The Smell of Xenos Edition

The Smell of Xenos Edition

>Rules databases
mega.nz/#F!BxI1HSgI!0tKymKh9RZTzGpgIA5EyCg

>FAQ’s and Errata (outdated but official)
games-workshop.com/en-GB/Rules-Errata

>40k 7th edition quick reference sheet(s).
dl.dropboxusercontent.com/u/4104995/Games/7edRef.pdf

>Forgeworld Book index
dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

> The Black Library
mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q!c4pGAJDb

Other urls found in this thread:

1d4chan.org/wiki/Genestealer_Cult_Creation_Tables
twitter.com/SFWRedditImages

First for cataphractii biker captains

First for Librarius Guard Catapractii Smashfucker

I just completed my harlequin kill team.

Troop master with kiss and neuro-disruptor, 2x harlies with kiss, harlie with embrace, 2x vanilla harlies and a single death jester.

sentinels of terra or angels of death?

Iron Hands FNP +1's are actually +1 to the roll, not -1 to the save.
So Apoth+Medusa+Hands+Gorgon+WLT Smashfucker has a 5+ FNP save with +4 on all rolls.

>mfw

Genestealer Cult codex, grab it while it's hot

>Forgot mf in all the w

In an MSU Battle Company with 6 five-man tactical squads riding in Razorbacks would it be worth giving a special wep and matching combi for each squad?

What about Razorback loadouts? I can't decide between TL Ass Cannons or TL Las Cannons.
Any wargear besides that worth having on them?

Being in a genestealer cult during a tyranid invasion must be one of the most majestic things ever until you get eaten. The children of the void, the unending terror of the stars descends on a planet to devour everything, and you are part of it.

Just imagine standing on the wrack of a tank while unending tides of gaunts flow around you, or unsuccessfully trying to get into a fortress of the surpressors only to see how a carnifex opens the way for you.

Why take razorbacks when you can give your tac squads grav cannons and shoot out the hatch with them?

My cult's belief system incorporates the getting-eaten part as a holy rite that works to truly join them as one with their Void Mother.

I mean...it's sort of true. I'm sure their biomass will be put to good use.

I sure hope they ain't used to make pyrovores

>actually no art of a tyranid eating a cultist.
We might be onto something here.

Thank you, sir!

It's high time this General made their own cult, roll for Origin Planet, someone:

1d4chan.org/wiki/Genestealer_Cult_Creation_Tables

As soon as the Nids land the cult are viewed no differently than any other Biomass, there's no cooperation.

Rolled 51 (1d100)

Wrong, the Nids ignore the cult until the defence is shattered.

I play Iron Hands and I like my marines in tight-knit units that can just get dropped off by the Razorback.

Once they drop off their cargo the Razorbacks won't be completely useless as an LoS Blocker if I give it the Las or Ass cannons.

There's a mini story in the damn codex of a *cult* purestrain tearing it's own Magus head off while the Nids are mid invasion

Rolled 53 (1d100)

Rolling for terrain

The Genestealer Cults Codex explicitly states that the Hive Mind completely ignores the cultists at first, and that there exists a short but blissful period where the cult and hive fleets fight side by side. When the planetary defenders are wiped out, then the Tyranids turn on their worshippers.

Interestingly it also states that the cultists don't just accept this - they panic, they run to the Patriarch looking for saftey (and don't find it) or try and flee. Which opens up the possibilities for small groups of 'rogue' hybrids that managed to escape at the last moment, trying to scratch out a living free from both the Imperium and the Hive Mind.

51 - AGRI WORLD

Awww shit, we're looting grav-tractors and power backhoes!

Roll for the Origin Planet's dominant terrain!

>Functionally invincible
Get FUCKED

Interesting; got any screencaps to go with that? Also, what happens to a Genestealer Cult when their Patriarch dies?

Rolled 81 (1d100)

Why bother? Stormlance demi-company lets you re-embark after shooting.

Looks like someone already did.

53 - DESERT

What do they farm? Do they use giant agri-domes with their own climates? That'd be cool.

Or maybe they farm sand? Is that a thing?

Roll for combat specialisation!

So what'll GW customer support do when I say they done fucked up my Limited Edition Codex book? SOMETHING (ebin jokes aside) is sticking a number of the pages together, resin or glue I dunno

It's sold out it's not like they can swop me another one...

Imagine being a mother pregnant with a purestrain genestealer during an invasion. Suddenly the baby is a lot more lively and things turn wombburster pretty quick

Whoops, meant that for

Rolled 1 (1d10)

But consider the cost; will the razorback do that much more than a rhino before it gets wrecked, or are those 40 points best spent elsewhere?

