Elek'Nath Codex

by Sentaph

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Codex Elek-Nath

Contents

A Galaxy

Lost

The story of the Elek-Nath did not begin in this galaxy for they once grew and flourished a long, long time ago in a galaxy not far away. But that would all come to change with the arrival of a menace from the stars.

Scattered like chaff upon the wind, the Elek-Nath struggle to survive far from their true home. New shoals grow upon worlds here and there across the galaxy as survivors struggle to rebuild a way of life now lost. The voices of ancestors cry out for vengeance even as voices from the deep whisper dreams of power. The Elek-Nath are in a fight for both survival in the galaxy, and for control of a rapidly dividing culture.

Once, things were not so. In time past and far away the Elek-Nath knew peace and prosperity. The Nathril race were the first to rise up and oversaw vast swathes of the stars starting from their archipelago covered home world. In that time they were full of hope and energy, striding forth into the stars. They delved into the secrets of reality and physics, and along with other powerful races they joined together to create amazing works as a testament to their superiority. But in the end, they found themselves ill prepared for the doom that would befall them. All their knowledge and power proved to be inadequate when faced with the great hunger from the stars.

As far back as they have record, the Nathril race had always been filled with ambition. From the first time they reached out to the stars, they knew themselves to be destined for greatness, and for a long time seemed to be the truth.

As they struck out into the larger galaxy the race spread with a zeal that was unmatched by their neighbors. The stories tell of battles, wars, treaties, and assimilation. Heroes arose and fell as an empire was forged. By the time the other great races had risen up the Nathril had already claimed a large chunk of the galaxy and led a budding alliance. For a time it seemed as though war would overtake the stars as border skirmishes and proxy wars sprang up. However the Nathril were ambitious, not bloodthirsty.

In time, a final treaty was drawn up and the galaxy found itself at peace. The Nathril had of course managed to secure themselves a stronger position than the other races in the new ruling government as was their birthright. However, they now threw their ambition into great feats of discovery and engineering instead of warfare. Eons passed with the various races knowing only peace and prosperity.

The Nathril with their fellow races created lush worlds from deserts, harnessed the power of material space itself, and created many great superstructures among the stars. Others took up architecture and holopainting to express the emotions of entire races.

Their greatest work was the Matroyask, a megastructure in the center of civilized space that housed their government. Over centuries of work from their greatest minds, the huge sphere was constructed around the chosen star, creating a massive artificial structure.

Masters of Bioengineering

Perhaps one of the most important factors in the rise to power of the Nathril was due to their science of Bioengineering. Although the race put much effort into improving their material sciences, moving from solid projectiles to pure energy and eventually even wresting control over gravity itself, they poured their greatest minds into the realm of engineered biology.

From their early days unlocked the secrets of modifying and empowering organic tissue mixed with circuitry and metal. This came not only in the form of working to perfect their race, but also in many other advances. Many sub-species were created, some with slight variances for specific tasks while others had bodies that wildly varied from the base form, all of which were often controlled remotely. In some cases a single consciousness could hop between or even control multiple "bodies".

As their base form shifted and their ally races came to use the technology as well, what it meant to be a "Nathril" began to change.

Nathril bioengineering was also important in creating many technological advances. Engineered neural cells created powerful computers, specially designed organs offered new options for substems like sensors, and biological power generation revolutionized the way the races thought about energy. Soon integration between material science and bio science became the standard.

Bioforms

These are completely constructed forms that are remotely piloted by projecting the user's conscious into the artificial body. Though reaction time can be degraded they can be developed for highly specialized roles, deployed to environments that would normally pose mortal danger, and even if destroyed represent only a loss in material.

From micro to macro, this mix of biology and technology gave the Nathril a distinct advantage. Space ships ate waste to produce energy, while symbiotic implants gave literal eyes in the back of their head. Many took to living in massive living cities and orbiting habitats known as shoals that integrated fully with their lives. Their greatest accomplishment, the Matroyask was a final miracle of this technology. An incomprehensibly vast sphere that encompassed part of a star system, the Matroyask was a prototype of life to come. It was the center of culture and government, while also housing the hub of their galactic transport system.

Although not originally a Nathril technology, the great Displacement Engines mounted inside could shoot transports through the Deep from one Engine to another, allowing incredible speed over traditional sleeper ships, with the downside of only being able to transport from one engine to another with any accuracy.

Hunger from the Stars

Unbeknownst to the races of the galaxy however, darkness was gathering in the void between stars. In their triumph uniting the galaxy, they began to chase new pursuits. Outside of scattered Orkish threats on the galactic rim, few military threats arose leading to most of their forces being disbanded and their hardware re-purposed. When the threat from beyond their galaxy appeared, they were woefully un-prepared.

The first victims went unnoticed. Small colonies at the edge of known space went dark. Even when the first larger colonies were destroyed, few alarms were raised. Over time rumors of mutants infecting the outer colonies arose. Confusing reigned, with most ignoring the signs and some even wondering if it was some new form of bioengineering from a splinter faction rising up.

Voices of the Ancestors

While the Nathril did not believe in an afterlife, they do partake in a form of ancestor worship. With roots in tribal practice, it eventually became an expression of the destiny the Nathril foresaw for themselves and a way to remember great heroes of the past. The phrase “Voices of the Ancestors” has great significance in Nathril culture as a reminder of the successes of the past, the solidarity of the people, and lessons to be learned. Many believe strongly in tracing back their ancestry and honoring the lives of their ancestors. The idea of Elek-Nath or "one people" involves both the living, the passed on, and the future people who will inherit the world their ancestors create for them.

However, when the first full force of the invasion hit disastrously near the Nathril home world, the alien face of their foe sent shocks of terror through the galaxy. No one was prepared for the fury and vastness of this threat they called the Conquering-Wyrm-That-Devours.

The governing body immediately ordered an emergency mobilization of all military forces. Untested troops armed with mothballed weapons were formed up and shot off to reinforce the Nathril home world. The bio-mechanical weaponry of the military proved effective against the Wyrm, but at the same time it also proved excellent food for the beast. Many troops died to the implacable foe, but eventually the weight of all the races proved enough to press them back.

However the victory celebration was short lived. In their triumph they had still not yet realized the true extent of their foe. When an even larger force hit the opposite side of the galaxy, it annihilated whole worlds before the military forces could be brought to bear against this new threat. Even as they prepared to assault these new forces, reports were received of two smaller attacks in completely different areas of the galaxy.

While the military prepared to launch into a series of counter-attacks, the finest scientific minds attempted to unravel the mystery of their foe. It quickly became obvious that all the attacks were from different elements of the same force, one that would come to be known as the Conquering-Wyrm-That-Devours. However, no means of communication could be raised with them. They came in many forms with strange powers unfamiliar to the researchers. Although they also used organics for their technology, their strange biomorphs were just as alien to the bioengineers as anyone else. They used a much more pure and bestial evolution as opposed to the Nathril's blending of organics and metals with room for individuality.

The races of the galaxy put up a strong fight. New technology and material rolled out daily to the military as new recruits were raised from every world. Great sacrifices were made, and great heroes arose. But the Nathril were left to question: would it be enough?

Last Stand

The war was not without its victories. On Bblagts V a strike force took out an insidious infestation, saving a critical Engine in the Displacement network. Elsewhere at the S’lussesu Nebula a experimental grav-bomb collapsed the core of a Wyrm fleet menacing the Uruush with extinction.

However, it was too little and too late. They were fighting a foe too numerous, and with a head start. THe Wyrm only slowed to feed and their consumption was total. They left behind nothing to retake, and assimilated each victory into further strength. Although military production was ramped up, it couldn’t outpace the Tyranid threat. Even worse, the alien beasts seemed to be able to adapt to counter their tactics with ease.

First one and then another race were devoured whole by the great maw. More would soon join them. Species that had not known war in centuries were cast into a fight for their lives. Even the Nathril home world was devoured when the second half of the original fleet arrived. Moods began to change. It was no longer a war to be won, but to be survived. The centauroid Tao'z were the first to willingly surrender themselves to assimilation. Other races were infiltrated and mutated until they willingly gave themselves to their foe. With links in the Displacement Engine network being devoured, travel and reinforcement became difficult. Feeling the agony of abandoning the accomplishments of their ancestors, the Nathril ordered the move to fall back.

In the shell of the nearly finished Matroyask they would make their last stand.

A Final Hope

Over the years, the Nathril pulled back in the face of the Wyrm's menace. Cut off and facing extinction, they took refuge in the Matroyask. Here they prepared their greatest weapons and erected great fortresses. But no one truly believed they would be able to stand forever.

In that dying light, their researchers devised a final plan: an escape route. They saw that the Wyrm had come from another galaxy, and reasoned that perhaps so too could the Nathril find refuge in a new galaxy. Although the Deep had become more and more unstable over the generations, the Displacement Engines were designed shoot ships from one to another in protective bubbles.

There would of course be no Engine on the other side to aim towards or catch them, and the distance was too far for a normal Engine, but the researchers reasoned they could repurpose the massive hub Engine at the center of the Matroyask. With time, they could create a massive Diaspora Engine that would blast survivors across deep space to the nearest galaxy. It would not be accurate, but it might just be effective.

Many rejected the idea as the ultimate act of turning their backs on the ancestors and denying their destiny. Most however saw nothing left to save and agreed to go. The former strove to complete their defenses while the latter rushed to create the Diaspora Engine.

It was this final project that created the Elek-Nath as they are known today. Though the Nathril were once proud and overbearing, completely assured of their own greatness, any such ideas had been cast away by their most hated foe. Though they were still the most numerous race they had been greatly reduced. Others had fared far less well. Many species were dead or lost, others reduced too far to survive on their own. To ensure the success of the Diaspora Engine and to match the enemy's united front, the races of the galaxy gathered together in a great political convention to create a new organization capable of saving their people.

Through long cycles of debate, furor, and at least one physical incident, a solution was eventually reached. The creation of the Elek-Nath brought all the people together as one with no class to rule over others. All the people as one would make decisions on their fate using their technology to ensure instantaneous voting and consensus, and all would be provided for equally. Though many more cycles would be needed to decide on the details, a framework had been created for the Elek-Nath to move forward as one united force against the Wyrm and complete the hope of their salvation.

Completion came just a few weeks from full invasion of the Matroyask. Final calibrations were made, evacuees sorted, and baggage packed. As defenders fought and died all along the shell, the Diaspora Engine primed and fired. A billion souls left the galaxy behind.

As the great Engine fired again and again a fleet of Wyrms swollen with the biomass of half a galaxy began to absorb the shell. Drawn to the organic components they tore into both the defenders and the structure. Eventually they breached the shell entirely and the Engine fired its last. However before it was destroyed, it was able to complete its final task. The last hope of a galaxy had fled their home for a second chance, scattered across the stars of their nearest neighbor.

Remnants of the Great Migration

Dispersed across unfamiliar stars, the Elek-Nath remnant work to recapture a lost destiny and honor ancestors forever left behind. However, the loss of all they once knew and the realities of their journey and destination have created new problems to face.

The last ditch effort of the great Diaspora Engine was not in vain. The souls cast out into the Deep slowly but surely made their way across to the nearest galaxy. Many did not make it. The closer to their neighbor galaxy they got, the closer the dimensions became, and the more turbulent the waters of The Deep. Many bubbles filled with Elek-Nath failed or were broken open. Some crested back into the Materium safely but were lost in time instead of space. Most were caught in whirls and eddies, unable to break through until the great rift of the Cicatrix Maladictum sucked them out into reality.

Even for those that survived the journey was not without its perils. Many who went through the vast ocean of the Deep came back out on the other end changed. Many reported voices and shapes calling out to them. Surprising numbers of children were born with innate connections to the Deep and the realm of sorcery. Many that experienced these things saw them as the voices of the ancestors calling out to their descendants. Although a few were worried that the ancestors were upset with them abandoning their home, most saw it as a sign that the ancestors supported them and that their destiny was not yet ended.

