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Found 13 results

  1. From the album: HERESY

    Taken with a potato. Also, hotel lighting is awful.
  2. From the album: St. Katherine's Aegis: Genestealer Cult

    This is the model that will represent the Patriarch at Heroic level in the Chronicle of Saint Katherine's Aegis.
  3. From the album: St. Katherine's Aegis: Genestealer Cult

    This was my first challenge for 12 Months of Hobby, February 2021. These four purestrains will be the primogenitors of a genestealer cult after their clever escape from the Hunter Class vessel Ashallon's Rage. You can learn more about the Cult of the Living Thresher here: Faction: Cult of the Living Thresher (GSC) This escape was the first game in The Chronicles of Saint Katherine's Aegis, and these were the first models painted for the campaign.
  4. From the album: Terrain

    Areas A, B and C are entry points for Marines Areas 1, 2 and 3 are entry points for Genestealers You can find the scenario for this image here: http://www.bolterandchainsword.com/topic/368942-faction-cult-of-the-living-thresher-gsc/
  5. Hey everyone, I am starting to get into genestealer cults and was planning on doing a heavily mechanized list with lots of goliath trucks and using my own custom cult. But I have found a weird rules interaction that I can't seem to find an answer to online or in the rule book. So because the goliath truck has open-topped rule I was planning on have my mining lasers & seismic guns shoot out the back in the early game while the trucks get the units into position. What I am trying to figure out is how does this work with cross fire. Do I have to shoot both the transport, and the unit in the transport at the same target for crossfire? As well I can't figure out if I can have the truck shoot at the target first to give it a crossfire marker with its autocannon, and then have the unit inside shoot at the same target with the benefit of the marker (sort of like some cult tracer fire). The way I am reading it seems like they are treated as separate units as I have found only the data sheet has any reference to how the rule works (listed below). I was hoping to get some other people to chime in on this as this seems like a fairly unconventional list but in playtesting I have been having an awesome time with it. Open-topped: In your Shooting phase, units embarked within this TRANSPORT can be selected to shoot with; measure distances and draw line of sight from any point on this TRANSPORT when doing so. If this TRANSPORT made a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this TRANSPORT is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
  6. Monday? More like FUNday when you have a brand-new Glacial Geek Battle Report! https://youtu.be/S5XVpdno1hw This week my Genestealer Cult take on the Salamanders! The call came in with an urgent message. The local Planetary Defense Force had been overrun and anarchy had taken over. Imperial Society was on the verge of collapse. The rebellion seemed to be led by a Genestealer Cult. Normally this call would be sent on to the Deathwatch, experts in purging the Alien, but this case was special. The planet in question was in the same system as Nocturn, the homeworld for the Salamanders. They could not allow a planet so close to their home to fall to vile xenos worshipers. Vulkan He'Stan himself rallied a force to go and liberate the planet. Would the Salamanders be able to root out the Cult and bring order back to the planet, or would the Four-Armed God gain another planet ripe for a Hive Fleet? Watch and find out!