Rolled 7 (1d10)

We will of course engage in goryous melee combat

They can try to find another stealer cult but are treated worse than a nigger's step kids

Rolled 15 (1d100)

Tech level

Desert farmers, I'm now imagining them having a few super-rivers like the Nile or the Tigris & The Euphrates, so they could either be a Space Egypt or a Space Babylon, possibly a Patriarch in Egyptian Pharaoh headdress and stuff. A literal tomb cult.

Insist.
It'll be funny.

1 - Striking from the shadows!

The vast agri-domes with their 8-foot space corn and giant tubers provide many dark spaces for the Cult to lurk within...

Roll for Tech Access!

I'm afraid not, I'm at work so don't have access to my copy of the book. There's a link to the scan towards the top of the thread if you want to download it and check yourself.

As for what happens when a Patriarch dies, it isn't stated outright. But in the timeline, there's an example of a Cult which loses its entire leadership to an orbital strike. The whole thing collapsed into avatistic, warring factions that reduced the whole planet to barbarism and anarchy. I'd imagine the broodmind, the small proto-hivemind centered around the Patriarch, would collapse, essentially leaving every member of the cult on their own. They'd suddenly find themselves with complete free will and have no idea what to do with it.

Rolled 20 (1d100)

15 - Barely anything! They're scraping out an existence using anything they can find and turning into a weapon against their hosts.

Egyptian space-rednecks are go?

But what is their Sphere of Influence?

Sooner or later the 4th generation will give birth to purestrains, won't they? And one of those will begin to sire new generations and start the cult anew.

Could make for an interesting scenario where a cult that has lost its patriarch is desperately waiting for the birth of a new messias

Rolled 4 (1d10)

Rolled 8 (1d10)

Rolled 3 (1d10)

Aww, so much for my Admech looting cool nid biotechnology.

Rolled 99 (1d100)

Rolling for nemesis

You seem to be forgetting that SMASHFUCKER PRIME is a captian, and as such is LD 10 base. What you've done is reduce him to LD 7, not LD 5.
Which means he can still beat the shadowseer in a roll off + LD. And statistically, he will beat the shadowseer before he ever takes a wound.

Space ISIS is go it looks like. Durka durka!

4 - Small, but not insignificant.

This cult is still growing, but its time will come...

Who is the Cult's main enemy?

Man, we are a bit useless. At least it's all self-consistent and fluffy. Stealth masters with very low tech who live on a desert world and are annoying but not large enough for a nemesis.

>Why bother?
I don't like Drop Pods and Rhinos are even more boring than Razorbacks so I figured the cooler armoured carrier with weapons would better represent my IH

>Stormlance demi-company
Is that from a supplement?
All I have is Codex: Space Marine.

I'm not too sure, the transports are free with the Battle Company so I am only paying for wargear on them.

Either way I am able to fit the list into 1500 with the two Demis and one Auxiliary

I'm not forgetting. I'm just not sure whether there have been any erratas that prohibit lowering Leadership from multiple sources. -3 for Terrify, and -2 for being within 12" of the Mask of Secrets.

Even if "yes", it's still impractical just because you have to roll a crapload of dice for powers (granted, a Seer Council could easily generate a lot of dice on its own), and hope your Shadowseers actually roll that power, but the Bikestar doesn't have any ML3 Psykers nor does it have Adamantium Will...

When are DE gonna get a not-completely-shitty codex again? I find the 6th/7th ed codex to be completely unplayable.

99 - the Cult has no enemies! Either because they've killed them all already or they aren't big enough to have any yet.

Either option is compelling, though considering their Sphere of Influence is still small, I'm inclined to think the latter is more likely.

Striking from the shadows...subtly growing in power...They Who Walk Between the Rows

Get a hemlock wraithfighter in there.

Dozer blades can be useful if your local scene has terrain your rhinos get stuck on frequently. I'd just being meltas/grav cannons in rhinos and put the saved points into a dread.

>-3 for Terrify, and -2 for being within 12" of the Mask of Secrets.
We are talking about the terrify power from telepathy, right?
Because unless there is something I am completely unaware of, it's -1 to LD, not -3

It's from Angels of Death. The Stormlance is very similar to the BDC, except you don't get "Free Transports" when you take it twice, and instead of Obsec and an extra use of Tactical Doctrine, your dudes get "Move After Fire" so to speak.

Your Tacs can run D6" after shooting, and if they end up all within embark range of their transport, they can re-embark immediately. So you can have Razorback dudes drop off, tap bolters, then immediately get back on their ride. Oh, and your Bikes immediately get to move 2d6" after shooting.

