Switch Theme:

Stalker Hybrids (Delaque as a GSC unit)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Dakka Veteran






Stalker Hybrids (Heavy Support, Power Rating 3)
Genestealer Cults find root in the filth and woe that engulfs the vast majority of the Imperium's population, but their branches reach far higher. The constricting vines of the cult's influence creep into every level of society, from the opulent halls of a merchant-guild to the grand orbital palace of an Imperial Governor. Stalker Hybrids are late-generation cultists tasked with infiltrating these circles of power, using minor psychic mutations of hypnosis and illusion to secure additional resources and authority for the cult. When the uprising begins, these eerily charming saboteurs arm themselves with hidden caches of exotic weapons - and turn them on their former hosts.
4-9 Stalker Hybrids: M 6", WS 4+, BS 3+, S3, T3, W1, A1, Ld 7, Sv 5+
1 Stalker Leader: M 6", WS4+, BS3+, S3, T3, W1, A2, Ld 8, Sv 5+
If this unit contains between 6 and 10 models, it has Power Rating 5. Every model is equipped with: 2 autopistols; cultist knife; frag grenades; krak grenades.

New Wargear
  • Digi-Weapon: Range 6"; Type Pistol 1; Strength 0; AP 0; Damage 0; Abilities: If this weapon hits, the target suffers 1 mortal wound and the attack sequence ends.
  • Grav-gun: Range 18"; Type Rapid Fire 1; Strength 5; AP-1; Damage 1; Abilities: Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
  • Krak grenades: Range 6"; Type Grenade 1; Strength 6; AP-1; Damage 2; Abilities: -
  • Needler long rifle: Range 36"; Type Heavy 1; Strength 1; AP 0; Damage 2; Abilities: Each time an attack is made with this weapon against a unit (excluding VEHICLE and TITANIC units), that attack always wounds on an unmodified wound roll of 2+ .Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

  • Wargear Options
  • Any number of models can each have 1 autopistol replaced with 1 of the following; 1 hand flamer; 1 needle pistol; 1 web pistol.
  • Up to 4 Stalker Hybrids can each be equipped with 1 of the following; 1 demolition charge; 1 grav-gun; 1 needler long rifle; 1 webber.
  • The Stalker Leader can have 1 autopistol replaced with 1 digi-weapon.

  • Abilities
  • Cult Ambush: See Codex: Genestealer Cults.
  • Unquestioning Loyalty: See Codex: Genestealer Cults.
  • Infiltrators: When you set up this unit from ambush, you can first move its ambush marker to anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
  • Eyes in the Dark: Each time you select a target for a weapon a model in this unit is making an attack with, you can ignore the Look Out, Sir rule, as well as any friendly models within Engagement Range of the target.

  • Keywords
  • Faction: TYRANIDS, GENESTEALER CULTS, <CULT>
  • Keywords: INFANTRY, STALKER HYBRIDS


  • Points Costs
  • Stalker Hybrid: 8 points
  • Stalker Leader: 8 points
  • Autopistol: 0 points
  • Cultist knife: 0 points
  • Frag grenades: 0 points
  • Krak grenades: 0 points
  • Web pistol: 0 points

  • Demolition charge: 10 points
  • Digi-Weapon: 10 points
  • Flechette pistol: 2 points
  • Grav-gun: 5 points
  • Hand flamer: 3 points
  • Needler long rifle: 5 points
  • Webber: 5 points


  • New Stratagem: Exotic Armouries (1 Command Point)
    Stalker Hybrids infiltrate the wealthiest and most highborn echelons of Imperial society, acquiring powerful contacts and unusual weaponry for the cult's uprising.
    Use this Stratagem in your Shooting phase, after a STALKER HYBRIDS unit from your army hits an enemy unit (excluding VEHICLES, MONSTERS, and TITANIC units) with a ranged attack. Until the start of your next turn, that enemy unit cannot fire Overwatch or Set to Defend, and:
  • Corrosion Bombs: If the hit was scored with a Grenade weapon, models in that unit are considered to have half the number of wounds remaining for the purposes of determining their characteristics.
  • Graviton Pulse: If the hit was scored with a grav-gun, each time a model in the selected unit makes an attack, subtract 1 from that attack's hit roll.
  • Tangle-Chem: If the hit was scored with a webber or web pistol, that enemy unit cannot Advance or Fall Back.
  • Vile Toxins: If the hit was scored with a needler long-rifle or flechette pistol, that unit is not eligible to fight in the Fight phase until after all eligible units have done so.



  • Automatically Appended Next Post:
    A bit like my previous take on Redemptionists for Adepta Sororitas using the Cawdor box, the Stalker Hybrids are a way to use the marvellously creepy Delaque gang box in Genestealer Cults. I actually started by looking at Orlock, since they're already miners, but... outside of Cyber-Mastiffs (who don't really fit) and Wreckers, they were pretty well-represented as Neophytes. The only new stuff they'd have brought to the table would have been Neophytes with access to Servo-Claws, Harpoon Launchers, and pistols/cultist knives or double pistols. Not really worth a new entry.

    These guys, on the other hand, have their own little niche; in lore terms, they're creepy, mildly psychic advisors and assassins for the cult. In game terms, they're infiltrating, ranged support/harassment support units. All their guns (bar the sniper rifle) have terrible range, but they can be deployed with a better version of Concealed Positions, and can ignore Look Out, Sir! to murder a CHARACTER with a volley of pistol shots. They can also use their psychic connection to ignore friendlies in Engagement Range, sneaking up and firing into combat with whatever you've got tied up, before you give it the coup de grace in the Fight phase.

    Their Stratagem is an altered version of the Reiver Shock Grenades; it requires a hit, but works out to the range of their guns (i.e. 6" for grenades, 12" for pistols, 18" for grav-guns, 36" for sniper rifles) instead of just 6". However, the secondary effect relies on landing a hit with a special weapon; a grav-gun (18") will get you the Reiver's -1 to hit, while the (otherwise pretty weak) webbers will let you screw with enemy movement, preventing an Advance or a Fall Back (and Stalkers can fire into combat, remember). Snipers are arguably the weakest, since they come with the longest range, and just force the enemy to fight last.

    This message was edited 10 times. Last update was at 2021/04/25 01:25:12


     
       
     
    Forum Index » 40K Proposed Rules
    Go to: