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Author Topic: Kabal Detachments  (Read 1397 times)

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Offline Wyldhunt

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Kabal Detachments
« on: July 13, 2015, 04:18:51 PM »
This got some good feedback over on another forum, so I thought I'd share it here and see what you thought!  I apologize for the [spoiler] stuff, but I can't seem to figure out how to collapse/condense stuff on this forum. :(  If a mod was feeling bored and extra helpful, they would be welcome to fix that for me. ^_^;


OBSIDIAN ROSE DETACHMENT
[spoiler]Required:
1 Archon
2 Kabalite Warriors


Optional:
1 HQ
4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
Delights and Taboos
All kabalite warrior and trueborn units taken as part of an Obsidian Rose detachment must be accompanied by a sybarite or dracon respectively.  Each sybarite or dracon must be given at least 10 points of wargear.

Khromys-Approved: Kabalite warriors, courts of the archon, and true born taken within this detachment reroll failed to-hit rolls of 1 when shooting.  All characters within the detachment treat their weapons as having the master-crafted rule in the assault phase. Kabalite warriors and true born may take heat lances and haywire blasters  as special weapons despite the normal restrictions against this.  [/spoiler]

POISONED TONGUE DETACHMENT
[spoiler]Required:
1 Archon
2 Kabalite Warriors
1 Trueborn

Optional:
1 HQ
4 Troop
3 Elite
3 Fast Attack
3 Heavy Support

Delights and Taboos
If your warlord is from a Poisoned Tongue detachment, they must generate their warlord trait from the Strategic table.   Falling in battle indicates a humiliating lack of cunning that Lady Malys will not tolerate.  Therefore, warlords from a Poisoned Tongue detachment are worth 2 victory points when your opponent scores Slay the Warlord instead of 1.

Keen Intellects:  Warlords from this detachment generate an additional warlord trait from either the Strategic or Tactical tables. 

The Lady Laughs:
Harlequins Troupes in the same army as a Poisoned Tongue detachment may take raiders or venoms as dedicated transports.
[/spoiler]
LAST HATRED DETACHMENT
[spoiler]
Required:
1 Archon
1-3 Haemonculi
2 Kabalite Warriors
1-6 Walking Corpses (see below)

Optional:
4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
Delights and Taboos
All raiders and venoms taken as part of a Last Hatred detachment must be equipped with grisly trophies. 

Kin-Strife: Models from this detachment have Preferred Enemy (Eldar).  Note that this applies to Harlequins and as well as Craftworlders.

High Necromancy: If the archon from the Last Hatred detachment is your warlord, he does not give up points for Slay the Warlord provided at least one haemonculus from the detachment is alive at the end of the game. (His haemonculi will ensure he's not out of the picture for long!)  Additionally, a Last Hatred detachment must include between 1 and 6 walking corpse units which use the profile below.

Walking Corpse  6pts per model
Ws 2, BS 2, S 3, T 3, W 1, I 2, A 1, Ld 5, Sv -
Squad Size: 10-20
Wargear: Close combat weapon
Special Rules: Fearless, Feel No Pain, Zombies
Zombies: Models with this special rule do not give up kill points and may not control objectives (though they may contest them).  Destroyed walking corpse units do not grant First Blood.  Walking corpses do not occupy a force org slot.[/spoiler]

BLACK HEART DETACHMENT
[spoiler]Required:
1 Archon
1 Court of the Archon
4 Troops
6 Elite or Fast Attack (in any combination)
3 Heavy Support

Optional:
1 HQ
2 Troop

Delights and Taboos

Grand Reprisal: Units taken as part of a Black Heart detachment have Preferred Enemy (Dark Eldar). Once per game, a warlord from a Black Heart detachment may call upon the tyrant’s disfavor.  Choose one of the following at the start of any Black Heart turn before rolling for reserves:

An Audience for Your Demise: Vect’s armies are vast.  All Black Heart troops choices that have been removed from play as casualties return to the game through either deepstrike or normal reserves.  Any kill points gained for destroying these units are lost unless they are destroyed a second time.
Vect’s Gift: Place a single Strength 10, AP 1 apocalyptic blast anywhere on the table.  Scatter the blast as normal.  The scatter distance is not reduced by any amount. 
It Was All a Trick…: remove a single objective marker from the table.  If your opponent gained a victory point in her previous turn for securing that objective specifically (not for scoring Supremacy, Ascension, or other tactical objectives that don’t specify a single objective), they lose those victory points.