As newcomers to this galaxy, they were naïve to the influence of the Chaos gods in their lives. Yet, there were still some that knew something was wrong. There were those that stood in opposition to the idea that the ancestors were suddenly speaking out from an afterlife that had never before been glimpsed.

An Uncaring Galaxy

Although they had escaped the hunger from the stars that had nearly devoured them, the Elek-Nath quickly learned life in their new home would not be easy. The barrier between reality and The Deep was much thinner here for reasons unknown, even before the galaxy was rent in half. After the Cicatrix Maledictum, the presence of The Deep began practically flooding into reality causing chaos both literally and conceptual.

For the scattered shoals of the Elek-Nath, nearly every group found themselves locked in battle with one or more new foes in short order. The First Wave shoals that arrived before the rending of the veil were especially hard pressed, and most spend many long centuries without any knowledge of other survivors. Each believed they could be the last of their race, fighting for survival.

The great fractious mass of humanity seemed to respond differently every time they were encountered, with the only common themes being hatred and an unwillingness to cooperate. Named the Gwardon, or Grinders for their unrelenting advancement powered by the bodies of their own citizens, the race seemed to come in nearly as many forms as the Nathril and they all hated each other.

Some shoals were swept away by the green tide of the Orks, a threat they were terrified but perhaps not shocked to discover called this galaxy home as well. Here though, they were far more of a threat, and there was far less standing in their way. Other shoals found themselves cursed by the perfidious Eldar, another fractured enemy. In a few cases a shoal found themselves rebuffing expansionist Tau forces that professed a similar belief in The People as One, but had no interest in anything less than position of control over other races.

Though the influx of new shoals during the pouring out of The Deep created a network of unity between shoals that now had neighbors, there seemed to always be a new foe to fight and very little time to regroup and establish a singular galactic presence. Survival was still the watch-word of the day, although their growing forces at least gave them a chance.

A Community Divided

The cornerstone of Elek’Nath governance is the ability for all citizens to instantly react to structural changes and submit their votes via a network of bio-linked systems. However, this only works when everyone is communication with each other.

Those that were trapped for untold years in teleporting stasis were completely cut off from all their comrades. Even those of the First Wave, while able to communicate with others in their shoal, rarely had contact with members of other shoals and in many cases had to proceed as though they were the only Elek-Nath left. Over time, variances grew in each isolated community as they adapted to their particular situation.

Not only was broken communication and instant response a driver of change between shoals, but the arrival of a new race that was awakening psychically quickly drew the attention of predators in The Deep. With no knowledge of such denizens and only the framework of ancestral guidance, the Elek-nath were ripe for the insidious influence of Chaos. Their journey through hell had opened doors that could not easily be shut.

In the face of existential threat, many shoals threw themselves into the realms of pscience and sorcery. Their bioengineered creations became increasingly bizarre and unwittingly tainted by Chaos. There were those that searched for the strength to slay all who would strike their race down again while others looked for ways to escape the death itself that stalked their people. Some sought to perfect their form through their race's arts to position themselves at the top of the galatic food chain. Still more sought to change their destiny and guide their people through the perils of their new home.

While the power afforded them proved effective, the end result might not that which they hope for. As they give in more and more to the spirits of The Deep, they unknowingly give up more and more of the ideals they once held.

Not all who went through the Diaspora Engine emerged corrupted or were seduced by the siren call of Chaos. Many still hold firm to their beliefs. Although all that they had achieved had been abandoned, they do not choose to take the easy route. Certain shoals have become highly militarized and believe in forging a new home without seeking help from the Deep.

Nathril majority shoals are often more traditionalist and ordered than the rest of the Elek-Nath. Prowess in warfare both physical and mental is highly prized, and much effort is put towards creating an attitude of what detractors might call "purity" amongst their warriors. The Nathril especially have become hardened by their race’s misfortune and failure. In the face of constant war they are more likely to use military force than kind entreaties. Wounded pride demands satisfaction, and with their race on the brink of destruction they have vowed to fight to the last breath.

For many shoals though, not all their new neighbors have proved to be bloodthirsty foes. In such a dark time the Elek-Nath message of unity and progress has found many new adherents amongst the downtrodden minor races of the galaxy. Constantly ground down by humanity, Orks, Chaos, and many more, the promise of equal standing in a united force against bloodthirsty enemies have grown new generations of Elek-Nath with a fervent belief not seen before. After years of warfare a few shoals have recently been left populated only by Citizens of the new galaxy, yet they stand no less strongly for the Elek-Nath principles.

In the grim darkness of the future, there is only war. The Elek-Nath have prepared for battle, but it has yet to be seen if their strength will be enough. When the time comes will they stick to their principles, or will they give into the siren’s call of the Deep to avoid extinction?

The Great Enemy Returns

With wit and with power the Elek-Nath began to carve out a place far removed from the home they had once known. Many could not survive the new struggle, but with the help of new races others began to grow once again. With time the far flung shoals discovered one another anew. Pacts were made, conflicts were born, and the race found new strength.

But that newfound hope would soon face a nearly unbearable test. On the Eastern fringe of the galaxy a terrible rumor spread. The Elek-Nath frantically launched scouting fleets to confirm the truth. The ancient enemy had returned.

Second Contact Day is observed throughout the galaxy as a day of mourning and purpose. Whole shoals had ground to a halt when they received word that Elek-Nath had made first hand contact with the Conquering-Wyrm-That-Devours. However for many this news brought anger and focus. On the wandering fleet-shoal of the Death Song, a meeting of warrior-poets called for a mobilization of the entire Elek-Nath to stand against their ancient nemesis. Military ranks soon swelled with those able to carry the fight to the foe while those of a sharp mind worked frantically to engineer new creations to stand against the Wyrm and even the most simple of Citizens volunteered service to their shoal through hard work.

So stands the Elek-Nath. Their home and pride abandoned, they seek a chance to regain what was lost even as they fight to leave a legacy against almost certain extinction. Their most hated foe rears its many-featured head as a thousand other dooms stalk them. Their salvation will only come through power, but will it be the power of their unity or the power of the Deep? Will their race stand united at the end or will they fracture among themselves? As the galaxy races towards destruction on all sides, who will they stand with at the end?

Shoal of the Dauntless Front

One of the four oldest shoals of the First Wave, the Shoal of the Dauntless Front has spearheaded many initiatives to promote unity between the shoals of the Elek-Nath. For their Citizens, nothing is more important than presenting a unified people to push back against the darkness of the galaxy.

Dauntless Front had the good fortune to arrive from teleportation in a sort of stellar shoal. The planets of their sector were for the most part easily colonizable, and there were a number of minor races living there who had known peace for much of their recent past. The Elek-Nath wasted no time in constructing a new home and reaching out to their neighbors. At the time, things seemed to have gone incredibly well for them, with their escape from the Conquering-Wyrm-That-Devours leading them to the place of rest they had hoped for

Shoals

Although used in Nathril to denote a community, the word shoal holds a history of meaning that goes back to the beginning of the Nathril race. Originally an amphibious race whose homeworld was covered in ocean and many small archipelagos, the peaceful and life-filled shoals near land were the first home the Nathril knew. Aeons later as they spread across the galaxy using bioengineering the Shoal became the default construction for the expanding race, a sort of living city or space station that is entirely self-sufficient and self-contained. Now in the era of a new galaxy, the shoal has also come to represent the idea of each separated community striving to be a safe haven in a galaxy of darkness.

However, the peace was only short lived as a crusade of fanatical humans fell upon the sector and began the extermination of all xenos life living there. Worlds were scoured and broken in a meat-grinder of xenophobia and religious fervor as the humans carried forth the light of their God Emperor.

Struck with horror and confusion, Dauntless Front began mobilizing military assets they had hoped to never use again. Machines and bioforms of war marched forth to confront this new foe that would brook no compromise and take no prisoners. Resistance was organized, but the Consensus of the Citizens was that their survival yet again looked bleak. Hope across the shoal was darkened as it looked like they had escaped the Devourer to be fed into the Grinder.

However, not all was yet lost. Following their guiding principles, the citizens of Dauntless Front took strength from their unity, and began to reach out to their neighbors. With the threat of humanity bearing down on them all and no little hope for any one race to stand against them, the Elek-Nath proposed a different way: to stand together as one and present a united front against the aggressor.

Seeing no better choice, the other people of their sector quickly fell in with the Elek-Nath. Upon realizing that they were not to be subservient but to made full Citizens with an equal vote towards Consensus and an equal share in the goods of the Elek-Nath, the new comrades in unity fully embraced the tenets of the Elek-Nath. Though there were many difficulties in integration, bioengineering and the Nathril's experience in working with others brought forth success in the end.

That early unity and victory solidifed the ethos of Dauntless Front as one of strength in unity to push back the darkness. This ethos has been carried forward in all the years since then without fail and has brought the Shoal great success as well as making expansion much faster than the Nathril alone could have achieved. Their forward momentum and belief in their comrades has also kept them from embracing the Voices of the Deep. Though not as militant in their rejection as the Shoal of the Dark Talon, they none-the-less believe in the material realm above all others and reject the worship of any greater beings.

As one of the oldest shoals and also one of the shoals with the widest breadth of Citizens and their experience, Dauntless Shoal has been able to carry out projects on scales that many other shoals could not achieve. Not only that, but their unbreakable belief in the Elek-Nath has led them to always strive towards the creation of the best possible galaxy. It was Dauntless Shoal that were the first the widely enact the Annihilation Devices, a new piece of biotechnology that destroys the soul and body of the bearer on death to deny their enemies from devouring either. They were also instrumental in developing the Symbio-suits, as exemplified by one of their greatest triumphs: Trifold Star Uniting-in-One.

Although the Nathril portion of the Shoal is slowly dying out due to the strain of warfare, and the shoal itself may not hold out forever against the darkness of the galaxy, Dauntless Front continues to live up to their name all the same. With the rending of the veil unleashing many more of the Nathril but also the terrors of the Deep, the shoal has begun production of their greatest work yet. Though they have embraced the possibility of annihilation for themselves, they still believe that the ideals of Elek-Nath are the answer to the galaxies ills.

To that end they have begin building a new, if much smaller, version of the Matroyask around their home star to house all their knowledge and wisdom. It is their hope that if it cannot act as an ark for their peoples it can at least carry on their legacy to whoever finds it next.

Their armor is slate gray with orange highlights.

Shoal of the Dark Talon

Due to the frantic nature of their departure, not every group that used the Disaspora Engine had the time to create a perfect mix of disciplines and equipment to establish new shoals at whatever their eventual destination would be. In particular, the later groups had less time and a smaller pool to pick from. Such was the story of the Nathril that would become the Shoal of the Dark Talon.

Made up mostly of some of the last defenders to fall back to the Diaspora Engine before it was overrun by the Wyrm, the majority of the Shoal's founders were battle-scared Nathril veterans. This left an indelible mark on the ethos of Dark Talon that has not relented over the years since their arrival in the neighboring galaxy.

Though they were one of the last to leave, they were ironically one of the first to arrive and fully establish themselves. The worlds immediately surrounding them were rough but rich in resources and lacking in prior claimants which gave them the sort of head start that helped them survive where others had failed. It also helped them quickly establish one of the premiere Elek-Nath military forces in the galaxy at that time and still today.

That's not to say that things were easy for them, far from it. The resources of their worlds had not gone unnoticed by the nearby Imperium, and the history of Dark Talon has been one of constant conflict even not including the ones they have started. Luckily the fighting spirit of their shoal was up to the challenge, even if their manpower was not.

The harshness of their past, the worlds they had claimed, and the foes they faced forged Dark Talon into something harder than their fellows. Though they still believe strongly in the ideals of the Elek-Nath, centuries of isolation from other shoals and even other friendly races taught them the value of what they refer to as The Struggle. It is a term that has many meanings to them, from the struggle against aggressors to protect the way of life, to the struggle between Citzens to determine what that way of life will be. Though it does not alway denote a physical struggle, that does tend to be an end result.

