![]() The short range profile can also be boosted with the Hypersense Unique Action that replaces its Critical Rules with Indirect and No Cover, which means it negates the advantages of being in cover for its target. At short range, the Autostubs are much better with an extra attack, a Ballistic Skill of 2+ and the same Critical rules. The Kelermorph is a Cult Agent, of which you can have 2 in a Kill Team, and he’s really great at close range shooting: He can shoot twice in an activation, has an Action Point Limit of 3 and a loadout of Liberator Autostub revolvers with two attack profiles: At long range, it has a pretty bad Ballistic Skill of 4+ but the P1 and Rending Critical Rules which gives it Armour Penetration and extra critical hits when scoring a critical hit. Kelermorph (1 per Kill Team, Cult Agent, counts as two operatives) ![]() Note that this happens in that friendly Neophyte operative’s activation and not in the Neophyte Leader’s activation. ![]() He also has the Shadow Vector ability which lets you use either the Slink Into Darkness or Coiled Serpent Tactical Ploy for free on a friendly Neophyte operative visible to the Neophyte Leader once per Turning Point. Which loadout you prefer depends on what role you want him to play in combat, which in turn depends on which Cult Agents you’re bringing, but a combination of an interesting pistol and one of his three good melee weapons is usually the best choice. He has access to a wide array of weapon options, from the relatively terrible Autogun of the Brood-Adepts to the pretty fearsome Power Pick or the stunning Web Pistol. The Neophyte Leader is very easy to kill for a Kill Team Leader (with a Save of 5+ and 8 wounds), but even though there are powerful Cult Agents in your kill team, this guy is always your leader. Operatives of the Wyrmblade Kill Team Neophyte Leader (1 per Kill Team) On the plus side, it gives them a 4+ invulnerable save, which is very good, and if they are in Cover when being shot at, they can retain one additional dice as a succesful normal save or retain one dice as a critical save rather than a normal one – great for keeping your most valuable operatives alive as they sneak closer to the enemy. It prevents them from bearing equipment, which is just a way of not making them too powerful. This ability is in the rules of all the Cult Agents of your Kill Team: The Kelermorph, Sanctus Sniper, Sanctus Talon and Locus. Since nothing prevents you from changing the Order of every operative in your Kill Team, a team-wide reroll to attacks is a very good ability. If its order was changed from Conceal to Engage in that or any following activation, it can reroll its attack dice of one result (so, 2s or 1s, for example) for the first combat or shooting attack in that activation. It lets you change the Order of an operative the first time it activates (so, for example, from Engage to Conceal). If you like playing special characters with tons of personality backed up by expendable fighters that can show up anywhere on the battlefield, the advanced but powerful Wyrmblade might be just the Kill Team for you.Ħ Playing the Wyrmblade Kill Team Abilities of the Wyrmblade Kill Team Cult AmbushĬult Ambush is an ability all Wyrmblade operatives have. ![]() They ambush enemy forces with simple guns and industrial tools and vanish before anyone can retaliate. In the game, the Wyrmblade are sneaky guerilla fighters led by heroic revolutionary Cult Agents with terrifying combat and weapon skills. Dressed in civilian equipment, they blend into society until they strike, at which point they reveal terrifying claws, long tongues and mutant appendages armed with knives and firearms. They look like humans (mostly), but they live with various stages of hybrid mutation and sneak around in the shadows to sabotage Imperial industry and incite unrest and riots. The Wyrmblade are the special forces of the Genestealer Cults, a mutant uprising on Imperial Worlds infected by Tyranid Genestealers for the purpose of making their world ripe for a Tyranid invasion. Its rules are available in White Dwarf Magazine issue 472. The Wyrmblade is a kill team for the Games Workshop tabl etop miniature skirmish game Warhammer 40,000: Kill Team.
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