilus book and I realised you can add the Inspiring Leader warlord trait, resulting in a potential leadership for the Patriarch of 13. If you then use a Jormungandr flyrant with the relic to apply the Horror to a knight (-2 leadership), you can deal an average of TWENTY wounds. Even without the relic, it's still 10.339.
Edit 3: Locus also reduces enemy leadership by 1. This means that with all of that, anything with leadership 10 or lower (reduced to 7, vs your 13.) cannot beat your roll and you instantly kill anything you desire with this power (if you roll 1 and they roll 6, you have 14 and they have 13). A guardsman to a 2000 point tyranid biotitan. Just dead. Instantly. Move over Eldrad, move over Emperor, move over Tzeentch, there's a new Psyker god in town.
It's almost certainly worded "model" rather than "unit" and I'd also be very surprised to see it not be "Infantry Model" or "character" which IIRC is how the Mind war power is restricted.
I sincerely doubt you will be able to drop a knights leadership and instagib it.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
Agamemnon2 wrote: It's interesting to see that for all their supposed improvement, GW still couldn't get away from flavor-of-the-month syndrome because of bad codex balancing within the same edition. Whether it's the good kind of interesting or not, is left as an exercise for the reader.
Well before that in 8th they had actually improved, if we ignore GK and Necrons, (and any FW index) but that's beside the point.
If that is true, @slave.entity, is it like the GK thingy were they ruined a whole edition?
Atleast this time we may have CA to get us out of the hole if it happens to be unbalanced.
This message was edited 1 time. Last update was at 2019/01/31 12:38:04
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
Mellon wrote: Rumours/leaks that were recently posted on the GSC-facebook group by Quentin Forestier.
Found some more stuff,
Citation
Kelermorph is 60
Purestrains 15
Primus 75
Patriarch 125
Magus 80
Nexos 50
Clamavus 55
Cult of the four armed emperor d3 cp free reroll save hit wound
Hivecult reroll 1s shooting within 6
Bladed cog old grudges
Rusted claw whenever you roll a 6 to wound -1ap in fight phase 6 inch bubble
Pauper Prince +2 to UL rolls
Twisted helix +1 damage not on relics
Models with the genestealer keyword don’t benefit from cult traits.
Brood brothers are in, but have a lot of caveats. There is brood brother infantry and brood brother heavy weapon teams, russes, sentinels. They can all be in gsc detachments but don’t break the cult benefit however don’t benefit.
You can have 1 Astra Militarum detachment for each gsc one, you get brood brother keyword which adds +1 leadership. They receive 1/2 the command points rounding up. Can’t be specialist detachments.
Magus and Patriarch know 2 powers now still cast one. Same familiar rules
Relics :
Banner same
Bonesword +2 str -3ap d3 damage reroll hit wound
Amulet +1 saving throws vs ranged no overwatch
Relic autopistol/liberator 3 shots str 4 -2 2, can pick out characters reroll to wound vs characters
Cultist knife or Sanctus knife str user -2 2, 1 extra attack wounds on 2+ apart from vehicles. If a character suffers a wound, take d3 more after attacks
Patriarch or magus familiar +1 cast, extra spell
Jackal sniper/Sanctus sniper +2 wound rolls apart from against vehicles
Strats:
Hide cards 1cp
Use top wound row vehicles 1cp
Lurking shadows Use during opponents shooting phase on an infantry unit that is entirely on or within a terrain feature. They can’t be targeted unless the nearest visible unit 2cp
Monstrous vigour use at the start of your turn +1 to bestial vigour rolls for the unit 2cp
Meticulous uprising before you reveal an ambush marker can move 3 12inches 1cp
Can return 3 markers underground 1cp
Autoexplode vehicle when it dies 1cp
start of battle for purestrains roll a dice 1-2 on 6+ wound rolls extra damage, 3-4 extra +1 advance charge 5-6 4+ save but lose swift and deadly 1cp
Scanner decoys setup 4 ambush markers for this unit 1 cp Detonate concealer explosives in shooting phase pick a unit roll a dice 4+ d3 mortals, 7+ d6, +1 vs 10+ models -1 characters 2 cp Telepathic summons use at start of the psychic phase on a cult psyker cannot cast. Roll 3d6 can add 1 infantry or bike unit with PL equal or below unit is setup immediately 9 inches away 2cp
Return to shadows is go back into reserve have to be 3 away from enemies at end of the move phase infantry bikes 1cp
Extra explosive 10 models can throw grenades , 5 demo charges max 1cp
Bladed cog overthrow the oppressors in fight phase pick a unit not genestealers. Roll of unmodified 6 generates extra hit roll. 5+ vs imperium 4+ vs admech
Hivecult chilling efficiency. Cadia overlapping fields 2cp
Rusted claw drive by demolitions. Bike unit adds +1 hit wound when using grenades and can move after shooting
Rusted claw drive by demolitions. Bike unit adds +1 hit wound when using grenades and can move after shooting
Pauper princes 1 cp when enemy kills one character add +1 hit when attacking that unit
Twisted helix monstrous biohorrors 3cp end of fight phase aberrant keyword can fight again and subtract -1ld for units within 6 of them
Cof4armE A plan generations in the making. Agents of vec basically
Enjoy brothers, Hope is not Lost.
That is *exactly* the restrictions I thought we'd be seeing on GSC cult traits. So, we have the following units that don't benefit from traits:
1/3 of the units in the codex don't benefit from Cult Traits. You know what's funny? Not counting duplicate units like Character on Bike or weird exclusives like the Imperial Space Marine, my SM index has 34 non chapter exclusive units that do benefit from CTs, and 17 that don't. It's the Codex Creep, boys!
Yo GW that restriction on allies giving 1/2 of the command points sounds pretty good and fair wouldn't want GSC farming guard detachments for cheap CPs HOW ABOUT WE GET SOMETHING LIKE THAT ON EVERYONE.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
Is everything really so bleak, when you look at Genestealer Cults?
1.) They die to a stiff breeze, as has already been pointed out.
2.) They are tyranid enhanced bio weapons to overthrow a planets population. So they damn well deserve to be en par with Space Marines in certain ways. Note that they are even not S4 T4.
3.) I find it nice that GW made the GSC an army with a distinct playstyle. Of course this also means they should be able to do, what no one else can.
4.) Why do we have to compare them to Space Marines at all? Most people agree that the Codex SM are currently one of the weakest armies out there. This might very well change in a couple of months, when a new Codex comes out.
Actually I only find the Gunslinger to be broken at the moment. And he is a suicidal weapon.
zamerion wrote: ]Cult Demagogue - Add 1 to hit rolls for attacks made by <Cult> units in the Fight phase whilst they are within 6" of any friendly <Cult> Primuses.
Meticulous Planner - The first time this model is set up on the battlefield, select one enemy unit on the battlefield. Re-roll wound rolls of 1 for attacks made by friendly <Cult> units that have the Cult Ambush ability whilst they are within 6" of this model when targeting that enemy unit
Metamorphs are basically unchanged from before, rules wise.
They are 9pts base, +1 for the talon, so 10pts base.
Goliath trucks + Rockgrinders:
Truck basic loadout (twin autocannon and heavy stubber) is 72, Rockgrinder basic (heavy stubber, heavy mining laser, drilldozer blade) is 105
Awesome news on both goliath and rockgrinder. Very glad both still seem to have a reason to exist, especially the base goliath which will be much improved by cult traits.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
At this point just get rid of CP and stratagems and change some into equipment / upgrades for units.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.