This Ethos combined with limited forces and constant enemy presence led Dark Talon to prosecute war in a certain way. They were the first to develop the Nathril way of war into the Partisan Cohort, a forward operating force trained in asymmetrical warfare. This has allowed them to make the greatest impact on enemy forces while minimizing losses among non-Bioform forces.

In fact, the pursuit of martial strength and Nathril purity has led Dark Talon to deploy fewer Bioforms than most other shoals. It has put a strain on the Dark Talon population without many Citizen races to replenish them and they have only survived by cunning, guile, and extensive training. Their position as a First Wave survivor has upheld their decision over time however.

In fighting the totalitarian structure of the Imperium, Dark Talon quickly learned the value of striking at targets of leadership. A quiet and fast moving Strike Wing will swoop in to strike at command structures, only to fade away for a moment before striking at the enemy forces that are now cast into disarray and take control of the situation. Dark Talon units in contrast are notoriously hard to pin down as they utilize the political devices for Consensus to create many independent cells with no centralized command that can rapidly respond as one to changes in the battlefield.

It was also due to their continued battles against the Imperium that their hearts were hardened against both the political and spiritual corruption they saw in their foes. What Citizens they have managed to acquire have almost exclusively been freed from fascist overlords by Dark Talon Strike Wings. Already a pragmatic people, they also found the idea of following the Voices of the Deep to be a violation of the tenets of Elek-Nath and have no issue enacting The Struggle against even other Shoals that would give in to this corruption.

The recent re-emergence of the Conquering-Wyrm-That-Devours has also been a great affront to their pride as Elek-Nath and Nathril. Under the leadership of one of their greatest Strike Marshalls, Broz'to Haunting-the-Stars they have stepped up mobilization even by their own standards and embraced the Annihilation Devices to spite both the Voices and the Wyrm. Though they will not compromise on their ideals, they have even taking to working as mercenaries alongside Skaldic Seekers for anyone who will fight the Wyrm. Their chances of survival without compromise has been become smaller each day, but they do not see a problem in dying out fighting for what they believe is right.

Their armor is dark green with tan highlights

Shoal of the Deep Pscience

Not every group that left their home galaxy behind was without hope. For some such as the progenitors of the Shoal of the Deep Pscience, the journey ahead of them presented opportunity. Opportunity for discovery, advancement, and new mysteries to a people with few mysteries left. For them, spreading the Elek-Nath to other galaxies is something that always should have happened, even if the current circumstances were less than ideal. In fact, with the current situation, the Diaspora Engine was the people's best chance at survival and a better life.

For the Elek-Nath that became Deep Pscience, their journey through the Depths and subsequent arrival in another galaxy was filled with curiosities never before seen. Their shoal was established close to the beautiful and wondrous Eye of the Ancestors and the power that poured out of it awakened something within the citizens of the shoal. The starry-eyed scientists quickly began experimenting and mapping out this psychic power that began to manifest among their people and thus was the shoal given its name: Deep Pscience.

It wasn't long before the shoal was one of the greatest centers of research amongst the Elek-Nath. They pushed the boundaries of what could be accomplished with psychic powers, and were the first to make contact with the voices of the ancestors. It was a monumental moment for the shoal and the Elek-Nath as a whole. The spirits of those that had gone before were suddenly reaching out from beyond time and space to guide their children. Pscientists found that the voices tended to group into four general groups: the voices of fury, ruin, fate, and revelry. Though the voices seemed to share overall goals, each advocated very different ways of achieving those goals.

In their role as researchers, catalogers, and sorcerers the citizens of Deep Pscience felt a close bond to the Voices of Fate that guided them to seek to change the fate of the Elek-Nath through the power of magic and mystery. Few have delved as far into the Depths as Deep Pscience to the point where even their non-psyker warriors have been known to spontaneously manifest multi-hued flames from their weapons. They believe strongly that through their innovations, the help of the Ancestors, and the strength of their will they alone can change the fate of the Elek-Nath and save them from the multitude of horrors that await them. Though they place high value on powerful sorcery, they do not discount the value of military power. They were the ones that designed the spells and special psy-active rifles used by the Threadseekers to great effect in altering the threads of fate via assassination.

However their self-given role has led them to research not just the Voices of Fate. For many centuries beyond even the extended lifetime of a Nathril, their Chief Researcher Charekk Inscribing-the-Beyond has followed many a winding path to discover the secrets of all the Ancestral Voices. Careful and cautious, he gives little and takes much when dealing with the Voices. He was involved in some of the original contacts with the Ancestors, and was the first to learn to summon the Ancestors to the mortal plane. Much of what the Elek-Nath know of The Deep has come from his powerful mind, though few can be said to truly understand his motives.

Yet the deeper the delve and the more power they call forth, the more citizens find themselves suffering from mutation and madness.

The Taint of Chaos

For the Elek-Nath, changing and mutating one's form has been a common occurrence for as long as bioengineering has been practiced. Their veneration of the ancestors has also led them to see many of the excesses of Chaos in a more positive light. On top of that, the use of Bioforms has created a potent route for the tendrils of Chaos. The projection of one's consciousness opens it up to all manner of manipulation by daemons, and the living but mindless shells of the bioform have quickly become a favorite play-thing of daemons that enjoy possession.

Their armor is rich purple with teal highlights

Shoal of Paradise Found

Even the most curious pscientists may find themselves stymied, confused, or terrified by the mysteries of The Deep. It is an ever-changing dimension that defies categorization and order. The Voices of the Ancestors, obviously influenced by eons of being dead and without contact from their children, are often hard to understand and unruly. The harder one strives to pin down the nature of The Deep and The Voices, the more they push back.

Perhaps when faced with the indescribable, it is better to send a poet. Such is the success of the Shoal of Paradise Found.

The founding Citizens of the shoal were a varied mix of artists, from holo-painters, to dancers, to pheromone crafters, and beyond. The invasion of the Conquering-Wyrm-That-Devours had greatly impacted all of them. The horror, loss, shame, ingenuity, and heroism of their people's last days had swelled their hearts with unending emotions, but left little time to express them.

Their journey through The Deep to their new home had been fraught with danger, and many arrived in their new home sporting strange mutations. For a people used to changing their form, often in pursuit of something higher, this was not necessarily a cause for fear.

The planet they first arrived on was breathtaking in its garden-like beauty and stunning flora and fauna. There was the smaller matter of the backward locals and their cold-blooded companions who were incredibly resistant to the Elek-Nath ways and insisted that the world was theirs and theirs alone by birthright. With nowhere else to go, the Elek-Nath were forced to fight back against the locals until they faded into the shadows as the shoal quickly expanded. The name of Paradise Found followed shortly after as the people began to flourish on this newfound world. After the hell they had been through, the peace and serenity greatly invigorated them, the creatives among them especially.

When the existence of the Ancestors reached their world, a great celebration was put on to thank the ancestors for granting them such a paradise to grow the Elek-Nath in. A huge party was thrown were every creative type could show off the greatest of their efforts to their fellow Citizens and the Ancestors. They even found what they surmised were once temples used by the previous locals and set that as the site of their celebration to show the proper pomp and circumstance.

The Voices of Revelry were very please to say the least, and the party that followed would be remembered in Paradise Found legend forever more. It was also the start of a pact between the Shoal and the Voices of Revelry that changed the Shoal's fate forever. The world itself screamed out at the conflux of the great party as all that were there fell into insensate paroxysms of pleasure.

Since that day, the Shoal of Paradise Found have given their all to the Voices of Revelry. Their Citizens and bioforms sport the most ostentatious modifications and mutations as their Archeotrix' combine engineering and art to push their designs to the limit of possibility and taste. They are also one of the more willing to fight alongside the Gwaros that also follow their Ancestors, and have shown great interest in the Deep Pscience discoveries involving summoning the Ancestors and even giving them flesh.

Though their roots are in the pursuit of art and passion, the military might of Paradise Found is not to be ignored. Though they had defeated the locals early on, they never seemed to be entirely gone. Throughout its history the Shoal has endured constantly attack by guerilla forces and even heavily advanced warhosts not seen before. The source of such out-sized forces has never been discovered, but the Citizens adapted to this constant threat with their own military tradition. Their current higest ranked marshall, Too'Ka, has proven not just his military might but also his devotion by being the first of the Nathril to Ascend and become a Living Ancestor.

Their armor is white with gold highlights

Shoal of the Death Song

Founded before the rending of the Deep, but much more recently than the four oldest Shoals, Death Song is a very peculiar shoal indeed. Originally founded not by the arrival of survivors via the Diaspora Engine, but instead by groups of outcasts, travelers, and pirates seeking a safe haven the Shoal of the Death Song quickly outgrew its humble beginnings.

As the various shoals reached out and discovered each other, travel and trade began to spring up along with ports and waystations to facilitate the new traffic. As well, although the shoals have each developed their own distinct character most still consider themselves but a part of the Elek-Nath. As such, travel is not restricted between such shoals and a Citizen of the Elek-Nath is a Citizen even if they leave their home shoal. This led to a class of Citizen that existed outside any one shoal that instead traveled the stars and rarely settled down.

Space Travel

As they did not arrive by spacecraft, each new shoal was originally without ships of their own. However, they were still able to call upon the expertise of many who had spent their lives building ships and no shoal was without space craft for long. Elek-Nath ships are, like the rest of their technology, a fusion of engineered metal and flesh that swim swiftly through the void. The Nathril had always taken naturally to the void, and the expertise of the Togrun propelled them through it. By using their teleportation technology, the Elek-Nath are able to largely bypass the horrors of unprotected travel through the Deep. The Eldar have been quick to note that the teleportation engines seem to create a temporary link that resembles the webway they use to avoid Warp travel. Established locations connect a teleportation link from one engine to another at the other end, offering un-paralleled speed and safety. However for journeys into the unknown they must rely on flinging themselves towards their destination, much as they did with the Diaspora Engine. With the this fabric between realms in this new galaxy, it has become a far less certain prospect, so ship based teleportation engines will usually make a series of small jumps. Teleportation is not instantaneous at the distances in between stars, so the Elek-Nath expand slower that other races that use Warp travel, while at the same time moving much more quickly between established systems for trade and defense.

Death Song had quickly become the largest and most well known of these ports that attracted the dreamers and the outcasts. Over time they mixed together and created their own particular ethos based around a belief in the ideals of Elek-Nath and a love for songs and tales. Even better if they were songs and tales extolling or teaching the virtues of the Elek-Nath.

However, it was the arrival of the Conquering-Wyrm-That-Devours that truly solidified the current idea of who the Shoal of the Death Song are. The waves of panic, despair, and anger hit Death Song early as their Citizens are always traveling and sharing stories across the greater sphere of Elek-Nath influence. Many saw the arrival of their greatest foe as a threat to the Elek-Nath people and ideal. For others, it represented a chance at redemption. For a smaller few they felt that they had a duty to all living beings in the galaxy to end the threat that had devoured their former home.

Many long days of loud and boisterous debate took place in the drinking halls of the shoal and beyond, but by the end Consensus had been reached. Death Song would dedicate itself to a higher goal, not the protection of their shoal, or even friendly shoals, but of all who would be threatened by the Wyrm. Though they were not positioned to fight as a single large force as other shoals, they travel the galaxy lending aid where they could and driving all that would listen to fight back against the hated foe. The natural consequence and greatest paragons of this goal were the Skaldic Seekers who went forth to carry out this lofty ideal.

Their armor is black and bone with red highlights

A Scattered People

Though the original four shoals, and the Shoal of the Death Song are the most well known, they only make up a small portion of the Elek-Nath. As shoals expanded beyond their original home systems, their colonies would sometimes develop their own sense of self and make use of Consensus to establish themselves as their own separate Shoal. The vast majority of shoals were established after The Deep poured out across the galaxy and let loose innumerable bubbles of survivors that each established their own colony. Not all would go on to survive, but some would even manage to thrive in this new world.

