by LordMalekTheRedKnight » Mon Feb 11, 2008 2:10 pm
Genestealer Magus - Force Commander - xx ptsWS BS S T W I A Ld Sv 3 3 3 3 2 4 1(2) 10 5+/3+InvUnit Type: InfantryUnit Size: 1 ModelWeapons: Laspistol, Force Weapon (Staff)Special Rules: - Independant Character- Psyker ("Jinx" & "The Hive Mind Commands It!")- Fearless- Psychic Shield: the Magus has 3+ Invulnerable Save, and cannot suffer Instant Death.- Hive Beacon: all friendly units within 12" of the Magus may use his Ld for any Leadership tests while he is alive. Brood Brothers Squad - xx ptsWS BS S T W I A Ld Sv 2 2 3 3 1 4 1 5 6+Unit Type: InfantryUnit Size: 12 ModelsWeapons: Lasguns/Autoguns. In addition, 1 model has a Flamer and 1 has a Heavy Stubber (R24", S4, AP6, Assault 3). Special Rules: - Brood Telepathy: the unit does not suffer from Instinctive Behaviour - instead it takes Pinning and Morale Tests using its own Ld.- Home Turf: The unit has the Scouts and Move Through Cover USRs. If the Magus is joined to the unit, these rules are not lost.Brood Brothers Anti-tank Squad - xx ptsWS BS S T W I A Ld Sv 2 2 3 3 1 4 1 5 6+Unit Type: InfantryUnit Size: 6 ModelsWeapons: Lasguns/Autoguns, Krak Grenades. In addition, 3 models have Rocket Launchers (R24", S8, AP3, Assault 1). Special Rules: - Brood Telepathy (see above)- Home Turf (see above)Genestealer Hybrid Brood - xx ptsWS BS S T W I A Ld Sv 3 2 4 3 1 4 1(2) 8 5+Unit Type: InfantryUnit Size: 12 ModelsWeapons: Laspistols/Autopistols, Close Combat Weapons, Frag Grenades. In addition, 4 models have Rending Claws.Special Rules: - Fleet- Brood Telepathy (see above)- Home Turf (see above)Genestealer Purestrain Brood - 120 ptsWS BS S T W I A Ld Sv 6 0 4 4 1 6 2(3) 10 5+Unit Type: InfantryUnit Size: 6 ModelsWeapons: Rending Claws, Scything TalonsSpecial Rules: - Fleet- Move Through Cover- Brood Telepathy (see above)- Hidden Threat: The Purestrain Brood must be placed in Reserve during Deployment, and enter play using the Deep Strike rule. Once they arrive, they receive a 5+ Cover Save, even in the open, until the start of the following Cult turn.
by mattjgilbert » Tue Feb 12, 2008 12:15 pm
by LordMalekTheRedKnight » Tue Feb 12, 2008 1:12 pm
mattjgilbert wrote:So what disadvantages does this army have?
mattjgilbert wrote:Are you looking at a single squad of each or could you take say 3 units of Stealer Hybrids?
by mattjgilbert » Tue Feb 12, 2008 1:16 pm
by LordMalekTheRedKnight » Tue Feb 12, 2008 2:53 pm
mattjgilbert wrote:Want the list playtested?
JinxPick any one enemy model within LOS (In the case of Vehicles, or weapons that can be fired by more than one model, nominate a single weapon to be affected instead). If the target is with 24" then it has been Jinxed. While the power is in effect the Cult player can force the victim to re-roll any successful "to-hit" rolls when Shooting.The Hive Mind Commands It!Pick any Genestealer Cult unit that has at least one model within 24" of the Magus. While the power is in effect the unit is Fearless. If the unit was already Falling Back then they immediately regroup (regardless of any of the normal considerations).
by ruffian4 » Tue Feb 12, 2008 3:00 pm
killmaimburn wrote:If this is a masked ball, then the other bits of him are off spiking the teachers punch.
by mattjgilbert » Tue Feb 12, 2008 3:03 pm
by mattjgilbert » Tue Feb 12, 2008 3:05 pm
ruffian4 wrote:How about catalyst?The last fanatical act of the cultists?
by LordMalekTheRedKnight » Tue Feb 12, 2008 3:30 pm
ruffian4 wrote:How about catalyst?
mattjgilbert wrote:What's the duration of the powers?
mattjgilbert wrote:I'm also assuming that "the victim" is the chosen weapon in the case of a vehicle and it doesn't just prevent the owner of the weapon from firing at all!
mattjgilbert wrote:Looks good. Both are defensive. Does that fit with your ideas for the cult or would one defensive and one offensive be better?
mattjgilbert wrote:Perhaps extend the range of the Hive Beacon to 18" and swap THMCI to something aggressive?
mattjgilbert wrote:ruffian4 wrote:The last fanatical act of the cultists?If the Magus dies, all cult members get preferred enemy in the following turn or something like that? Must move and/or charge the nearest enemy unit?
ruffian4 wrote:The last fanatical act of the cultists?
by mattjgilbert » Tue Feb 12, 2008 3:38 pm
by LordMalekTheRedKnight » Tue Feb 12, 2008 3:50 pm
mattjgilbert wrote:Yeah on the stealer cover save. Regarding making the Hive Beacon too powerful for stealers... don't have it apply to them. They are the cult's more independant element after all...
mattjgilbert wrote:You'll have to send me your stealers for dipping Seriously I you want me to do it
by mattjgilbert » Tue Feb 12, 2008 3:56 pm
LordMalekTheRedKnight wrote:well they dont need his Ld 10, and making them Fearless isnt a concern. its stuff like FNP or Furious Charge that im more worried about.
LordMalekTheRedKnight wrote:on another topic: a note on squad sizes. i went with multiples of 6 for everything, but the squad sizes could be tweaked a little to achieve balance (for example, 10 Brood Brothers instead of 12 maybe?).
by ruffian4 » Tue Feb 12, 2008 4:28 pm
LordMalekTheRedKnight wrote:- i dont have any models for this list yet (barring some Genestealers), but when i do eventually start building it, i plan on using a mix of old models (Magus and Hybrids, from ebay) and new(er) ones (Delaque Gangers and BFM Stealers)
by LordMalekTheRedKnight » Tue Feb 12, 2008 4:37 pm
mattjgilbert wrote:LordMalekTheRedKnight wrote:well they dont need his Ld 10, and making them Fearless isnt a concern. its stuff like FNP or Furious Charge that im more worried about. So don't have it apply to them...at all.
mattjgilbert wrote:6 sounds right for stealer cults to me. Something in the deep recesses of my mind says it's the right number if my murky grasp of fluff is anything to go by.
ruffian4 wrote:The hybrids are going to cost a bit, I should imagine.
ruffian4 wrote:Delaque gangers with rending claws/head swaps would look sweet. If you did use delaques as hybrids the greatcoat theme would look pretty powerfull, imo.
by mattjgilbert » Tue Feb 12, 2008 4:50 pm
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