Warhammer 40k - Unit Review Library 33 - Genestealer Cults, Reductus Saboteur
Hello everyone! Zak Ludick here from Cape Town, South Africa and this is a Warhammer 40k - The Great Unit Review Wheel! post!
However, on the 26th one, I have decided that it is big enough to call this series a Library!
What is it all about? It is not there to just give a stat. It is there to give MY review of the unit!
In this series, I will review one unit at a time, picking them randomly.
So let me spin the wheel again and see what I get:
Genestealer Cults, Reductus Saboteur
10th Edition Index Cards
Now for some Xenos(Aliens)! The Genestealer Cults are a faction that is aligned to the Tyranid swarm. Their agents infect humans on Imperial worlds and the infected humans are linked the Tyranid Hive Mind.
They are driven to breed and bond with others of their kind until there is a massive underground community of them.
On the eve of the Tyranid invasion, these Brood cults come out of the woodwork to attack the Imperium from within.
The Reductus Saboteur is a Character unit that operates alone and quite simply blows stuff up!
Let's have a look at the stats of this unit.
Stats
The Stats of a Saboteur is very human level. But there are some rules to make it more survivable.
Movement 6"
Toughness 3
Wounds 3
Save 5+
Leadership 7+
Objective Control 1
Weapons
I am not even going to mention the Melee ability of this unit. It is negligible.
Ranged weapons:
Demolition charges - One Shot (Once per game)
6" Range, D6+3 Blast shots, Strength 12!, Ap -2 and Damage 2
The Assault and Blast rules mean that you can move, Advance and shoot. The Blast rule gives you additional attacks when the target unit is made up of many models.
This weapon can be used to deal massive damage to a single vehicle or wipe out a squad of Space Marines. This makes this unit extremely effective.
Remote explosives - An indirect fire explosive attack.
Range 24", D6+3 Blast shots, Strength 5, AP0 and Damage 1
This attack might be weaker, but you can sit still behind a ruin and fire it off without much fear of retribution. You will then hit with a -1 modifier so 4+.
Abilities
Infiltrator - Can be set up in No-Mans-Land.
Deep Strike - Can be placed into reserves and arrive anywhere on the battlefield.
Lone Operative - Can only be targeted if the enemy is within 12"
Stealth - Enemies suffer a -1 to Hit rolls when shooting at it.
Primed and Ready
This ability allows one unit with this ability to use the Grenade Stratagem for 0CP. This is similar to the ability of the Biologus Putrifier of the Death Guard and allows you to either use a Grenade start without paying for it, or use it twice in one turn, paying for the one only.
Planted Explosives
Once per battle, when an enemy unit ends any movement within 12" of this model, you can use this ability. Only one model from your army can use this ability in one Battle Round. Roll a 2+ and then deal D3+3 Mortal Wounds to that unit.
All of the above for 65pts! I think it is a great advantage to make sure that you use both one-shot abilities and lay down some Indirect Fire damage as well as having a lone unit that can sit on objectives and complete secondary objectives.
A great tactical unit... if it were not an alien, I would enjoy playing with such a character!
Thank you for reading!
Warhammer Review Library
Adeptus Custodes
Adeptus Mechanicus
Blood Angels
Chaos Daemons
Chaos Knights
Dark Angels
Death Guard
Drukhari
Grey Knights
Imperial Agents
Imperial Knights
Leages of Votann
Necrons
Orks
Space Marines
T'au Empire
Tyranids
World Eaters
Thank you for reading!
** Images in this post are from the Warhammer app.
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Cheers!
@zakludick
It'd be so fun if you were playing against Imperial Guard and you could "turn" one of their infantry into a cultist saboteur. This model looks great though.
Well... you CAN include Imperial Guard into your Genestealer army!
Damn, this game is full of surprises! I am really enjoying my time in Ludick's Library!
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