  7. Now that we can post those filthy Xenos Scum, I figured I'd get you all up to speed. I am Rednekkboss, not because I'm a redneck (though I was brought up as one...and proud of it), but because my Ork Warband is called the Rednekkz! And yes, they have always been rather Orky, because my dice either love or hate me.... never anything in between. They have gone through several incarnations and here are some of the models in the present one. First, an underwhelming Trukk in progress..... http://3.bp.blogspot.com/-EwC72388JJ8/UjKiiUVbjQI/AAAAAAAABT4/cFTyuc12KdE/s1600/OrkTrukkWip.jpg One of the Warbosses, Kap'n Bludbeard. http://2.bp.blogspot.com/-qpp9QWLh8s8/Uh1xpXx6apI/AAAAAAAABR4/NRbmmSTUBXo/s1600/KapnBludbeard.jpg Some striped pants Freebootin' Stormboyz.... http://1.bp.blogspot.com/-XaADdW_onzo/VAkxhXzO9SI/AAAAAAAAB3M/2I0lVvrqoMo/s1600/Stormboyzdone.jpghttp://3.bp.blogspot.com/-11c8JAXZuF4/VAkxt4vX_MI/AAAAAAAAB3U/3J_K-jRJNzM/s1600/Stormbzx3.jpg Ol' Dok Wingnutz... http://3.bp.blogspot.com/-V94VkqaiZp8/VUmNvUnPEvI/AAAAAAAACQc/HHI_rX0vsbU/s1600/DokDone1.jpghttp://2.bp.blogspot.com/--javV1GT5aA/VUmNwtOxR7I/AAAAAAAACQk/ZHK_B3ftveo/s1600/DokDone2.jpg And Da Genrul Rustbutt kil Lee! Who has put in as much time standing in for Ghazzy as he has as a Deff Dred. http://2.bp.blogspot.com/-3yc75EXYDFU/Uh1yJTNE2tI/AAAAAAAABSA/vI5V3OlMXw4/s1600/DaGenral.jpg But wait... there's more. Tin soldiers! http://4.bp.blogspot.com/-w-ipxaR5dfA/VPO_E6llLjI/AAAAAAAACGg/AKJVnUOwgmc/s1600/10necrons.jpg http://3.bp.blogspot.com/-64qXiqJOtuo/VPO_L5IFwdI/AAAAAAAACGo/o4dDxWSVleg/s1600/5necrons.jpg The base colors laid in... http://2.bp.blogspot.com/-FpgNfA1gyfQ/VRTpG9ZNsjI/AAAAAAAACJA/9DVsGVBLnI4/s1600/4crons02.jpg As for the bugs and their slimy cultists. I'm stuck between a cockroach/palmeto bug like scheme and a blue crab. I have some old metal carnifexes and I have started to try and update them. They will be 10 pound by the time I'm done... http://2.bp.blogspot.com/-MQ_Kze42_dU/UwvMdqqJoOI/AAAAAAAABmw/RqsnmvGMMQY/s1600/Carapace04.jpg http://4.bp.blogspot.com/-CX7nQN45YsM/UwvMgAozJ8I/AAAAAAAABm4/65vwIt4B5o8/s1600/Carapace05.jpg http://2.bp.blogspot.com/-g1QSyQGVocY/Uvr6VrkunZI/AAAAAAAABlA/-3oEUqcS12M/s1600/Carapace02.jpg http://2.bp.blogspot.com/-ljTZqsyNyGk/UvMJJeDdMYI/AAAAAAAABkw/ptlq61hagjI/s1600/Carapace01.jpg There might even be Eldar or Aeldari or whatever as well (other than as casualties on bases) since the wife has an army she just doesn't have time for anymore. That's it for the filthy Xenos for now. Cheers Ya'll!