Calling upon such fell punishments indicates that someone has failed in their duties badly enough to warrant Vect’s attention.  There will be consequences.  If any of these abilities are used over the course of the game, lose a victory point at the end of the game.  [/spoiler]

DYING SUN DETACHMENT
[spoiler]Required:
1 Archon
2 Kabalite Warriors
1 Trueborn
1  Scourges

Optional:
1 HQ
4 Troop
2 Elite
2 Fast Attack
3 Heavy Support
Delights and Taboos
Trueborn squads included in a Dying Sun detachment must include a dracon.  On any turn in which the Night Fighting rules are not in effect, units from a Dying Sun detachment must reroll successful to-hit rolls of 6. 

Sunset Raiders: At the beginning of each game turn in which the Night Fighting rules are not in effect, roll a d6.  On a 4+, the Night Fighting rules are in effect for the rest of the game (unless some other rule cancels them). 

Forbidden Arcana: Any dracon or archon in a Dying Sun detachment may spend 30 points to take a Star Killer Talisman.  Only a single Star Killer Talisman may be used by a player over the course of a game regardless of how many are in her army.   No other weapons may be fired by any unit in a shooting phase in which a Star Killer Talisman is used (its effects are far too distracting to meaningfully line up a shot).  A Star Killer Talisman has the follow profile:

24” Strength D AP 1 Apocolyptic Blast, Dangerous!
Dangerous:  After resolving a shot from this weapon, roll a d6.  On a 4+, the firing unit has been overwhelmed by the weapon’s dangerous arcane and is removed as a casualty.  At the end of any game in which this weapon is fired, lose a victory point. (The success of your battle is offset by the cost of hiding such forbidden technology’s use!) [/spoiler]


THE SEVERED DETACHMENT
[spoiler]Required:
1 Archon
2 Troops

Optional:
1 HQ
4 Troop
3 Elite
3 Fast Attack
3 Heavy Support
Delights and Taboos
All non-Fast Attack, non-vehicle models taken as part of a Severed detachment must begin the game embarked upon a transport. 
Star Pirates:  Eldar Corsairs (see: Imperial Armor 11) may be taken as Fast Attack options in a Severed detachment.  Additionally, an archon taken as part of a Severed detachment may be upgraded to have a Corsair Prince's Void Strike rule for 30 points.
Grim Reminders:  Any character in a Severed detachment may take an augmetic claw for 5 points, increasing their strength by 1.  [/spoiler]

LORDS OF THE IRON THORN
[spoiler]Required:
1 Archon
2 Troops
6 Raiders, Ravagers, Razorwing Fighters, or Voidraven Bombers (in any combination)

Optional:
1 HQ
4 Troop
3 Elite

Delights and Taboos
All non-Fast Attack, non-vehicle models taken as part of a Severed detachment must begin the game embarked upon a transport. 

Quality Control: Any vehicle in a Lords of the Iron Thorn detachment may improve their front and side armor values by 1 at a cost of 15 points.  [/spoiler]

BROKEN SIGIL DETACHMENT
[spoiler]Required:
1 Archon
2 Troops
1 Mandrakes

Optional:
1 HQ
4 Troop
2 Elite
3 Fast Attack
3 Heavy Support

Delights and Taboos
All kabalite warrior and trueborn units taken as part of a Broken Sigil detachment must take a sybarite or dracon respectively.  All models in a Broken Sigil detachment that may do so must take a phantasm grenade launcher or torment grenade launcher must do so. 
They Shall Know Fear:  Models with the Fearless and And They Shall Know No Fear rules are not immune to weapons with the Soulfright rule taken as part of a Broken Sigil detachment.
Frightful Miasma:  The Broken Sigil has been known to fill entire areas with clouds of fear-inducing toxins that leave their victims gibbering in fear.  Most forces take precautions against such saturation bombing, but completely negating the omnipresent toxins is nearly impossible.  All enemy suffer a -1 penalty to their Leadership.
Phobophage: Each time an enemy unit fails a morale test in the assault phase, each Broken Sigil unit containing one or more Khymarae adds d3 Khymarae to the unit.  Place the new models in coherency with the unit before making any consolidation rolls.
[/spoiler]
« Last Edit: July 13, 2015, 04:21:04 PM by Wyldhunt »

 


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