I kinda like the idea of a planet, scourged by desert winds and burning sand, with domes dotting its surface. Oases of green and growth, they are all that keep the population safe and fed.

But...there are stories - there are always stories. Tales of things moving in the shadows of the dunes. Of half-seen shapes in dust storms and lone screams in the night.

People shrug these off as the foolery they are. And yet, a dome has just dropped out of contact. A coincidence, surely? It can't be true.

There's nothing out there.

Angels of Death supplement is your new best friend.

Sorry, I meant the one from Runes of Battle. The Eldar have Horrify, not Terrify. Whoops.

maybe in 8th which could be anywhere in the next 3-4 years or so; but hey you'll get an update before sisters

actually now that i think about it DE are missing a decurion so maybe you'll see a sequel a la traitors hate to crimson slaughter/black legion

Craftworld Eldar's Rune of Battle tree has Horrify which is -3 Ld

A Decurion could actually fix a lot of DE's problems. Most of their units have appropriate statlines and equipment, they just need some extra special rules to make the codex more interesting and pull them up to mid-tier. A decent round of formation bonuses could, in theory, handle that quite well.

Maybe the agri part of our world consists of large subterranean lakes where fish or algae are grown, and we're the little Gollums trying to catch things with our hands...

Or the agriculture only became dominant after the mines of the planet were depleted.

More like 'Cult of the lone gas station'.

A small country town in the middle of the desert. An unimportant yet necessary inn perched on an oasis, where the oxen can drink before they cart their cargo to the Great Domes, where the mighty God Impah's metal birds collect them to pay the Angels of Death who protect their tiny world from the horrors above.

Yet in recent times, deliveries have been going missing, or the drover who arrives home is not the same as the one who left...

Perhaps the horrors are not so distant after all.

Ah, I see. Well, that would theoretically work, but practically it's not really a good plan, since PRIME is accompanied by a conclave, which means that most likely one of those powers will be denied.
But yes, theoretically that should kill him.

If you're using the gladius then razorback spam is great and borderline broken.
In all other instances however it's not worth the points investment.

I'm now tempted to say this is a Genestealer Cult on Tallarn.

...

The wind howls incessantly against the thick glass, as it always has. You're worried about this year's crop, as you always are.

It's a bad time to be a dome-farmer. There are concerning reports trickling in from other dome-habs. Crops stolen, livestock slaughtered. Usually you'd dismiss this as the work of disgruntled farmhands looking for a bigger meal, but now a few people have gone missing too. You think about your family, sleeping a few feet away.

But the dead of the night is not the time for thinking about such things. You turn to switch off the light, but then...what was that?

The wind still screeches a cacophony against the glass, but for a second you thought you heard a different noise. Tink-tink-tink. Tapping.

Something is tapping on the dome wall, from the outside.

You could also go the sort of Hills Have Eyes route.

>Folks 'round 'ere -know- there's some family livin' up in them hills, but they don't come into town naught rarely, and always in heavy cloaks. They're welcome, so long as their credits're good. Summat strange about 'em though.

No one's connected the trips into town with the disappearances yet, but it's only a matter of time.

Cool then I am going to stick with the gladius so I don't have to get a whole new book.

I do want to get bikes for an Iron Hand's Command Squad.

I am starting with scouts as my auxillery but ideally I will get either a Stormwing or Armoured Task Force.

Also, raping in caravans

>whoever throws down the illest gangsta rap gets to eat the other one

Oh, so the Cult is doomed then, those Tallarns don't fuck about...

It's worth picking up anyway.
Is basically Raukaan 1.5

I'm spending a ton on bits for my custom space marines so I'd like to ask you about SM gear before I blow it.

-I bought a blade and a storm shield for the captain. Is that good gear? I've read that thunder hammer and grav gun is good too.

-How do I kit out the command squad? (for close combat)

-Are heavy weapons useless on tactical squads? Are Gravs and flamers the only useful special weapons on tac squads?

-Are vanguard and sternguard useful at all?

-How do I kit out the Chapter Master?

-Is plasma the only useful devastator weapon (for its role)? Should I add meathshield bolter marines on devastator squads?

-Predator, vindicator or a flyer? Or a knight ally? Or IG allies?