  8. Well as we will soon get another edition of Necromunda I think its time I started a thread for my InquisiGorkaMundaHeim28 TM (IGMH28) warbands. Currently I have or am working on an Escher gang, a Brat gang, a Scavvy gang (Confrontation style Scavs, not the toxic looking 'Munda scavs) and a 'Wastelanders' gang (I play a lot of Fallout and Boarderlands ) I run using the 'Unknown Warriors' rules to create my own gang. Annoyingly most of the images are on my old laptop that I don't have access to at the moment, these are all I could find at the moment. Just for the record I would like to state that all of these are VERY WiP. My Escher. (L-R) Holly Kaust (Heavy) Tiny Tina (Juve) Jenny Cyde and Bittercup Chibbi (Gangers) The ladies from another angle. I think since I took these pictures Jenny has lost her hat, but I have plenty of Berets in the Scion kit so she can still have her Military look. I have also started on the Leader, but she isn't even near ready enough for a pic, but she has got a top hat! My Brats (L-R) Emilie (Juve) and Mistress Sickay0 (Leader) Sickay0 wont be keeping those legs, I just stuck them on so I don't loose the body, might change that sword as well for a Chainsword. Due to staring at these minis for a few years I can say that I have lost interest in finishing them off at the moment. Due to the hype surrounding NuMunda I want to try something new whilst I am all twitchy and excited. ''But Slave, you always complain like an old grognard about how old GW is better, I cant see you trying anything new!'' Ahh yes that is true younglings, but even though I'm doing something new Ill still be keeping it Oldschool. ''What do you mean venerable Greybeard??'' I'm glad you asked... +++ Back in my younger days when I had hair on the top of my head and is wasn't grey we had a game printed in White Dwarf over a number of issues called Confrontation, (I wont go on a nostalgic ramble as most of you know what I'm talking about, if you don't shoot me a PM and Ill eventually get round to emailing you the old articles) and they had a particularly cool looking gang called the Venators. Venators - Official Bounty Hunters, Wytchfinders and Mutant Hunters. Sound like a nice bunch of chaps don't they? So looking at the artwork available the main features that stand out to me are the Hoods, Masks, Boots and some form of padded Flak jacket. For the heads I will try tweaking the masks that come with the Fantasy Witch Elves/whatever the other unit is dual kit, hoods will be greenstuffed. Torso will most probably come from Bretonnian Men at Arms or Archers and some of the bits from the Mordheim Mercanarys/Empire Millita kit. The legs/kinky leather boots Im not too sure, I think I have some suitable legs left over from the Mordheim kit, if not the greenstuff will be coming out again. Ill have a look for suitable axes, the old Fantasy Chaos Warrior kit has some nice axes and they go quite nice on Space Wolf minis as well. The noose around the neck is easy, Empire Flagellants have plenty if I remember correctly. As for weapons the old Confrontation charts gave Venators a higher chance of starting with Needlers and Web Guns (all equipment was chosen randomly for a starting gang, I quite liked that actually). I know we don't know exactly what the new rules will bring us for weapons so I will keep the equipment generic, though I will convert up a few minis armed with the exotic weaponry so I can still use the gang in Inquisitor 28 games etc. Hopefully I will get my stuff back soon so I can crack on and get the ball rolling. The only thing I don't have in my bits box is axes so this will be a cheap project for once.
  9. Well, deicided to make a start on my cultists inspired by these new releases from weekender (in between working on the forces of Prospero, new and old). back in another life I had a lot of the old metal hybrids and have always had a soft spot for Genestealers since Space Crusade. so first up: Cult leadership, inspired by a classic :-) :
