Beruflich Dokumente
Kultur Dokumente
Detachment Attribute
Categories: No Force Org Slot
Add 3" to the Move characteristic of all models with this obsession that can FLY (if such a model has
a minimum and maximum Move characteristic, only add 3" to thier maximum one). In addition, enemy
Kabal of
units do not recieve the benefit to thier saving throws for being in cover against attacks made by
the Flayed
models with this obsession that can FLY, or by models with this obsession that are embarked upon a
Skull
TRANSPORT with this obsession that can FLY. Re-roll hit rolls of 1 for such models when attacking
with Rapid Fire weapons.
HQ [8 PL, 175pts]
Warlord (Archon)
Selections: Warlord
Categories: Warlord
The opposing player must roll an extra dice when taking Morale tests for units within 3" of this
Ancient Evil
Warlord and use the highest result
Overlord Re-roll hit rolls of 1 for friendly <KABAL> units that are within 6" of this model.
This model has a 2+ invulnerable save which cannot be re-rolled for any reason. The first time this
Shadowfield
invulnerable save is failed the shadowfield ceases to function for the remainder of the battle.
Archon 8" 2+ 2+ 3 3 5 5 9 5+
Phantasm
Assault If a unit is hit by one or more phantasm grenade launchers,
Grenade 18" 1 0 1
D3 subtract one from its Leadership until the end of the turn .
Launcher
Overlord Re-roll hit rolls of 1 for friendly <KABAL> units that are within 6" of this model.
This model has a 2+ invulnerable save which cannot be re-rolled for any reason. The first time this
Shadowfield
invulnerable save is failed the shadowfield ceases to function for the remainder of the battle.
Archon 8" 2+ 2+ 3 3 5 5 9 5+
Sybarite [13pts]
Selections: Agoniser [4pts], Phantasm Grenade Launcher [3pts], Splinter pistol
Unit: Sybarite, Weapon: Agoniser, Phantasm Grenade Launcher, Splinter pistol
Kabalite
7" 3+ 3+ 3 3 1 1 7 5+
Warrior
Sybarite 7" 3+ 3+ 3 3 1 2 8 5+
Sybarite [23pts]
Selections: Agoniser [4pts], Blast Pistol [10pts], Phantasm Grenade Launcher [3pts]
Unit: Sybarite, Weapon: Agoniser, Blast Pistol, Phantasm Grenade Launcher
Kabalite
7" 3+ 3+ 3 3 1 1 7 5+
Warrior
Sybarite 7" 3+ 3+ 3 3 1 2 8 5+
Rapid
Splinter Cannon 36" * 0 1 Poisoned Weapon (pg 87)
Fire 3
Rapid
Splinter rifle 24" * 0 1 Poisoned Weapon (pg 87)
Fire 1
Sybarite [23pts]
Selections: Blast Pistol [10pts], Phantasm Grenade Launcher [3pts], Power sword [4pts]
Unit: Sybarite, Weapon: Blast Pistol, Phantasm Grenade Launcher, Power sword
Kabalite
7" 3+ 3+ 3 3 1 1 7 5+
Warrior
Sybarite 7" 3+ 3+ 3 3 1 2 8 5+
Rapid
Splinter rifle 24" * 0 1 Poisoned Weapon (pg 87)
Fire 1
Solarite [26pts]
Selections: Agoniser [4pts], Blast Pistol [10pts]
Unit: Solarite, Weapon: Agoniser, Blast Pistol
Ghostplate
Models in this unit have a 6+ invulnerable save.
Armour
During Deployment, you can set up a Scourge unit flying high in the skies instead of placing it on
Winged
the battlefield. At the end of any of your Movement phases the Scourge unit can use a winged strike
Strike
to arrive - set them up anywhere on the battlefield that is more than 9" away from enemy models.
Solarite 14" 3+ 3+ 3 3 1 2 8 4+
Plasma Grenade
6" 4 -1 1 -
Grenade D6
Solarite [26pts]
Selections: Blast Pistol [10pts], Power lance [4pts]
Unit: Solarite, Weapon: Blast Pistol, Power lance
Ghostplate
Models in this unit have a 6+ invulnerable save.
Armour
During Deployment, you can set up a Scourge unit flying high in the skies instead of placing it on
Winged
the battlefield. At the end of any of your Movement phases the Scourge unit can use a winged strike
Strike
to arrive - set them up anywhere on the battlefield that is more than 9" away from enemy models.
Solarite 14" 3+ 3+ 3 3 1 2 8 4+
Blast
6" Pistol 1 8 -4 D6
Pistol
Plasma Grenade
6" 4 -1 1 -
Grenade D6
Power
Melee Melee +2 -1 1 -
lance
Assault When attacking a unit of INFANTRY, you can re-roll failed wound
Shredder 12" 6 -1 1
D6 rolls for this weapon.