Shoal of the Unbroken Forge

Citizens of Unbroken Forge came overwhelmingly from the ranks of engineers and crafters, something that has proved a boon for them time and time again. Not only is their bioengineering some of the most finely crafted and potent among the various Shoals, they also have carried over many technologies from their former empire not often seen in this new galaxy. Always happy to share their talents many vehicles, weapons, and armor across the Elek-Nath were crafted in the the Unbroken Forge.

When the Unbroken Forge goes it war, it goes armed with the best of the old and new that the Elek-Nath can marshal.

Shoal of the Ascendant Legacy

It is no great secret that even their escape from the Wyrm may not have saved the Nathril. In the current galaxy of horrors, survival is not assured for them. However, it may be for the Elek-Nath. Perhaps the greatest example of this is the Shoal of the Ascendant Legacy. Established in a region of space ripe with races both friendly and hostile, the shoal has known little but war in its history. During the chaos of the galaxy being rent open, the last of the Nathril in the shoal were killed off. Yet, the shoal itself did not die. The great mass of Citizens left took up the banner of the Nathril, refusing to give up even one inch to their enemies.

You will find few shoals who carry out the ideals of the Elek-Nath as fervently as the Citizens of the Ascendant Legacy.

Shoal of the Spiral Survivor

Not every cohort that arrived to found a new shoal was lucky enough to to land in a paradise, or even a habitable zone. Many found themselves in wastelands, dead planets, or cold asteroids. But even such a fate is not enough to diminish the Elek-Nath spirit. For the Citizens of Spiral Survivor, they used every tool available to them in their fight against the broken world they found themselves on. Their survival has depended on constant evolution of their forms, and the incorporation of every speck of matter they can find. Though other shoals may feel the lengths they go to are beyond the pale, none can doubt the effectiveness of their constantly evolving defenses or the effeciency with which they scavenge their foes.

Shoal of the Bloodied Honor

Stoic, upstanding, and martially skilled, the Shoal of the Bloodied Honor has always believed strongly in answering for the Elek-Nath's losses at the hands of the Wyrm. Ever vigilant, they prize their warriors highly and consider the protection of their remaining honor as paramount. Though they may destroy their enemies with relentless efficiency, they will always hold fast to the rules of warfare against all sentient foes. It was through this honorable behavior that they accepted the surrender and integration of the humanoid Teltran, who brought with them the worship of the Voices of Fury. Eager to bring honor to their ancestors, the shoal threw itself whole-heartedly into the emotions of Fury.

The cold, calculated slaughter of their foes has won them great praise from those Ancestors.

Shoal of the Life Abundant

Between their bioengineering and the devouring of their worlds by the great foe, the Elek-Nath are no strangers to the cycle of birth and death. Originally settled on a garden world, the Shoal of the Life Abundant were also one of the first to lose their home to the re-emergence of the Conquering-Wyrm-That-Devours. Through heroic sacrifice and masterful maneuvering, the Shoal barely escaped death, but were left to survive in a wasteland after losing their home to the Wyrm a second time. When the Voices of Ruin called out to them, the answered without hesitation. The Ancestors intervened, bloating their bodies with fresh life and hardening their carapaces against death.

Now the Shoal seeks to share their bounty, and save the Elek-Nath from death by embracing Ruin.

Shoal of the Ancestor's Fist

A predominantly Nathril shoal, Ancestor's Fist has always felt a strong connection to the people and traditions of the past. Their ways of combat hew as close as possible to the ancient Nathril forms and they have little regard for anyone that does not accept the Elek-Nath. When the Voices of the Ancestors started to make themselves know, Ancestor's Fist jumped at the chance for that connection. They hold great regard for all of the Voices, serving the whims of loss, rage, ruin, fate, and revelry in equal measure.

Their goal is the agonized destruction of any who do not accept their tenents, and have even tuned their neuro weaponry to cause extra pain.

A Second Chance

Dispersed across unfamiliar stars, the remnants of the Elek-Nath work to recapture a lost destiny and honor ancestors forever left behind. However, the loss of all they once knew and the paths available to them now have had many consequences on the Elek-Nath as a people and an ideal.

M -60,000 Perilous Warp Journey

The Diaspora Engine sends a group of survivors through the always fluctuating warp and spits them out before they were even born. They are almost immediately crushed between armies of the Old Ones and the Necrons.

750.M30 The Eye Opens

The Eye of the Ancestors first opens, unleashing the first large-scale wave of Elek-Nath teleportation bubbles from The Deep. Little of these original Shoals are known as none have survived to this day. It is assumed they were wiped out during the Great Crusade of the following century.

500.M39-900.M39 First Surviving Wave

The first colonization wave of which survived to this day arrives in their new galaxy. Like scattered seeds, many do not survive for long, but enough do. The four oldest Shoals establish themselves during this time.

730.M39 A Dangerous Galaxy

For the first few millenniums the Elek-Nath focus on growing and arming themselves. Their presence is not widely known among the other races. Tragedies still befall them though, such as the destruction of an entire Shoal by a Black Templar Crusade fleet. The Elek-Nath do not die without a fight however, and the bloodied Crusade quickly loses its momentum afterwards and falls apart.

346.M40 WAAAAGH Git-Wrecka

The edges of a Speed Freaks WAAAAGH rolls into a Elek-Nath held system. Speedy Silver Blades and Monsoons clash against Ork Bikes, leading them into a trap. Concealed Nathril Partisans and Threadseeker Teams tear apart the WAAAAGH’s cavalcade of vehicles. The Orks find themselves dismounted and no longer speedy, something that take great affront to. The fighting carries on for years until teams of the newly engineered Eco-Rangers are deployed to scour away the Orkoid spores and the planetary destruction they wrought.

433.M40 An Unfortunate Surprise

While on the trail of Fallen Angel, members of the Dark Angels chapter trace their foe to a group of Elek-Nath Citizens. Both sides are equally surprised by this new foe, but the marine’s heavy armor and arcane technology gives them the early lead. However, the tides quickly turn when the Shoal unleashes its full armory. Graviton and Kinetic weapons turn the advantage of heavily armored foe against them, while ancient relics from another galaxy hold off the Angel's own ancient devices. As suddenly as it started the battle is ended as the Dark Angels withdraw leaving confused Elek-Nath behind, unable to fathom their enemy's goal.

764.M40 The Wheeling Wing

As the Elek-Nath begin to expand their territory they encounter a spectrum of other races, most hostile. On the world of Targoltha forces of Dark Talon face off against regiments of the Astra Militarum. Outnumbered and outgunned, the Strike Wing is a blur of motion constantly striking and pulling back. Insertion pods and Squall Tactical Dropships place teams behind the enemy, ensuring that the battle line is constantly shifting. After a daring team of Nathril Veterans drop directly onto the Militarum Command Squad, the Strike Wing manages to disassemble the human army. Using the lessons they learned, Dark Talon starts developing the Partisan Cohort.

916.M40 Winged Warriors

An exploratory force of the Elek-Nath meets disaster at the hands of the Blood Angels chapter. Although the explorators fight tirelessly, they are surprised to find themselves outmaneuvered by an entire force striking from the skies. Even the evolution of their forms only grants them a reprieve to fall back into the shadows. The shoal stops all outgoing missions for a time out of a fear of drawing further attack from the Gwaros Empire.

189.M40 Unrelenting Belief

A period of expansion begins again for the Elek-Nath. After integrating a Gwaros world, the Nathril holding it are attacked by members of the Space Wolves chapter responding to distress calls from the previously Imperial inhabitants. The Wolves arrive to find themselves fighting the citizens they originally came to save. As the fight drags on the righteous fury of the Gwaros and Gwar-Nath are stoked against each other as the fighting proves the disloyalty of each in the other's mind. The Elek-Nath find themselves unable to match the Wolves in close combat, and instead take to the skies. The marines are eventually repulsed, but the Nathril are left only with a skeleton force that leaves the Gwar-Nath with the majority for establishing Consensus.

949.M40 Divine Intervention

A combined arms Strike Wing from Dauntless Front lays siege to an Imperial Shrine world after the relentless zealotry of the Ecclesiarchy proves shockingly impervious to negotiation. It also proves their downfalls as Dauntless Front use that single-mindedness to draw the enemy away and force them to overextend. They are unable to complete their victory however when a shrine of the Adeptus Sororitas erupts forth. Much less easy to exploit, this new foe also seems to have special protection that defies explanation. Dauntless Front pulls back to the other worlds in the system to study this strange occurrence.

620.M41 Foul Sorcery

Drawn by reports of chaos tainted xenos, an Inquisitorial force backed by brethren of the Grey Knights arrives at a Deep Pscience colony world. They find the reports to be true as the world is bristling with strange bio-engineered creatures in contact with the Dark Gods. Although each Knight proves remarkably resistant to the Warp powers of the Archeotrix and Zel-Nath, their biotechnology and numbers begin to overwhelm them. The lead Inquisitor makes the decision to recall the Grey Knights and call an Exterminautus upon the entire world.

722.M41 Dragon’s Fire

Overwhelmed by the Salamander Chapter’s close range firepower, the invading Elek-Nath force must switch tactics. Cirrus Bombers drop emplacement pods to cover entrenched warriors, while Dragoons are deployed to encircle the enemy and massed Equalizer Batteries rain down death on the trapped Marines. THe defeat of the feared Gwaros Angels is enough to convince the local species to join the Elek-Nath.

743.M41 Second Contact Day

The Elek-Nath confirm the re-emergence of the Conquering-Wyrm-That-Devours. Across the galaxy shoals come to a standstill at the news.

745.M41 The Behemoth Strikes

Hive Fleet Behemoth strikes in full force. Any doubts that the Wyrm had arrive were wiped away. The Shoal of the Death Song becomes the first voice calling for the destruction of the nemesis. Mobilization across the shoals kicks into overdrive.

860.M41 Enemy of My Enemy

Tau mobile warfare and advanced technology meets Elek-Nath mobile warfare and advanced technology on the hotly contested planet Seebran. Both sides are forced into a stalemate until the arrival of an Adeptus Mechanicus exploration fleet. The Tau and the Elek-Nath quickly set aside their conflict to viciously attack the new interloper.

866.M41 Gift of Pleasure

Paradise Found follows the pull of their master to another Eldar Maiden world. Their Strike Wing lays siege to the world, attracting the ire of Biel-Tan. The Craftworld forces arrive to find xenos under the sway of She Who Thirsts and unleash the fury of the Swordwind upon them. Citizens possessed by the spirits of Ancestors draw the ire of the attacking force and sacrifice themselves to buy time for the Strike Wing to retreat, but not before Syrens corrupt the World Spirit with strange pheromones that drive the Exodites mad within 6 cycles.

912.M41 A New Breed of Weapon

Upon an Imperial-held Knight World the forces of Dauntless Front grind to a halt against the combined might of the Astra Militarum and Knightly Houses. To overcome this, they deploy a newly designed bioform bred from Nathril and Citizen ingenuity. Two man Symbio-Suit teams lead strikes against the knight houses, outmaneuvering and destroying them with their enhanced strength and firepower. Other Shoals quickly beseech Dauntless Front for the secrets of their manufacture.

928.M41 Raiders in the Night

A warrior-poet named Rel'Zocha answers the distress call of a small Shoal. Dark Eldar pirates ravage the world, gleefully feeding on the agony of the Citizens and their biotechnology once each year, and sending them towards extinction. Rel'Zocha brings 6 other legendary Skaldic Seekers from Death Song and together they rally the workers and slay the attacking Dark Eldar.

999.M41 13th Black Crusade

A wave of Chaos is unleashed on the galaxy. As battle lines are drawn for what may be the final war, the Elek-Nath find themselves at odds with one another. On one side, Dauntless Front and Dark Talon lead the charge against the monsters flowing forth from all sides while on the other Deep Pscience and Paradise Found sway many to join as one with the will of the ancestors. As the storm gathers, diplomacy between the two sides breaks down into combat even as Death Song advocates to both the need for a united front against the Wyrm. Waves of psychic power sweep the galaxy, awakening many Citizens to psychic power and shorting out bioforms.