  10. Hello I'm at a place with my Imperial Guard that I feel comfortable just adding the occasional unit to and committing to a second army with the Guard. Admech and Genestealer both have fantastic ranges and great bits to kitbash into my guardsmen as well! I like the character models for both ranges as well and the fluff. Admech Pros: Great metallics Unique looking and powerful vehicles to have fun modelling and painting Repair spam. Cawl Excuse to eventually get a knight Bits for weapons not found in guard boxes Great looking new flyer Could make cool kitbashed Mechanicus trained veteran squads Cons: One strong tone across all robes Lots of spindly bits to snap off Might be too similar to IG gunline? Silly looking new transport model Genestealer Cults Pros: Another horde army Lots of kitbash and weapon swap opportunities can finally create penal guard conscripts or vets with shotguns More opportunity to use models I already own Fun new psychic powers Motorcycles and demo charges Different types of xenos, clothes etc.. variety of painting Cons: Another horde army Lots of new rules Current imperial guard army might not aesthetically fit with xenos Smaller vehicles
  11. Sorry I have not been playing my Deathwatch consistently enough to be doing as many batreps, but I did have an opportunity to play against the new Genestealer Cult and according to GW... this is what we do best! This might be one of the most ridiculous twists of fate I've seen in a final turn of game. There were so many appropriate titles for this Batrep: "The Hills are Alive!", "Run for your Lives", "Mom's a Genestealer!", but I think we'll just stick with... 'I Have a Bad Feeling About this..." +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Strap yourself in, this is going to get hairy, but first let me do my old setup of showing a pivotal moment. In this case we visit our heroic Deathwatch team deep in the pits of an abandoned mining town. +++ A drone recorder snaps a pic feed: A rainy day on the grey bleak town of Intex. Thought to be abandoned but the Deathwatch knew better. The streets are alive with the stench of alien filth, and the Deathwatch have arrived to cleanse the streets of Intex. The Geneastealer Cult will have none of it, and see the Deathwatch as a means off the planet. The only thing for certain is outright carnage. +++ Maelstrom 1850: (3 cards a piece, per turn. One free Discard on impossible game cards (House Rule)) The Deathwatch: CAD: Watch Captain Varentoz (Imperial Fists Secondment) Beacon Angelis, Terminator Armour, Relic Blade, Auspex. 5 Vets, Razorback (twin Assault Cannon), Frag Cannons, Shield 5 Vets, Frag, Combi Melta, Drop Pod. Terminators x 2 - assault cannons, 1 meltafist Bikers x3, Maul, PWeapon, Beacon Vanguard Vets x 4 (go in Corvus) Heavy Hammer, Twin Claws, Shield, Peon. Skyshield Landing Pad BLACK SPEAR: Artemis Aquila: Vets, Frag Cannons, Storm Shield, Drop Pod: Librarian ML 2: Tome of Ectolcades Drop Ship: Corvus Ordo Inquisitor in Termie Armour, ML1, 3 Servo Skulls, Psycannon. Geneastealer Cult - Broodlord + approximately 4,000 genestealers - Abhorrents. - 3 large infiltrating squads - Astra Autocannon Walkers x 3 - Astra Russ Eradicator - Dude with an Icon that gave FnP (psychic dude too I think) -2 squads in a Chimeras Other stuff that looks like slimy meat. (sorry can't remember it all.... plus it was similar stuff.) The Game: I win the roll off to go first, and set up the zone accordingly: +++ The Corvus picks up the Vanguard and awaits orders. In the distance, some Nids have infiltrated the Ruins, but Servo Skulls keep them somewhat in the distance. +++ +++ Razorback squad is ready for the rocky ride provided by the Beacon Angelis +++ - I set up with speedier units in my zone, except I needed something back... with a bit of range that duty fell to the Terminators + Inquisitor and 3 Bikers. - To the right of the terminators (off camera) the Razorback squad has set up for a 'slingshot' move if I need it. The pesky Nids infiltrate a squad behind them, deep in my zone, out of LoS. Turn 1: - I draw 3 cards, nothing is easy in this post apocalyptic world and I need objectives in the other zone, and shoot something... anything dead. - I really don't know what to lay the Alpha down on... I KNOW that potentially the most damaging thing is the Leman Russ and Walkers, huddled up in the Nid Zone with a squad in Chimera backing them up. (Off camera). I know the Eradicator/Heavy Bolters isn't instant death, but I can't lose any models and I don't actually want to be in close combat with him. - I let the cards decide... I need an objective deep in his zone. Captain Ventius strikes deep in the heart of the infested town, and sling shots the Razorback squad for back up. +++ The Captain pods in a precarious position, but expert guidance sticks the landing. The Razorback materializes in front of what seems to be some sort of 'smart bug'. He's waiving a stick, uttering jibberish, and he smells like poo. +++ - The Librarian here rolled Librarius and really needed the re-roll saves but didn't get it, so instead tries to get