Chain
Re-roll hit rolls of 1 for a model with chain-snares whenever it attacks with its bladevanes
Snares
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Roll a D6 each time a model flees from a unit that is within 6" of any enemy models with grisly
Grisly
trophies. For each roll of 6, one additional model flees that unit (these cannot cause additional models to
Trophies
flee).
Instead of measuring distance and ranges to and from this model’s base, measure to and from this
Hovering
model’s hull or base (whichever is closer)
Night
This model has a 5+ invulnerable save against ranged weapons.
Shield
Models embarked on this model can attack in their Shooting phase. Measure the range and draw line
of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this
Open- model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen
topped Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit,
and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Raider itself
can.
If this model has splinter racks, then each time a model that is embarked upon it shoots a splinter
Splinter
pistol or splinter rifle and you roll a 6+ to hit with that weapon, it scores 2 hits instead of 1. This does
Racks
not apply to Artefacts of Cruelty
This model can transport 10 INCUBI or DRUKHARI INFANTRY models. Each Grotesque takes the
Raider
space of two models. This model cannot transport Hellions or SKYBOARD models.
Raider * 4+ * 6 5 10 * 7 4+
Disintegrator Assault
36" 5 -3 2
cannon 3
Phantasm
Assault If a unit is hit by one or more phantasm grenade launchers,
Grenade 18" 1 0 1
D3 subtract one from its Leadership until the end of the turn .
Launcher
You can make a maximum of one close combat attack with a
shock prow each turn (any remaining attacks must be made
Shock Prow Melee Melee User -1 1 with a different melee weapon). If the bearer charged this turn,
successful attacks with this weapon have a Damage
characteristic of D3 instead of 1.
Wound
Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Track
Raider M BS A
Chain
Re-roll hit rolls of 1 for a model with chain-snares whenever it attacks with its bladevanes
Snares
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Roll a D6 each time a model flees from a unit that is within 6" of any enemy models with grisly
Grisly
trophies. For each roll of 6, one additional model flees that unit (these cannot cause additional models to
Trophies
flee).
Instead of measuring distance and ranges to and from this model’s base, measure to and from this
Hovering
model’s hull or base (whichever is closer)
Night
This model has a 5+ invulnerable save against ranged weapons.
Shield
Models embarked on this model can attack in their Shooting phase. Measure the range and draw line
of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this
Open- model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen
topped Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit,
and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Raider itself
can.
If this model has splinter racks, then each time a model that is embarked upon it shoots a splinter
Splinter
pistol or splinter rifle and you roll a 6+ to hit with that weapon, it scores 2 hits instead of 1. This does
Racks
not apply to Artefacts of Cruelty
This model can transport 10 INCUBI or DRUKHARI INFANTRY models. Each Grotesque takes the
Raider
space of two models. This model cannot transport Hellions or SKYBOARD models.
Raider * 4+ * 6 5 10 * 7 4+
Phantasm
Assault If a unit is hit by one or more phantasm grenade launchers,
Grenade 18" 1 0 1
D3 subtract one from its Leadership until the end of the turn .
Launcher
You can make a maximum of one close combat attack with a
shock prow each turn (any remaining attacks must be made
Shock Prow Melee Melee User -1 1 with a different melee weapon). If the bearer charged this turn,
successful attacks with this weapon have a Damage
characteristic of D3 instead of 1.
Wound
Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Track
Raider M BS A
Chain
Re-roll hit rolls of 1 for a model with chain-snares whenever it attacks with its bladevanes
Snares
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any
Explodes
embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
Flickerfield Your opponent must subtract 1 from all hit rolls that target this model in the Shooting phase.
Night
This model has a 5+ invulnerable save against ranged weapons.
Shield
Models embarked on this model can attack in their Shooting phase. Measure the range and draw line
of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this
Open- model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen
topped Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit,
and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Venom itself
can.
This model can transport 5 DRUKHARI INFANTRY models, other than Grotesques, Scourges, and
Venom
SKYBOARD models.
Venom 16" 4+ 3+ 5 5 6 2 7 4+
Splinter
36" Rapid Fire 3 * 0 1 Poisoned Weapon (pg 87)
Cannon
Force Rules
Poisoned Weapon: This weapon wounds on a 4+, unless it is targeting a VEHICLEor TITANIC unit, in which case it wounds on a 6+.
Selection Rules
Power from Pain:
Battle Round 1 - Inured to Suffering: Roll a D6 each time a model with this ability loses a wound. On a 6 the model does not lose that wound.
Battle Round 2 - Eager to Flay: You can re-roll the dice when determining how far a unit with this ability moves when it Advances or charges.
Battle Round 3 - Flensing Fury: You can add 1 to hit rolls made for a unit with this ability in the Fight phase.
Battle round 4 - Emboldened by Bloodshed: Units with this ability automatically pass Morale tests (do not roll the dice).
Battle Round 5+ - Mantle of Agony: Subtract 1 from the Leadership of enemy units that are within 6" of any units with this ability in the Morale
phase.