I really miss meatshields with SM. Is there any way to implement Imperial Guard grunts into the army? Catachan woud be nice

+++ Scions (1500pts) +++

Assassinorum Execution Force (570pts) [Callidus Assassin, Culexus Assassin, Eversor Assassin, Vindicare Assassin]

+ Formation (830pts) +

'Hellrain Brigade' (415pts)
Commissar [Bolt Pistol, Close Combat Weapon, Commissar, Flak Armour]
Militarum Tempestus Command Squad [Tempestus Scion, 2x Tempestus Scion w/ Plasma Gun]
Tempestor Prime [Close Combat Weapon, Hot-shot Laspistol]
Tempestus Scion w/ Vox-caster [Hot-shot Lasgun]
Militarum Tempestus Scions [3x Tempestus Scion, 2x Tempestus Scion w/ Meltagun]
Tempestor [Close Combat Weapon, Hot-shot Laspistol]
Tempestus Scion w/ Vox-caster [Hot-shot Lasgun]
Taurox Prime [Augur Array, Camo Netting, Pintle-mounted Storm Bolter, Recovery Gear, Searchlight, Taurox Missile Launcher, Twin-linked Autocannon]

'Hellrain Brigade' (415pts)
Commissar [Bolt Pistol, Close Combat Weapon, Commissar, Flak Armour]
Militarum Tempestus Command Squad [Tempestus Scion, 2x Tempestus Scion w/ Plasma Gun]
Tempestor Prime [Close Combat Weapon, Hot-shot Laspistol]
Tempestus Scion w/ Vox-caster [Hot-shot Lasgun]
Militarum Tempestus Scions [3x Tempestus Scion, 2x Tempestus Scion w/ Meltagun]
Tempestor [Close Combat Weapon, Hot-shot Laspistol]
Tempestus Scion w/ Vox-caster [Hot-shot Lasgun]
Taurox Prime [Augur Array, Camo Netting, Pintle-mounted Storm Bolter, Recovery Gear, Searchlight, Taurox Missile Launcher, Twin-linked Autocannon]

++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) (100pts) ++

+ Fortification (100pts) +

Aegis Defense Line (100pts) [Gun Emplacement with Quad-gun]

Whatchu talking about?
Tallarns are Allies of Convenience.

For now.

What's your plan for dealing with horde armies? I don't see anything here that would let you take on massed light infantry without getting swamped.

Precisely. Small groups of move-through-cover vets in Tallarn gear fit in very well with the cult aesthetic, as well.

If you want to play iron hands play a Fist of Medusa. 3+/3++/3+++ Command squad with 2+/3++/2+++ Smashfucker who rerolls failed invulns.

Does conquer of cities benefit vehicles as well as infantry?
If so does that mean my vehicles ignore difficult terrain tests from ruins?

Speaking of grav cannons. Let's say you fire three shots at a vehicle and roll 3 6's on armor pen. Do the second and third shots take off two HP each since the first shot Immobilized, or just one HP since they all happen at "the same time?"

Sounds like a dude who Isn't Playing Smashfucker.

The Errata says it would be "2 HP each".
Grav Amps are really good. Other than Daemons, they're the closest thing to The One Weapon To Rule Them All.

So something I've thought of doing is making an army that's a ton of Leman Russ tanks supported by stormtroopers. Question I have is would it be better to ally together the forge world armor detachment and a tempestus detachment, or to use the Imperial Guard battlegroup. First option gives me the nice forge world tank upgrades but the guard battlegroup give me a great order machine in charge. I'm trying to pick what would be better.

The idea was to build a reasonably competitive list without breaking the bank. I'm a bit concerned about dealing with knights. Any thoughts?

Sometimes a cult wins before the nids arrive and so there are no defenses too take out.

But the new codex is pretty explict on the tyranids ignoring the cultists while there are still defenders and them fighting side by side in a "we're killing the same enemy kind of way."

>-Are heavy weapons useless on tactical squads? Are Gravs and flamers the only useful special weapons on tac squads?
Not always, however 4 dudes standing around for one lascannon shot is rather bad.
I like meltaguns, and plasma is still good. (not as good as grav but grav is too overpowered, really.)
>-Is plasma the only useful devastator weapon (for its role)? Should I add meathshield bolter marines on devastator squads?
What some people do is make it a full 10 dudes and combat into 2 squads with two special each. lascannons might be good but are pricey, heavy bolter is bad as you want your heavy for anti-vehicle or anti mc.
>-Predator, vindi, predator or a flyer? Or a knight ally? Or IG allies?
Vindicator is always fun predator suffers somewhat from AV11 sides and not being a fast vehicle.
>. Is there any way to implement Imperial Guard grunts into the army? Catachan woud be nice
Via allies, sure. catachans do not have different rules from cadians.

Do you want to take the formation that lets your Lemans feel like "bs4 elites" or have objective secured leman russes?

How many of the models do you currently have? I imagine we're going to see some intensive kitbashing with the Goliath.

