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Games Workshop - Warhammer 40,000 - Genestealer Cults Kelermorph

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Ridgerunner first. This gets a very modest increase and remains extremely cost effective, with the chassis going up 5 and the two heavy stubbers by 3 each. At 70 for a HML/flare launcher build (which even if you weren’t already, you should now take 100% of the time as the other main guns went up), these are still very relevant threats and I expect most lists will run the full nine, maybe only considering pulling down to 6 to avoid giving max points on the Bring It Down secondary.

Overwatch (Cunning): Overwatch is an extremely good skill that allows for out-of-sequence shooting. Pair it with a Blast weapon to eradicate friendships, which is to say it’s super effective. The Kelermorph is a late refinement of the third generation cycle of Genestealer Hybrids, produced from the finest genetic strains of the local populace. They are gifted with hyper-sensory powers that allow them to perceive the world around them in acute detail and rapid-firing neurons allow them to react with supernatural speed. They are also possessed with enhanced pheromonal senses and thermoceptive vision that allows for pinpoint marksmanship even in pitch darkness. These creatures are in essence bio-crafted to be the heroic face of their cult and indicate a Patriarch's growing mastery of human psyche. [2] Mind Control: This one’s the best one. A successful cast will cause one of the enemy fighters to perform a Shoot (basic) action against their own gang ! Maybe not as effective against Corpse Grinders, but still extremely effective! Rating: A+ Laspistol: Laspistols are slightly better than Autopistols because they’re slightly more accurate and substantially more reliable. Naturally, they trade the potential for multiple shots, but we think they’re just a touch better. Rating: B Flexibilty – Your teams can consist of between 12 and 14 models (though you’ll rarely go to 14), and many of those will have group activations. So you’ve got the bodies to hold objectives and control area, with support from some more elite models, but you can go full horde if you need.Hazard Suit: Hazard Suits give a 6+, improve the effectiveness of Resirators, and make the fighter immune to Blaze (good) and Rad-Phage (lol). Upgrade to Mesh on anyone you want to keep alive. Spinning his Liberator Autostubs with supernatural dexterity, the Kelermorph fills his enemies with bullets, mowing down scores of soldiers in moments. When faced with armoured foes or war vehicles, the gunslinger simply spins the chambers of his pistols and calmly fires once more -- in moments the target explodes in a hail of metal. If you set up this unit in ambush, place an ambush marker anywhere on the battlefield that is wholly within your deployment zone. My instant and sorcery recursion is with [[Underworld Breach]],[[Past in flames]],[Dreadhorde Arcanist]],[[Snapcaster Mage]],[[Exalted Flamer of Tzeentch]]

Mining Laser/Seismic Cannon: Unwieldy heavy weapons usually get a frown from us, but when your acolytes have a third arm to help drag them around, our opinions can and will change. The mining laser is extremely powerful, has good range and when you can move and shoot with it, it is extremely scary. Ditto for the Seismic Cannon. Rating: A with a Third Arm, C without Psychic Ritual (Warpcraft): No really. Most lists are going to contain two Psykers that want to end up near the centre of the board, are reasonably tough and get a lot more of their value from other capabilities than most casters do. I genuinely think there’s a case for trying this one, and more ways to force your opponent to come party with you on your terms mid-board is good. You can also take Mental Interrogation if you’re some sort of coward. It leans into the instants-and-sorceries side of things, so it runs the famous Gelectrode and its best friend Thermo-Alchemist.Electrostatic Field, Firebrand Archer, and Kessig Flamebreather also pop a couple shots off every time you cast a noncreature spell. The Kelermorph is a special Genestealer hybrid who serves as a hero figure for Genestealer Cults and uses his legendary prowess as a warrior and gunslinger to spread sedition and revolution on cult-infested Imperial worlds. A baked-in 4+ invulnerable save with the ability to either retain an additional success or upgrade a normal success to a critical success in cover when rolling saves. You can’t take equipment, but this really helps you stay alive if you hug cover, which is something your Cult Agent operatives will need to do if you want to survive.

A Kelermorph can wield many weapons at once, including his three signature Liberator Autostub pistols. This list doesn’t really struggle with getting enough units on the board – the 4AE patrol plus the Kelermorph is 7 units (out of 19 total) and just under 800pts, letting you flex a couple of Neophyte units into reserve if needed.

Units

And that's it. The Starborn Souls are done**, really done**. Feels weird! What about you? Do you ever feel like you "finish" a project? Or are you how I normally am, finish scaling a peak only to see more mountain ahead of you full of exciting variant projects? Seriously, I'm still planning stuff for my Blood Angels after 7000 points. I've got problems man... Until next time, lovely people. Melee – Wyrmblade teams had to give something up from regular Genestealer Cult teams and what they gave up was mostly melee prowess, losing the ability to take metamorph hybrids. The Sanctus Talon is the best of your melee options, and you’re limited to one of those.

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