001.M42 The Great Deluge

At the height of the furor between the Elek-Nath the galaxy reaches a fever pitch before the great veil is rent in half and The Deep spills out into realspace from one end of the galaxy to another. Entire shoals are swept away and Elek-Nath connected to bioforms are killed by the sudden feedback. However the deluge also brought with it a wave of hope as the main bulk of the Elek-Nath were broken free from the warp and flung across the galaxy. Uncounted new shoals sprung up or reinforced existing shoals. This sudden miracle and re-ordering halted the ongoing ideological feud amongst the Elek-Nath as they worked to integrate their lost comrades. Though they vastly outnumbered the previous Elek-Nath, the chronal disparity meant that the established shoals still would hold a place of relevance going forward.

~.M42 Change and Decay

The Shoal of the Life Abundant is drawn into a squabble between the Death Guard and a Tzeentchian Sorcerer’s warband. The Voices of Ruin call them to lead their forces in support of Nurgle’s eternal grudge. The combined forces of life through death prove more than enough to weather the storm of sorcery deployed against them as Ruin Callers rain down covering fire for the Gwaros Angels to advance into close combat.

~.M42 Shar’kaa Campaign

Trifold Star Uniting-In-One make their debut leading a campaign against the Necrons forces awakening in the Shar’kaa system. Originally hoping to band together against the threat of the Wyrm, the unrelenting automatons prove uninterested in anything other than combat. Trifold Star proves a match for unbelievable but damaged technology of this new foe. Graviton bombardment finally is able to cleanse the world but not before knowledge of this new unknown people is transmitted to the Silent King. Realizing their biotechnology may be the final piece he needs in his plan, he puts out a call to all Necron to fight and capture the Elek-Nath.

~.M42 An Honored Foe

Forces of the Shoal of the Bloodied Honor are drawn to the ancient ruins on a backwater planet by the voices of their ancestors. However they find the planet occupied by Gwaros Astra Militarum and a small sect of the Adeptus Mechanicus also drawn to the ruins. Though they expect an easy fight, Bloodied Honor finds the heavily modified humans much more sturdy than they first appear. It is only by unleashing waves of frenzied Carver Packs to tie up the enemy defenses that their elite Destructor Crews and Nath Veteran Cohorts are able to close the range and destroy the Gwaros heavy armor. After the modified humans fight as one to the death to buy the explorators time to evacuate, the Elek-Nath are so impressed that they honor the dead Gwaros by building a tower of their bones upon the ruins. The ancestors of fury are so pleased that many of them burst forth into realspace across the sector.

~.M42 Cleansing of Oradmus

After a warp storm that had cut off a young Elek'Nath colony finally subsides, Brozt'to leads the Dark Talon in re-establishing contact. What she finds there sickens her. Trapped, the inhabitants had been driven completely mad by the Voices they could hear all around them and committed the most heinous acts upon each other. Brozt'to proceeds to scourge the planet of life, both daemonic and Elek-Nath.

~.M42 A Shocking Affront

The Shoal of the Ancestor's Fist visit the downtrodden miners of Oublietta VI in search of fresh recruits when they find a horror beyond belief. The humans have been infected with the DNA of the Conquering-Wyrm-That-Devours, subverting them entirely through bio-manipulation that eventually sees them become fully one with the Wyrm. Ancestor's Fist unleashes the full martial might and Deep sorcery available to them to cleanse every last infected with extreme prejudice that is only halted when forces of the Ordo Malleus, Ordo Hereticus, and Ordo Xenos are each drawn to the battle without the knowledge of the other. It is only due to the confrontation between Inquisitors as to which threat held primacy that the Strike Wing was able to escape the annihilation of Oubliette VI.

~.M42 Ancient Nemesis

Combined forces from shoals across the galaxy unite behind Death Song to wage a counter-attack against the onslaught of Hive Fleet Leviathan. Factories and growth chambers work overtime to supply the war effort and Citizens voluntarily work overtime to prepare. Across the stars battles are won and lost against the massive threat. The Elek-Nath are united in hatred, but the fractures are beginning to show. Ideological squabbles arise again and certain shoals begin to refuse to fight together. Moreover, a host of other threats make it difficult to direct all the Elek-Nath might at a single target.

Zephyr Command Platform

At the heart of every Elek-Nath Strike Wing is a Strike Marshall. These dedicated leaders combine a lifetime's worth of experience in both combat and command. Each Strike Wing elects a Marshall to command them via consensus, placing the leader in charge of overall strategic command for all combat missions. A good Strike Marshall can simultaneously track the current strategic goals, while issuing tactical orders, and even engaging in personal combat when the opportunity arises.

However, a wise Strike Marshall also knows how to delegate and when not to personally engage their enemy. That is where the Zephyr Command Platoform comes in. Sporting large upright fins in front, with two command personal mounted on either side, and an easily accessed rear platform for the Strike Marshall, the Zephyr offers unparalleled protection and firepower while also serving as a mobile command base. The kinetic control of Elek-Nath impulse weaponry has also been modified to serve as an effective shield against even the most massive weapons.

The armored front and living tentacles beneath the platfrom lend well toward smashing into enemy lines so that the Strike Marshall can make use of their prodigious skill in close combat. Though the scrum of melee is something new to the Nathril, their incredibly fast and dense 6-limbed bodies have proved very effective at it. Though they cannot withstand blows the way an ork or space marine can, their gorilla-like four-legged lower body matched to the two-armed upright torso and head gives them speed matched only by Eldar and Tyranids and the strength of an ork boy. A favored weapon amongst Strike Marshals are the Impact Gauntlets, large forearm attachments that punch a rod forward with its blows to hit as hard as a tank shell.

Strike Marshall Brozt’to Haunting-the-Stars

Born to a rugged frontier world of Dark Talon, the earliest memories of the girl that would become their greatest Strike Marshall were unsurprisingly of conflict. Plagued by piratical Gwaros cultists, who sometimes brought with them literal plagues, Brozt'to learned at a young age the evils ancestor worship could perpetuate, and the importance of opposing it in The Struggle. Though it was likely that the ancestral voices of the humans were just that evil and hateful compared to those of the Nathril, it still put her off of anything regarding The Deep.

At her earliest opportunity she enrolled in the Nathril Partisan force and eagerly accepted the annihilation device that was bonded to her. Broz quickly rose through the Nathril ranks during the campaign to suppress the Gwaros pirates earning herself praise from her comrades for her skill in using small teams to great effect against more numerous enemies. This experience working with limited resources against more powerful foes taught her lessons she would carry with her for the rest of her career. Seeing the horrors inflicted by her enemies, not just on her comrades, but upon themselves also taught her strong lessons about what the ancestors can do to their children. It was also during this time that she first faced off against the Dread Pirate Remulen, a fallen Gwaros Angel that would be a thorn in her side for many years to come.

During the Kalabross campaign she was voted to her first Strike Marshall position which saw her personally strike down the Gwaros minister to their great Living Ancestor which was the final break in their military's will. She also continued to earn acclaim for her masterful use of striking at dawn or dusk only to fade back into hit and run tactics that would lead the enemy guardsmen into waiting ambushes. Perhaps more importantly for the shoal, her targeting of the tyrannical leaders of the Gwaros faith over soft targets left many of the Gwaros civilians willing to join the Elek-Nath. For her success in the campaign she was granted a pre-Diaspora version of Neuro-Pike that fit her fast-moving and hard-hitting preferences as well as her title

Over the years she continued to gain Strike Marshall status over many successive campaigns, often aimed at members of any race who fell to chaos. Though she faced the forces of Remulen many times, and often won victory over them, her attempts to slay the foe that constantly taunted her were always stymied by his ancestor's blessings. During her greatest defeat at the Scouring of Centriax, his use of plagues from The Deep that corrupted the flesh of the fledgling shoal and all it's bioforms against the Citizens saw him ascend to become a living ancestor of Ruin. On that day she swore the greatest of oaths against him and only one will survive the struggle between them. Her combative nature only grew in the years following that saw her enacting sometimes violent Struggles amongst her officer corps. However, they proved their closeness on Daaros III when they made a high-altitude jump from a Strike Carrier side-by-side with her to slay the Wyrm's great synapse beast that had been rampaging through their lines. For this she earned Dark Talon's Ghost Guard Mantle, a rare honor bestowed by the Consensus of the shoal.

With the pouring out of The Deep, her duties do not seem to be slowing down. Even one skilled at doing so much with so little can only push strained resources and warriors so far. There are some who wish that such a legendary figure in the shoal would step back into an administrative role as her loss would hurt the whole. Yet as long as Remulen lives, those close to her know that she will never be able to end her struggle against the horrors of the galaxy.

Perfected Marshall Too’ka Walking-the-New-Path

Is a Nath warrior ascended to be a daemon prince of slaanesh Chakram Perfected form Perfected Marshall Too’ka: male, slaanesh daemon prince, bigger 6 limbed gorilla centaur, very lithe, fleshmetal tentacles, blaster, 2 chakrams, extra appendages, fast, 3+

Few if any in Paradise Found, or even in the Elek-Nath as a whole can say that they have the favor of the voices of revelry that Perfected Marshall Too'ka does. In fact, he may be the first Nathril to be granted the blessing of becoming a living ancestor.

As a child Too'ka dreamed of being a powerful warrior. But as a teen, his dreams turned instead to being a premiere artist. When he grew to be an adult however, he came to the decision that as a proud member of Paradise Found, he would never settle for one or the other and instead dedicated his life to the pursuit of both at the same time. Though there were many others with a single minded focus, few could match the surety of Too'ka that carried him forward through military training in the Partisans were he quickly excelled at precision violence. Each shot and each strike flowed together like moves in a dance, every wound designed to achieve maximum agony for his enemy.

It was during the Chordbreaker campaign against the Adeptus Mechanicus that he began his predilection for crafting the bodies of his fallen foes into horrific art pieces to be displayed for their fellows. Even the cold logic of the Mechanicus could be roused to hatred, and he found artful displays of all the non-augmented bits of their fallen priests made a delectable reminder of their human frailty. Against more fiery foes he found the effect to be even more pronounced, and one that pleased his ancestors. Soon he began to intensely study his foe's artistic culture so as to best mimic and then pervert their sensibilities.

Though he may have been mocked early on, his unwavering confidence in himself was borne out on the battlefields, and soon he was able to pride himself on being one of the most chosen Strike Marshalls for Paradise Found. Using his newfound clout in the shoal, he began to prosecute his ultimate plan to cement himself as a legend. After centuries of Eldar raids on the shoal, he began a campaign to draw them out. Though the enemy was crafty and found many victories of their own, each running skirmish and ambush Too'ka enacted drew him closer to his prize. Thanks to the whispers of revelry he had found that the Eldar were of exceedingly artful minds and also greatly coveted the large gemstones that they each carried.

When the time came that he had finally collected enough bodies and gems, he gathered together the full might of his Strike Wing and brought them to Chargotha. There he directed his bioforms to work tirelessly to help complete his vision. Though the Eldar of Biel-Tan knew a trap was being set, the interference of She-Who-Thirsts in the casting of their runes and the growing cache of stolen spirit stones finally prompted the fiery Aspect Warriors to lash out at the Elek-Nath on Chargotha. What they found was a horrific "art" installation of Eldar bodies and soul stones that could be mistaken for the work of their Dark Kin were it not for the daemons of She-Who-Thirsts that accompanied Too'ka's Strike Wing.

Too'ka had found the culmination of his art and it sent a shiver through him. As the foe was cut down before him, he personally broke the last of the six hundred and sixty-six spirit stones, unleashing a wave of revelry he had never known before. By the time it ended both the foe and his Strike Wing lay dead, but he had become perhaps the first of the Nathril to be elevated to become a Living Ancestor. His new perfected body had become one with the Voices and he suddenly realized just how small his goals had been thus far.

Archeotrix

Masters of the ancient arts of bioengineering, the Archeotrix are one of the most important parts of Elek-Nath society. For those who seek to test their creations in real world, nothing can match the usefullness of deploying to the battlefield using their own custom bioform. Able to protect themselves from most serious harm by virtue of their remote connection to the bioform, they are able to throw themselves fully into their work monitoring the Elek-Nath forces.