Also, standard Battle Cannons haven't been good from 5th edition onwards.

I'm honestly not really a fan of the Subterranean Uprising though. It has the potential to scare Eldar running MSU Scatbikers by going peekaboo, but otherwise you counter it the way you counter it the way you counter a Drop Pod list: Castle or null.

Cult Ambushing Heavy Flamers are "cute" but you can cult ambush any flamer you want anyway (or just run them as conventional infiltrate). There's little preventing you from consolidating several of those formations into a single Brood Cycle. By doing that, you're now gaining access to improved Weapon Skill and Furious Charge across a good portion of your army (and S5 Rending is far more trustworthy than S4 Rending, and with Might From Beyond, your rank-and-file Acolytes are as good as Metamorphs were), while making the Aberrants reasonably trickier to kill (incidentally, pop the Broodlord in their unit, and without cover-busting weapons, the unit gets Shrouded and 4+ FNP)

I feel Calvacade will do better if you want to go "full on mech", but YMMV. Also, having only 4 WC is going to hurt, so good luck!

>Loli hybrids

Well the intent was to have some stormtroopers deep striking onto the objectives while about half advanced with the armor.

Oh, and my main army is Chaos btw so take a lot of what I'm saying with a pound of salt. The hypothetical list I wrote earlier was:

"Genestealer Cult of Speed"
==Cult Insurrection==
=Neophyte Calvacade=
10 Neophytes, 2 Flamers - 60
-Chimera w/ Hull Heavy Flamer - 65
10 Neophytes, 2 Flamers - 60
-Chimera w/ Hull Heavy Flamer - 65
Sentinel w/ Multilaser - 35
Sentinel w/ Multilaser - 35
Leman Russ Exterminator w/ Hull Heavy Flamer & MM Sponson - 150
=Brood Brothers=
Leman Russ Exterminator w/ Hull Heavy Flamer & MM Sponson - 150
=Demolition Claw=
5 Acolytes, Demo Charge - 60
-Goliath - 50
5 Acolytes, Demo Charge - 60
-Goliath - 50
Goliath Rockgrinders w/ Clearance Incinerators - 80
Goliath Rockgrinders w/ Clearance Incinerators - 80
=Doting Throng=
Magus w/ ML 2, Crouchling & Familiar 90 [Warlord]
10 Neophytes, 2 Mining Lasers - 80
10 Neophytes, 2 Mining Lasers - 80
10 Acolytes, 2 Hand Flamers - 90
==Tyranid CAD==
=HQ=
Flyrant w/ dual Brainleech Devs & EGrubs - 240
Flyrant w/ dual Brainleech Devs & EGrubs - 240
=Troops=
Mucoloid Spore - 15
Mucoloid Spore - 15

The idea is less to go crazy with Cult Ambush, but to run a defensive "play for the objectives" army.

The Flyrants are hunting armor (Egrubs can annoy Knights in a pinch) and provide extra WC for the Magus.

The Demolition Claw gives me Tank Hunting Rending Claws/Tank Hunting Goliaths.

Most everything else has the option to Infiltrate or Outflank, though the Doting Throng Neophytes will ideally attempt to "ring around" an objective, and preferably get their Mining Lasers into a good firing position.

I imagine you could convert up the Goliaths from Taurox kits or whatever other armor you have lying around.

If I did run the list, I might trade in the EGrubs to give my Russes Plasma Cannons (mostly for range), and switch the 2 Hand Flamers to give the Chimeras Dozer Blades (for MTC/better Ramming). I'd lose out on "Heavy" armor, but I feel it would be more threat-diffuse. *shrug*

>'Hellrain Brigade'
>A couple dozen dudes

That's not a brigade, that's a platoon. Your entire army would be a company. The OOB in 40k is fucked up.

Much of the list I have acquired already. The battle cannon can easily swap for a different LR weapon load out though. I'm currently short 1 chimera and 1 or two units of neophites. Was planning to pick up the chimera + squad pack in a couple weeks.

I think that getting the more reliable results on the ambush from cult uprising is worth forgoing the brood cycle. Your point about furious charge is valid though. Perhaps it could be accomplished by dropping the battacannon, bringing an Icon Bearer and beefing up some of the squads instead though.

Hey guys, I'm buying my friend's Imperial Guard Army, and I wanted to know if his asking price of 700 is fair. He has:
About 160 guardsmen 40 have special weapons
18 heavy weapons
25 storm troopers
4 commissars
5 lemans
6 chimaera
a tourox 2 basilisk
a manticore
some platoon commanders
a few Ogryn
5 ratlings
10 psykers
2 Valkyries