Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Seer Council (HQ) |
0 |
No Stats: - |
259 |
Farseer |
1 |
5 |
5 |
3 |
4 |
3 |
5 |
1/2 |
10 |
4(I)+ |
[76] |
Independent Character; Psyker; Shuriken Pistol (x1); Witchblade (x1)
|
Runes of Witnessing |
When making Psychic tests, roll 3D6 and discard the highest dice. |
[5] |
Mind War |
Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound. |
[15] |
Farseer |
1 |
5 |
5 |
3 |
4 |
3 |
5 |
1/2 |
10 |
4(I)+ |
[76] |
Independent Character; Psyker; Shuriken Pistol (x1); Witchblade (x1)
|
Runes of Witnessing |
When making Psychic tests, roll 3D6 and discard the highest dice. |
[5] |
Mind War |
Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound. |
[15] |
Warlocks |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
[54] |
Psychic Powers; CC Weapon (x1); Shuriken Pistol (x1)
|
Augment |
When a Farseer in the Seer Council uses a psychic power, the Warlock can make a Psychic test. If he succeeds, the Farseers range is doubled (note that you can't double a double or use this power more than once per turn). A warlock must be in the Seer Council to use this power. If one warlock fails his psychic test, another with Augment can try instead. |
[5] |
Warlocks #2 |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
[18] |
CC Weapon (x1); Shuriken Pistol (x1)
|
Augment |
When a Farseer in the Seer Council uses a psychic power, the Warlock can make a Psychic test. If he succeeds, the Farseers range is doubled (note that you can't double a double or use this power more than once per turn). A warlock must be in the Seer Council to use this power. If one warlock fails his psychic test, another with Augment can try instead. |
[5] |
Warlocks #3 |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
[18] |
CC Weapon (x1); Shuriken Pistol (x1)
|
Augment |
When a Farseer in the Seer Council uses a psychic power, the Warlock can make a Psychic test. If he succeeds, the Farseers range is doubled (note that you can't double a double or use this power more than once per turn). A warlock must be in the Seer Council to use this power. If one warlock fails his psychic test, another with Augment can try instead. |
[5] |
Farseer #1 |
1 |
5 |
5 |
3 |
4 |
3 |
5 |
1/2 |
10 |
4(I)+ |
[76] |
Independent Character; Psyker; Shuriken Pistol (x1); Witchblade (x1)
|
Mind War |
Choose an enemy model within 18". The Farseer and this model roll 1D6 and add Ld - for each point the Farseer wins by, the enemy suffers 1 wound. |
[15] |
Runes of Witnessing |
When making Psychic tests, roll 3D6 and discard the highest dice. |
[5] |
Striking Scorpions (Elites) |
7 |
4 |
4 |
4 |
3 |
1 |
5 |
1/2 |
9 |
3+ |
189 |
Mandiblasters; Shuriken Pistol & CCW; Plasma & Haywire Grenades
|
Exarch |
1 |
5 |
5 |
4 |
3 |
1 |
6 |
2/3 |
9 |
3+ |
[56] |
Biting Blade; Mandiblasters; Shuriken Pistol; Plasma & Haywire Grenades
|
Stealth |
The Exarch and his squad may Infiltrate if allowed. |
[20] |
Guardian Defender Squad (Troops) |
10 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
197 |
Shuriken Catapult; Plasma Grenades
|
Grav Platform & Crew |
2 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
[50] |
Move and fire; Shuriken Catapult (x2); Star Cannon (x1)
|
Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
[47] |
Shuriken Pistol (x1); Witchblade (x1)
|
Conceal |
The Warlock's whole squad always has a 5+ cover save. |
[20] |
Black Guardian Storm Squad (Troops) |
20 |
4 |
3 |
3 |
3 |
1 |
4 |
1/2* |
8 |
5+ |
249 |
Shuriken Pistol & CCW (x18); Flamer (x1); Fusion Gun (x1); Plasma & Krak Grenades
|
Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
[42] |
Shuriken Pistol (x1); Witchblade (x1)
|
Enhance |
The Warlock's squad gain +1WS and +1I (Not shown on profile). |
[15] |
Black Guardian Defender Squad (Troops) |
10 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
197 |
Shuriken Catapult; Plasma Grenades
|
Black Grav Platform & Crew |
2 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
[50] |
Move and fire; Shuriken Catapult (x2); Star Cannon (x1)
|
Warlock |
1 |
4 |
4 |
3 |
3 |
1 |
4 |
1/2 |
8 |
4(I)+ |
[47] |
Shuriken Pistol (x1); Witchblade (x1)
|
Conceal |
The Warlock's whole squad always has a 5+ cover save. |
[20] |
Dark Reapers (Heavy Support) |
4 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
148 |
Reaper Launcher
|
Dark Reapers (Heavy Support) |
5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
9 |
4+ |
185 |
Reaper Launcher
|
Rangers (Troops) |
4 |
3 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5+ |
76 |
Infiltrate if allowed; Roll an extra dice in difficult terrain; Cameleoline cloaks; Shuriken Pistol; Ranger Long Rifle
|
Option Footnotes: |
|
|
Biting Blade |
If an enemy with more than 1 wound is wounded, continue rolling to wound until you fail to do so. |
|
CC Weapon |
+1A if used with another CCW / pistol. |
|
Flamer |
Template, S4, AP5, Assault 1. |
|
Fusion Gun |
12"R, S6, AP1, Assault 1. +D6 AP at 6". |
|
Haywire Grenades |
Use against vehicles or immobilised Dreadnoughts. Each model using the grenades rolls 1D6: 1 = no effect, 2-5 = glancing hit, 6 = penetrating hit. |
|
Krak Grenades |
When assaulting vehicles or immobile Dreadnoughts, model may make 1 attack with an AP of 6+1D6. |
|
Mandiblasters |
Mandiblasters can be used in close combat if their wearer is within 2" of an enemy. They strike at +2 Initiative, inflicting an S4 hit on a roll of 4+. |
|
Plasma Grenades |
Negates effects of cover in combat. |
|
Ranger Long Rifle |
36"R, Hits on 2+, Wounds on 4+, AP6, Heavy 1. If a '6' is rolled to hit, the shot has AP1. |
|
Reaper Launcher |
48"R, S5, AP3, Heavy 2. |
|
Shuriken Catapult |
12"R, S4, AP5, Assault 2. |
|
Shuriken Pistol |
12"R, S4, AP5, Pistol. |
|
Star Cannon |
36"R, S6, AP2, Heavy 3. |
|
Witchblade |
Wounds on 2+. 3 * St + D6 AP. |
|