Though they do not hold the same position in the Strike Wing as a Strike Marshall, they nonetheless play an important command role. Although bioforms are usually slower reacting than a Nathril due to remote lag time or interference, the enhanced bioform of the Archeotrix acts as a high power signal booster to themselves and nearby bioforms. The on-the-fly enhancements and evolutions crafted by these bioengineers act as a powerful force multiplier for any Strike Wing they deploy with, even those without other bioforms.

Each Archeotrix' battle form is a veritable work of art, finely designed over many years and highly customized. Though most sport lighter armor in trade for carrying capacity, no two Archeotrix bioforms are ever exactly the same. Even a single form may be upgraded and changed each battle, especially if its predecessor was destroyed. Common bio-modifications are the placement of extra appendages for utility or combat and the Diver symbiote.

Since the Elek-Nath are new to the field of pscience and psykers and they do not have the protection of god-like beings, the danger of psychic powers is generally offset by being spread out across multiple psykers so that in true Elek-Nath fashion they can all share the load. However, for most Archeotrix this is too cumbersome and so the Diver symbiote was created. This symbiotic beast is psychically active and linked to the Archeotrix to provide them the ability to dive much deeper into the Deep without risking immediate corruption.

Chief Researcher Charekk Inscribing-the-Beyond

Their teleportation path twisted and languishing, the remnant that would become the Shoal of the Deep Pscience could have easily been one of the many shoals that never found their way back to reality, or arrived only after The Deep was rent open. However a scheming presence twisted the skeins of fate to guide them to their eventual destination as one of the Eldest Four. However the hand of Tzeentch did not idly save them, and it was no coincidence that the shoal would fall to his worship as one of their supposed ancestral spirits. The truth of their situation is that they are manipulated by an evil and hostile presence from another dimension that will lead them to ruin in the end.

This is the horrible truth that Charekk, Chief Researcher of Deep Pscience, bears alone. Ancient even beyond the bio-augmented lifetimes of the Nathril, the matronly Charekk has been behind many of the great discoveries of her shoal and the Elek-Nath. Grandmother, as her pupils often call her, has helped guide the fate of her shoal for many centuries with a stern hand as well as being a highly influential presence amongst all those who follow the ancestors. Through the use of her custom bioform she has also been a commanding and deadly presence in the Strike Wing at many pivotal moments and her augmented connection to The Deep has been honed over many years to assist her both on and off the battlefield.

Yet all this she does with a very particular goal in mind. As the last living holder of the knowledge that her shoal was saved only by a pact with the evil and corruptive Tzeentch, she knows better than any Nathril they will be burned by the fire she plays with. She tried many centuries ago to break his hold on her people, but found herself completely lacking. Moreover, Tzeentch is but one of four eldritch gods who seek to corrupt the Elek-Nath. While other Nathril worried that their race would be doomed by the Conquering-Wyrm-That-Devours, she worried that they would be torn apart by lying capricious gods. Yet in that knowledge rested the solution to her problem.

If the only thing that could match a god is another god, then that is just what she would set out to do. So it is that she has spent centuries maintaining a careful balance in her own soul, never giving too much to one god but always giving some to all. Though every year requires more and more work to please each god, the gifts she has carefully scrapped together have as of yet been enough to stave off complete control of the gods. She was not able to save her shoal from the clutches of Tzeentch, but by helping spread the worship of all four gods throughout the shoals she has for now helped ensure that the Elek-Nath as a whole have not yet been consumed.

Yet there is another secret that even she dare not confront. For what do all these machinations and secrets breed in the end? In the end, can one bend their fate away from Fate itself?

Skaldic Seeker

Though not part of any official command structure, and often not even a permanent part of any particular shoal, the Skaldic Seekers still hold an important role in the Strike Wing. Theirs is a command not of tactics, but of spirit.

Created originally by the Shoal of the Death Song, the first Skaldic Seekers were a response to the threat of the Conquering-Wyrm-That-Devours re-emerging to threaten the Elek-Nath once again. Born of a wandering spirit, the original Skalds spread out across all the shoals and raised up more of their kind across the stars. No longer solely of Death Song, the Skaldic Seekers have also taken on many more responsibilities beyond stopping the threat of the Great Wyrm.

Each Skald seeks out the greatest tales of the Elek-Nath, not just to inspire their comrades, but also to try and keep the scattered shoals united in spirit. As such, they rarely take sides between shoals or in divisive matters such as the influence of the Ancestors. Instead they focus on inspiring unity and drawing more species into the Elek-Nath.

Though some may specialize in one art or instrument, all Skaldic Seekers are trained in the singing and playing of music as well as the telling of tales. Using the biological connections available to all Elek-Nath they are able to in battle stir the spirits of their comrades, caution them, and inspire them to great heights. Skaldic Seekers do not just catalogue the tales of others however. The greatest Skalds will go forth themselves to create their own epic deeds to touch the hearts and minds of others.

The life of a Skaldic Seeker is one of constant travel and conflict, which forges them into powerful combatants in their own right. Many of the greatest epics begin when multiple Skaldic Seekers come together to inspire a shoal by striking together at the heart of the enemy with reckless abandon while carrying ancient and terrible weapons.

Blade Poet Rel’Zocha Archiving-the-Resistance

To be a Skaldic Seeker is to court fame and a rock star lifestyle. Yet even among their legendary ranks, the name of Rel'Zocha stands above all.

Born in the void, Rel'Zocha is a true native son of Death Song through and through. He spent his formative years plying the stars, always on the move, and listening with rapt attention to the stories each new shoal he visited. Blessed with an impeccable memory, he soaked up the stories he heard and sights he saw which gave him a larger picture of the Elek-Nath. So it was that when he began training as a Skaldic Seeker that none of his peers were surprised even as he immediately began to excel.

With the energy of youth Rel'Zocha was a blur of motion, constantly on the move from planet to planet and fleet to fleet. Everywhere he went he carried with him the tenets of Death Song to those he met, whether they were part of the Elek-Nath or not, even as carried their stories to the next destination. To be able to have seen one of his concerts quickly became a point of pride especially among the youth as the energy of those gatherings was intoxicating. THe combination of his broad musical skill with his ability to always draw for the right story to strike at the heart of the crowd gave him unparalleled control over the emotions of his audience. At Kalanor IX he calmed the hearts and steeled the minds of the shoal as they stood in the path of the Wyrm, while a series of underground concerts in the Obrobos system stirred up a rebellion amongst the agri-workers that saw them cast of their chains and join the Elek-Nath.

Behind him he left a series of victories for the Elek-Nath as a whole that began to build his legend, as well as a string of lovers on nearly every planet. Some of the most skilled of those men enraptured by him would go on to join his Band of Brothers, a combination skaldic band and special forces team. Wherever the path of the Conquering-Wyrm-That-Devours went, the Band of Brothers went before it to unite the people that would stand against it by both song and blade. Each Brother is a legend of Death Song in their own right as musicians, warriors, and instigators of rebellion. Their message is simple but effective: in a galaxy full of death and hate, love and unity are the ultimate act of resistance; only by working together can any hope of a future be salvaged, and the Elek-Nath are the ones to do just that as proved by whatever combat miracle the Band themselves either just carried out or are about to.

Amongst a lifetime of stardom, one recent act however has catapulted Rel'Zocha from being a paragon of Death Song to a paragon of all Elek-Nath. During an intervention on the soon-to-be-consumed world of Tatternalia, the Band of Brothers discovered the ruins of an unknown shoal long dead even before the Four Eldest were established. There amongst the ghosts of the past Rel'Zocha recovered a relic renowned even in the time before the Great Diaspora. The Blade of Memories is one of the first Gamma Knives ever crafted to fight back against the Wyrm. Though not sentient, it does have a mind that carries with it the memory of everywhere it has been and every act it has carried out allowing it to constantly evolve against every threat.

The recovery of such an ancient relic that carries with it memories of the home galaxy has been a cause for great celebration amongst all Elek-Nath, and by bearing it, Rel'Zocha has become the Blade Poet of Elek-Nath

Zel-Nath Speakers

One of the earliest local species to join the Elek-Nath were the members of the former Zeltraxian Empire. Sturdy moth-like xenos, the Zeltrax were formidable orators and also highly active psychically. The dust that falls from their wings is especially charged with warp power, which unfortunately let the most powerful of their kind spread their influence over the masses. When the Elek-Nath encountered them, they found the working class Zeltrax eager for help overthrowing their rulers and joining the Elek-Nath.

As full citizens, the Zel-Nath were given bioengineering that helped limit and control the power of their psychic connection and in return they taught the Elek-Nath the importance of sharing the psychic burden between psykers to prevent deadly feedback. As the Elek-Nath up to this point had only had the powers of The Deep twisted against them, they were more than happy to gain the Zel-Nath's inside knowledge and quickly made them an important part of every shoal.

By combining their powerful wills and powerful minds, the Zel-Nath can shape the battlefield around the Elek-Nath with their words, calling on the ancestral spirits to protect their people and destroy their enemies. As they do, their wings stir up a haze of power around them that shields their allies and stymies their enemies defenses. Though they do not have the physical strength of the Elek-Nath, their large bodies and the augmentation from their powers allows them to wield the bright light of their mystical staves to great effect against their enemies in close combat.

Stoic, logically-minded, and loquacious, the Zel-Nath have proved themselves over many years as capable leaders dedicated to the ideals of the Elek-Nath. By working together and combining their skills they often prove useful for guiding and protecting other citizen soldiers on the battlefield. However, their close attachment to The Deep and love of mental puzzles has left them open to corruption by the voices of fate, a foe they and the Elek-Nath still do not truly understand.

Trifold Star Uniting-in-One

It was on the shores of Torgadril that the last three Dauntless Front survivors of the great battle against the Necron harvesters met. Bloodied, traumatized, and exhausted, they had no idea at the time what heights this moment would lead to. At the time they could think only of the moment, the horrors they had experienced as the forces of Anrakyr attempted to harvest the biotechnology of the Elek-Nath, and the loss of their comrades.

Eu'deb was a Nathril veteran, a warrior through and through. Decades of training and a few campaigns as a Strike Marshall under his belt had led him here to this moment. His jump engine damaged beyond repair, missing one of his Gamma Manacles, and bleeding profusely, he could do little but lay on the ground and survey the smoke that drifted above the slowly cooling carnage. He had been part of the Strike Marshall's personal bodyguard, yet despite his best efforts, his commander was dead and he was left alive. Though nearly all emotion had been crushed out of him, the ministrations of the two other partners kept him alive for the moment.

Duar'dstei was no longer bleeding, but he was missing the entirety of an arm plus a fair amount of his other biomass. Though that wasn't an insurmountable problem for a bioform unit, Duar'dstei was in a somewhat unique situation as a nothlir, one whose body was destroyed while their mind was projected into a bioform. He had been technically the only survivor when his carrier was destroyed during a mission, leaving him trapped on the planet in his Archeotrix bioform. Though the Strike Wing's mission was eventually successful he had lost all of his comrades that he worked alongside on the carrier as well as his body. His experience with loss and the benefits of his bioform at least allowed him to keep moving and his skill at bioengineering meant that he could make sure Eu'deb survived. It wasn't much, but to save the life of even one Elek-Nath meant that his failure was not complete.

Clarazet had been lucky enough to receive mostly superficial wounds that still left her at fighting capacity. A rare non-Nathril Skaldic Seeker, the Gwaros woman had only joined this Strike Wing at the last minute to document the interaction with the Necrons. With their strangely living technology and their steadfast fighting against the threat of the Wyrm it had been hoped that the Elek-Nath would be able to forge a bond with them. Instead she would be forced to document a brutal slaughter by what seemed more like unfeeling automatons. At the time she couldn't help her mind already beginning to compose lines in the way that drove her to become a Skald in the first place, but she did not relish sitting down and creating the mournful ballad. However she was at least able to put that out of her mind to focus on rescuing the two comrades that yet lived.