the primaris shot off. It would be my only successful Psychic test for the game, as the Shadow in the Warp has this town in its grasp.... - The Deathwatch take an early lead; they grab the objective (Command Aquila is sitting right on it). The Command blows up the Chimera, and the Razorkback starts firing off on the cultist types surrounding the brain bug. But all is not well.... the Vanguard advance in the Corvus, get out, start to shoot another squad in the ruins but they are too resilient with FnP and ruin cover.... BUT the Vanguard decide to assault needing 10"... however the crafty bugs shoot a vanguard with a pistol or rock or something... and it kills a charging vanguard, making the distance 11" but they Vanguard fail, while losing one of their number. - The Nids retalilate, but only the bikes take a true beating. The Eradicator plays the part, and some bikes roll '2's, and quickly the squad is in trouble. TURN 2: - Remember when there was only a few bugs? How I miss that turn, it was a nice turn..... +++ The sudden screams of, "Start the Pod! Start the Pod!" could be heard from the wreckage surrounding the Chimera. "It doesn't work that way." The Captain reminded them.... there would be no escape here. The Deathwatch would hold their ground here, or die trying. +++ - The Genestealers push back hard. They advance to the centre, I have a decent lead points wise, but he has +1 to his reserves, and I had -1 which could have been ugly... I did not realize this until turn 2 which would have changed my deployment but wouldn't have made a difference.... +++ The Bikes are disapearing and by T2 are down to one. The humanoids don't waiver, and even though they are riddled with assault cannon fire, they advance to the ruins to claim an objective. The last remaining biker is reluctant to advance into the squad. He does not know fear, but he does know the smell of defecation, and he'd rather avoid it. +++ My second Drop Pod has a horrible deviation. The Deathwatch know they have to take down some of the armoured might . It's corrupt, and it's causing some expensive deaths in the Deathwatch back lines.... but the Pod with the Melta and Frag Cannon would deviate 11". They do stay on the table but are in such a horrible position, the melta will not be within 6". +++ This drop pod (out of picture) squad deviated too far to be in their effective range, and would only manage one glanced hull point off the Leman Russ.+++ - The Bugs continue to spam powers, and while my terminators would fire off into the ruins, the Inquisitor would fail to cast Prescience all game. - The Vanguard charge into the squad with the Icon bearer (the brain bug). It smelled disgusting, and the Vanguard managed to slay them before they fired a shot, finally removing FnP from the area. - The Genestealers weren't alone. Behind my HQ in the pod there was a squad of Abbhorrents that snuck in. The Captain had his weak orbital strike warlord trait. Although I could not see the Abhorrents, I re-read Orbital strike and it does not need LoS that I could see... that being said, the Captain could smell the Abhorrents.... they wreaked of month old cabbage and rotten potatoes. He rolled a 1 for his strike anyway... +++ The Terminators Finally kill everything in ruins, and the lone biker would rush into the Chimera with his power maul and completely miss. But the Terminator with Melta shot would take down the Chimera with his final shot... +++ - Above, the final biker dies to the Chimera's occupant's shot's unceremoniously. - Above the Corvus had turned around, hit the skies and zoomed over the Chimera squad and spanked them with a bomb killing about half the squad. (Perhaps the best bomb run I've ever had with it.) - Something interesting... the Corvus at the end of this run pumps its Assault cannon into a squad hiding in the ruins (above- far upper right). The squad would break, then run just outside of 6" allowing the squad to 'Hide Like Cowards in the Shadows"! They would come back the next turn at full strength, with their weapons upgrades. Sure wish I could get my hands on some 'free' for this Deathwatch... as things are looking ugly... - I get some more points and have a bit of a lead, the Genestealers are coming though! One squad assaults my 'melta' pod squad (futile earlier in the game). I win the combat by one somehow, and he runs off the table. - I still feel outnumbered by a ton... my last guy from that squad has a Frag cannon and he rushes and fires at the back of the Leman Russ and fails again to do more than stun