With their void support destroyed in the Necron's opening salvo to prevent retreat, the three ended up having plenty of time to wait. The requirements of survival gave them focus, but the time waiting gave them time to connect. Their mutual melancholy and work together led to many more personal conversations that eventually led to the three establishing a close bond during their time marooned.

When help came, it did so in an unusual manner. The small fleet of Zor'ndo Hammering-Forth-Heroes had followed their distress beacon to Torgadril and offered them rescue. Known far and wide as an eccentric but masterful bioengineer, Zor'ndo had renounced citizenship of any shoal long ago to strike out on his curious obsession with creating the ultimate task force or fighting squadron of heroes capable of protecting the entire Elek-Nath. His single-minded obsession had led him to create the champion symbiotes, bioengineered beings that could combine with a warrior to augment them greatly with the best of both bioform technology and Elek-Nath warriors.

So it was that the three were rescued, and when Clarazet performed her final ballad of the events, Zor'ndo would not be dissuaded from gifting them each a champion symbiote. Though his reputation did not inspire trust, after much conversation between the triad they eventually came to the consensus that bonding with the symbiotes and becoming Champions would be the best way for them to serve the Elek-Nath and honor the deaths of their comrades. With great gravity they bonded themselves for life with the symbiotes, becoming the Red Champion Clarazet, the Blue Champion Eu'deb, and the Green Champion Duar'dstei.

Upon their return to the Shoal of the Dauntless Front they resumed their places in the shoal but now bonded together. Though little had changed for their everyday life, during times of danger and chaos they threw themselves into the defense of their shoal with great relish, quickly earning their titles as Champions. Anywhere Dauntless Front was threatened they could be found summoning forth their brightly colored symbiotic armor and rallying the warriors and citizens around them. Between Eu'deb's tactical knowledge, Duar'dstei's bioengineering skills, and Clarazet's charisma they made an unstoppable team.

When Dauntless Front began their project to build the first Symbio-Suits the triad played a critical role in both the design and testing stages. It was because of this that when the first Suits were rolled out the triad benefited from enhanced integration from their personal connection and the symbiote technology that was an integral part of themselves already.

With the tinkering of Duar'dstei, their shared Symbio-Suit began to move beyond just another organic mecha suit. When the three champions combine themselves together into the Trifold Star the resulting master Symbio-Suit is the ultimate symbol of Elek-Nath unity in purpose and technology. Armed with dual cannons capable of unleashing rapid bursts of powerful laser beams, and the ancient Gauntlets of Power that outclass any current Impact Gauntlets, Trifold Star flies forth across the battlefield to inspire the Dauntless Front troops, and strike down the most powerful of enemies.

Though no longer the only Champions, as a physical and social symbol of Elek-Nath unity and power, Trifold Star has become an important part of not just Dauntless Front but all the people. This has also made them a huge target for any number of enemies, even within the shoals themselves. The triad knows they can't hold back, but they worry what will happen when they are inevitably slain.

Citizen Cohort

The Elek-Nath do not have the luxury of relying entirely on a military caste for their defense. For many Nathril, warrior conditioning has become a fact of life in order to protect their race from a second annihilation. The re-emergence of the Wyrm also saw many join the voluntary military ranks. Many Citizen races also have their own specialized military formations that add their own talents to the greater whole.

But the vast majority of citizens, both Nathril and not, are not hardened warriors. They are bio-crafters, farmers, artists, and teachers. The number of jobs required to run a galaxy-spanning civilization is vast and sometimes specific to each system and member species. Each new species that joins the Elek-Nath brings new requirements but also new talents.

The squid-like Natori have unique living quarters that must be specially grown into the shoal, but their skill at holo-calligraphy and farming the highly nutritious algae brought from their oceanic home world nourishes the stomachs and souls of their shoal. The diminutive Tokotri may leave behind large amounts of pungent fur, but their skill as mechanics and ability to crawl into the smallest places make them invaluable at keeping a shoal running smoothly. The insectile Zzxks may prove difficult to interact with socially, but speed and focus they give to keeping the shoal clean means that no one is ever sad to see a Zzx-Nath. Though their religious zeal is difficult to overcome, those Gwaros who join the Elek-Nath prove remarkably resourceful and easy to bio-augment for all manner of roles.

However, as the Nathril learned too late, none of those important roles matter much when your shoal is being eaten by the Wyrm. So it is that every Citizen must known how to don armor and wield a neuro-blaster. It is a sad truth that none can deny, that there are times when all Citizens must take part in the defense of their home. Though no match for power armor, they are given the best armor that can be mass produced for such wildly varied species and armed with a powerful anti-infantry weapon. Still, against the horrors they face these offer scant hope for citizens over-run by berserking angels or slavering orks.

Neuro-blasters

Part metal, part organic, the neuro-blaster is a cornerstone of Elek-Nath military technology. These guns generate an easily mutable bio-electric charge that can disrupt the minds of other organic beings, or the processors of digital ones. Though at infantry-portable sizes the charge is not terribly powerful and is largely ineffective against vehicles, sustained fire can prove deceptively efficient at shutting down creatures big and small. The largest downside is the limited range which is only overcome by much larger vehicle mounted versions that can fire bioengineered shells that can produce the same neuro-destabilizing field.

Carver Pack

The remote use of bioforms is a key part of everyday life in the shoals. Not only can each bioform be specially crafted for specific or dangerous jobs, they can be used by nearly any Citizen no matter their species and their loss is much easier to replace than the citizen themselves. Though there can be dangers with using the projection of consciousness required, bioforms are still an important part of every shoal.

One of the most basic and commonly used bioforms are cute, four legged, and shark-faced Runners. Their small forms and opposable thumbs allow them to access many maintenance only areas of the shoal, especially for those that don't have Tokotri, and carry out any manner of tasks from cleaning, to repairs, to running supplies. Also due to their small frame and basic nature they make excellent bioforms for young Elek-Nath just learning how to pilot a bioform and help out around the shoal.

Though the Runners have been a staple of shoal life since before the diaspora, it is only recently that they have been pressed into combat. By temporarily evolving their claws and teeth the numerous Runners, now called Carvers during combat, that already fill the shoal can be turned against invaders. Swarms of Carvers quickly proved effective at overwhelming enemy forces and holding areas of the shoal. Effective enough in fact, that it wasn't long before Carvers were seen being deployed offensively as well.

Numerous cheap bodies that can be thrown at the enemy are not something that the Elek-Nath normally had access to, and with the hordes of monsters they encounter this Carver Pack has proven incredibly needed in many theaters of war. Moreover, these bioforms have also been used to augment the Citizen Cohorts in defense of the shoal. For those not physically capable of serving in the Cohorts, the Carver Packs give them an opportunity to help defend their comrades. Unfortunately much like with the Citizen Cohorts, the potential annihilation of a shoal has pushed the defending Elek-Nath to the extremes, with the elderly and the young being deployed to Carver bioforms to aide in the shoal's defense.

For most this would only be a last resort, for some even taboo, but a few shoals revel in the fast moving and aggressive nature of the Carver, tearing up the enemies of the Elek-Nath. With the dangers of the remote projection of a consciousness only enhanced upon the battlefield, and the inclusion of children too young to understand the gravity of the situation, corruption has become a major concern amongst the Elek-Nath. At least for those who believe in such things.

Nathril Partisans

Though the Nathril of most shoals take care to avoid developing a "first amongst equals" position, there is little denying that they are the core of the Elek-Nath. While it is true that for many shoals the Nathril are only part of their citizenship, and in some cases are a minority or even extinct, nearly all the founding remnants who established the shoals were Nathril. They were the first to bring the Elek-Nath to the other races and their mark on the culture of each shoal is indelible. The Nathril themselves meanwhile were greatly affected by the trials they went through, having had everything they knew previously eaten by the Wyrm, and finding themselves in a new world that was not much more welcoming.

So it is perhaps little wonder that the Nathril developed a strong martial tradition, that combined with the duty that their belief in the Elek-Nath brings, has lead to high rates of voluntary military service amongst the Nathril. Though there are many branches that one can enroll in, the core of Nathril military doctrine and of many Strike Wings is the Partisan.

Though Dark Talon were the first to develop the modern Partisan force, the groundwork had been there for some time. Since time immemorial the Nathril have favored fast-moving hard-hitting strike forces that hit and fade drawing their enemies into traps. The Nathril form itself is thought to have led to this, as their strong and fast moving four-limbed ape-like lower body with smaller upright torsos and fine motor control hands means that they can move at high speeds while staying stable and hitting incredibly hard, but are not able to take the sort of damage that something of similar force like an Ork might.

In their new home galaxy with its litany of horrors, being able to strike first with overwhelming power while minimizing return attacks has only become more important. Thanks to the experience of the Dark Talon founders in fighting running retreats against more numerous foes, they were able to create a new way to protect their shoal while minimizing the loss of the previous few Nathril lives they had left.

Each Partisan is armed with a shorter but much higher rate-of-fire version of the ubiquitous Neuro-Blaster, as well as a host of extra sensory modifications and storage pouches. These warriors are expected to operate in small independent teams for long periods behind enemy lines, so they have to be very resourceful in maintaining their own supplies and foraging for more as they go. Luckily Elek-Nath biotechnology offers many ways to accomplish this via engineering organisms that can eat a broad spectrum of base materials to produce more refined goods.

The focus on subterfuge and ambush is not strictly a combat maneuver either. Striking from the shadows with underhanded tricks that minimize Nathril losses while destroying enemy command elements also plays an important political role in winning populaces to the side of the Elek-Nath. Thus the Partisans play an important role not just in the core of Strike Wing formations, but in spreading the Elek-Nath by destroying authoritarian bodies.

Nathril Veteran Cohort

Whatever branch a Nathril enters the Strike Wing through, over time the strongest warriors rise to the top. These are formed into cohorts of Nathril Veterans to work as the right hand of the Strike Marshall and carry out the most difficult or vital missions. To carry out these tasks the entire cohort is equipped with both a jump engine and dual Pulse Pistols.

The jump engine is a miniaturized offshoot of the teleportation tunneling technology used by the Elek-Nath. These engines allow the Veterans to be shot into the thick of battle by a Strike Wing Carrier, or to make a rapid series of short "skips" while deployed to quickly reposition themselves for the greatest effect. This is key as these Veterans are very zealous in prosecuting the defense of their comrades. While most Nathril units attack from range and utilize hit and run tactics defensively, the Veterans charge forward into the thick of battle to blunt the charge of their foes and use their jump engines to engage quickly across an entire front.

To assist them in this close support role, the Veterans have a number of alternative loadouts depending on the mission. Against hordes of smaller enemies they will deploy specialists dual wielding neuro-pulse pistols, a modification of their standard pistol that sacrifices power for a wide jet of bio-electric energy that can hit multiple foes at once. Against larger and more heavily armored targets, they may instead equip themselves with powerful graviton pistols. These weapons of ancient design pack incredibly force into a very compact package.

For the most ancient of veterans that have learned from the fanatical foes they face, the fast moving gunslinger approach may be abandoned all together in favor of wielding a melee weapon paired with a Gamma Manacle. Developed before the Diaspora to specifically combat the most dangerous beasts of the Wyrm, the Gamma Manacle is both a potent ranged weapon able to irradiate and degrade the beast's cells regardless of mass, and also functions as a badge of purpose. These close range guns are locked onto the bearer's wrist before battle as a symbol of their dedication to fighting the foes of the Elek-Nath.

Due to the meritocratic nature of Strike Marshall appointments, many members of veteran cohorts will see themselves serve in command positions, or may have already served previously. As such, the veteran cohorts are prized not just for their martial skill, but for the experience and judgment in matters of command. Nearly every commander has a personal guard of trusted veterans that are an integral part of achieving Consensus regarding the Strike Wing's strategy and tactics.

Destructor Crew

Like many of the bioforms currently deployed in combat by the Elek-Nath, those used by the Destructor Crews were not originally designed with combat in mind. However, as is often the case for the Elek-Nath, survival has become the overriding priority.