it. - The Stunned Russ, kills some of my HQ squad with snap fires (I rolled a LOT of 2's this game which also severely hurt my Mission Tactics ). A lot of bikes, and marines went down on two's. - Finally I give everything I've got to that giant Stealer Squad with the Broodlord in it.... +++ And we're back to this key, pivotal moment. There would be MASSIVE destruction here, but you'd never in a million years guess how it happened. +++ - The Genestealers are coming in their turn. (I forgot to mention that they had some ability from Turn 1 I think.. it was their armour save turned to a 4+ and that combined with FnP and Ruins saves made this extremely difficult)...so I turn my Razorback around to reinforce the HQ squad: + The Razorback Snapfires, and gets nothing. + Artemis and squad unload 2 Frag Cannons for several hits and I even (with Artemis Flamer) manage to hit a few from an adjacent squad. Lots die, but more take their place. Seemingly the unending horde is fighting beyond their limits... + The Librarian fails his Primaris shot test. + The Command squad fires off 2 Frag Cannons as well eliminating more bugs. Burning debris is everywhere, but again, I'm not scoring Rends, and without an AP, the flamer isn't getting through the 4+ saves nearly enough. - The Genestealers are enraged. The Broodlord steps forward, and it's is their turn to retaliate: + The Broodlord unleashes a heinous power.... he passes a Psychic test to SHOOT my dual Frag Cannon squad at my HQ SQUAD! + The Deathwatch Librarian rolls all denial dice to block this, but he is weak in the force, and utterly fails to stop this atrocity. + The Deathwatch Razorback squad with Artemis and Frag Cannons kill the entire command squad, the Frag cannons, the sarge (only made one Storm Shield Save), the Librarian in Termia armour (instant death), and put the Captain down 2 wounds!!! Once again proving my point Deathwatch are far better at killing marines than Xenos! +++ The Deathwatch have learned a new trick today: Why shoot your opponent when it's easier to shoot yourself? The Assault continues to add shame to the horror. +++ - The Broodlord (not in picture) advances his squad and performs a multi assault. The captain down to one wound will not accept the Challenge. Instead Artemis will, and we screw this up because he wanted to use his ability to Look out Sir all attacks at the Broodlord made by Artemis. I said as far as I knew he couldn't and this would have to be some special rule. (Later on he confirmed it IS an actual Broodlord rule that he can auto look out sir in challenges!) - So ironically getting this rule wrong would be to Artemis' detriment. Because as a result of the challenge he would forgo all of his normal attacks to throw the D-bomb! (I'm 0-7 as of this fight, but luck's with me on this, I can feel it!) - Artemis gets to go first because the Genestealers don't have Frags and they charge out of ruins.... I am playing this as the Elite's Mission Tactic because the Broodlord is part of the squad of Genestealers (Elites battlefield role). SO Artemis gets to re-roll 1's, and hits on 4's.... Would you do this? I know Arty would!!! - Artemis rolls a 2. It appears he did not feel luck, but impending pain.... the Broodlord sees Artemis' slow attack coming, and crunches his fist around the D-bomb and smashes it into Artemis' skull. A 6 is rolled and Artemis is removed from play. (0-8) - The close combat is over... With my one squad decimating my command squad, and Artemis killing himself again, the fat lady is warming up in the background. - I can, at this point, play the points. I knew things were going badly in T2. I had too few units and they weren't killing enough as usual. The re-appearing squads and psychic powers were getting the best of the Deathwatch, and the Russ was eating away at the Deathwatch bit by bit. - I decided to call it as I turned into the Genestealer cult because I knew I was dead, and tried to make a game of it. It all went even worse than I imagined after I shot myself to death. Once again, a true lack of Deathwatch Psychic character or Psychic defense really hurts this army. So I could have skirted the edges and tried to ride my lead into T6-7 but it felt sheepish to do so and I thought my opponent deserved the win. I hope you enjoyed this read, and remember, when you see a pair of yellowed eyes staring at you in the dark, and you smell that rotten cabbage, and can hear the heavy breathing... run... run for a different codex as fast as you can!
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