Originally designed for construction, these bioforms are unusual in actually leaning into the Nathril form instead of deviating from it. To quickly construct new shoals, the bioform builds on the strength and speed of the Nathril to craft a powerful manual labor form that can put together structures in record time even in the most hazardous of conditions. It is thanks to these workers that the shoals have been able to expand so quickly even in such a hostile galaxy. Thanks to bioform technology, any compatabile individual can pilot one to help build the physical foundations of the Elek-Nath, one of the greatest honors a citizen can experience.

As such, the construction crews have developed a strong ethos of their own, and a prominent place in Elek-Nath society. So it is that when the shoal is threatened, these construction crews take great affront. It turns out that the power and tenacity required of construction lends itself well to the defense of the shoal, and many construction workers soon gained experience in working during combat and bashing in their foes.

Over time this developed into a subset of constructors that felt very strongly about protecting their shoals and casting down the works of their enemies. As many threats faced by the shoals of the Elek-Nath are of a life or death nature, no one was going to tell them they could not fight for their beliefs.

To carry out this new combat-oriented task, the most zealous of constructors form themselves into Destructor Crews, wielding deadly impulse maces. These weapons are swung rapidly to build up a massive field of kinetic energy that can by channeled into a single massive blow or spread out to augment each strike the crew makes. Some teams will even bring a massive Impulse Hammer that can be drug along the ground during a charge to build up the field before the enemy is even engaged.

After many successful deployments, these shock troops have developed a very iconoclastic attitude towards their foes. They believe strongly in the works of the Elek-Nath and the importance of such symbols. As such, they take particular interest in casting down the statues, icons, and great edifices of their foes. To the Destructors such things are symbols of control and oppression, and therefore deserve to be cast down wherever they are found.

In more recent times, this attitude has earned great praise from the Voices of Fury. Destructors that follow those voices give themselves in completely to rage against anything that would stand against the Elek-Nath, including any enemy citizens and at times even other Elek-Nath that lack the will to utterly cast down the enemy.

Eco-Rangers

With their advanced science and particular focus on biotech, the ancient Nathril Empire was quite adept at terraforming even the most hazardous planets into pristine garden worlds. As they dominated their galaxy, they also changed the landscape of countless worlds. Towards the end of their dominance, the changes they wrought were so all-encompassing that a large faction of the Nathril petitioned policy changes to better preserve the natural state of worlds as opposed to shaping them all into the same image.

These Eco-Rangers have continued to be a powerful faction of the Nathril and later the Elek-Nath. Their horror at seeing the Conquering-Wyrm-That-Devours eat entire worlds and leave behind nothing but dust was unequaled, and they hold a special hatred for the destruction that foe brings. Their importance has only grown as the Elek-Nath were thrust into a whole new galaxy to carve out a new home for themselves. The importance of their mission, and their hatred for their many foes that oppose their mission entirely inevitably led the Eco-Rangers to become a military presence as well at the forefront of many expansions.

Utilizing specialized bio-forms, the Eco-Rangers are at the forefront of Elek-Nath expansion, ensuring that each new world maintains its unique identity while also safely integrating the living architecture of the shoal. In this way, each shoal and the world it occupies become as one. To do so requires bioforms that unlike the Destructors deviate highly from the Nathril form. These units are far more massive and sturdy to better be able to carry the large terraforming engines that are the specialty of the Eco-Rangers. Directed through their scouring guns, the host of arcane technologies can heal even the most damaged planets while shaping them as the Rangers desire.

In recent times, the Eco-Ranger bioforms have also been upgraded using the fruits of research from shoals such as Deep Pscience to create a shared connection between Eco-Ranger bioforms to The Deep. Though for safety this ability is quite minor, it augments their shaping of the life around them in ways that even the most advanced bioengineering cannot.

Combining all this together, the Eco-Rangers of a Strike Team see the scouring of the ones occupying and destroying their planets as simply another facet of their terraforming mission. The efficacy of their terraforming engines and enfeebling pscience is just as effective as breaking down sentient bodies and active machinery as it is at invasive plants or abandoned structures.

After the return of the Great Enemy and the introduction of a direct connection to The Deep, a change has begun to be seen amonst the Eco-Rangers however. More and more a feeling of despair at the enormity of their mission has set in, and the more zealous ones have given themselves entirely to the voices of ruin. Their already massive bioforms become bloated, and they have become to prioritize the abundance of all life over careful pruning and non-interference.

Symbio-Suit

The newest weapon in the Elek-Nath arsenal, the Symbio-Suit may not compare to the greatest works of their former empire but it is the pinnacle of modern technology patterned on the lessons learned in their new home.

First designed and deployed by Dauntless Front with the help of the triad that would become Trifold Star, Symbio-Suits can be found in the ranks of nearly every shoal's Strike Wing. These large constructs resembled the battlesuits and titanic bipedal war machines utilized by many races in the new galaxy, but with a distinctly Elek-Nath design. This is no accident, as the input of many citizen races went into the original prototypes. In fact, the Symbio-Suit has integrated technology from across all the Elek-Nath. Bioform technology, Nathril military insight, and ideas from many different species all combine together to create a sort of physical symbol of the Elek-Nath.

Each Suit contains 3 pilots in jell-filled pods, synced together mentally and physically into a single gestalt being. Filled with powerful muscles, ammunition production cells, and redundant energy cores, the towering warrior skims across the battlefield to engage its target. Quivering fronds and powerful radar scans the area and builds a profile that sends various sub-systems into overdrive as the body shifts and adjusts to a new loadout evolved specifically for that engagement. Then the Symbio-Suit is on its target, heavy weapons blazing and fists flying as the target is reduced to ash and blood. After the target is destroyed, a new set of sub-systems engage. Powerful blood-filled engines crafted via technomancy churn to life as the target's biomatter is subsumed and processed by the Symbio-Suite as nourishment.

The efficiency and deadliness of the Symbio-Suits can be doubted by none. Supremely flexible and able to self-sustain on long missions, all the Elek-Nath that fight alongside one find their spirits lifted. Each Symbio-Suit is a symbol in both design and operation of the unity that all Elek-Nath strive for as a people. Few assignments are quite as coveted as that of the pilots and support personnel of a Symbio-Suit as its said that none who serve there come back unchanged. However, there are some voices of dissent. As the boundaries of bioengineering and weaponization are pushed, there are some who fear the Elek-Nath are becoming like their most hated foe. The constant evolution, the consumption of bio-matter, and the uploading of minds into a single consciousness driving a beast of war has struck a vocal few as the path towards becoming that which they hate most.

Yet at the end of the day, with foes so numerous and advanced, turning the weapons of their previous defeat against their ancient enemy could prove successful. It's hard to argue with results, and Symbio-Suits are quick to produce them across a highly varied scope of battlefields. Though they are smaller than many of their counterparts in the forces of other races, they are also easier to produce and have quickly made an impact in a very short time since their production.

Once-Knight Lonewave Ko’vash-in-Elek

It was on the planet Dao'reth that Shas'el Ro'nan met her fate one cold and gray day. The spawn of the Hive Mind rained down upon her people, blotting out the skies. A Kavaal had been called to buy time for the Sept's forward outpost to evacuate. Half a day and half a lifetime later, Ro' stood back to back with her beloved Shas'O prepared to give her life for him as his knight and bodyguard when suddenly, strange vehicles of metallic flesh and organic metal descended from the skies. They quickly began to disgorge an array of alien forms that charged into the Tyranids with united purpose. Swarming beasts dropped as though their strings were cut when touched by the strange energies of the alien weapons, and even the monsters shuddered and collapsed under sustained fire. At their forefront was what appeared to be a simulacra of a Water Caste T'au that greeted them in a stilted version of their own language and offered assistance against the hated foe.

Though hesitant, Ro's commander knew better than to look a gift ui't in the mouth. The two forces fought separately but together against the encircling swarm, yet their losses were still great. Ro' had her battlesuit partly crushed by a living battering ram and could only watch as one of the interlopers took a deathblow for the Shas'O. With her weapons systems offline and her A.I. companion not responding, Ro' was barely able to get the battlesuit to its feet and take up the interloper's strange blade to defend her Shas'O. Unfortunately she was still to damaged to save him in time from being torn apart by a monster wielding four bone blades.

She let out a scream of anguish and threw herself at the monster, only to be shocked when her battlesuits arm moved of its own accord and bisected the beast in a single beautiful swing. Laying amongst the gore of her commander's killer she suffered a further surprise when a voice over her speakers claiming to be the blade itself began to speak in broken T'au offering her vengeance.

Her Shas'o dead, her Enforcer battlesuit done for, and her Kavaal destroyed, she found the sword's explanation of its people the Elek-Nath intriguing. Though it took much thought, she eventually evacuated with the aliens that seemed so very like and unlike her own people and was pleasantly surprised to be welcomed with open arms. The Elek-Nath it seemed were also striving for a worthy cause, and she thought to herself that they would make worthy allies for the T'au. They were also kind enough to use their bioengineering to fix her battlesuit and complete the sword's integration in at, as well as giving her the correct body. Apparently her Shio'he was the source of much surprise, but it proved easily modified to detect Elek-Nath scent-speak.

Now naming herself Vesa’el Elek’ron Monat Ro’nan, this lone masterless warrior wanders the Elek-Nath worlds lending her aid and learning more to bring back to her people.

Gwar-Nath Interdiction Team

The Gwaros Death Angels are a popular topic of conversation amongst the archeotrix of the shoals. Not only are they superlative warriors with minds crafted for a singular purpose regardless of their master, they also represent the pinnacle of Gwaros bioengineering. In fact, it has shocked many that though much of that biocrafting is of a rather simple nature, there are portions of it that does not seem to be able to be replicated with Elek-Nath technology. However, that has not stopped them from trying.

There are many legends, especially amongst the Gwar-Nath citizens of where the Elek-Nath version of the Death Angel began. Some shoals lay claim to it through their great knowledge and skill in the cutting edge technomancy popularized by Deep Pscience. Others lay praise on their Gwar-Nath citizens that defected many centuries ago to their shoals. A few legends speak of the process being far more ancient, before even the first four great shoals arose, given to the Elek-Nath of a now erased shoal by a massive Gwaros they had raised as a child. However the truth is more likely that it has been copied many times in many ways.

Though they are unable, or in some cases unwilling, to directly copy the Death Angels the Elek-Nath Interdictor does at least follow a similar template of heavily augmented humans in powered armor equipped to act as the vanguard. However, there are a number of differences between an Interdictor and a Death Angel. Though Elek-Nath bioengineering is more advanced, their research has found there there is more to the Death Angel formula than physical and mental augmentation. The Death Angel's connection to their primogenitors carries something that the Elek-Nath have not been able to replicate. The Interdictors are much more powerful and tough than a baseline human, but their response time in armor is just not as good and they seem to be unable to reach the heights of power that the longest lived Death Angels can.

Interdictors are also not created to function as a standalone army the way the Death Angels are, something that no doubt led to their supremacy amongst the Gwaros. For the Elek-Nath transcending one's baseline is simply the norm, and the Interdictors are an important tool in the Strike Wing's toolbox that gives the Gwar-Nath that have difficulty overcoming their vicious nature a place in society as protectors. Each Interdictor is armed with a Graviton Shield, a large metal slab that uses graviton technology to draw incoming fire towards the bearer where it can be absorbed. They also each carry a spiral spear, a symbol of Elek-Nath strength through evolution that combined with their shield allows the Interdiction Team to work as both the tip of the spear and the guardians of their comrades. Through this service the most warlike Gawr-Nath have their furor tempered and a bond forged with the Elek-Nath.

During combat with the Gwaros Imperium these forces have also proved especially effective at drawing fire and allowing the rest of the Strike Wing extra room to maneuver.

Strategos Processor

In the time before the great Diaspora, the Strategos Processor bioform was the preferred way to lead a military contingent. The Strategos is designed specifically to coordinate multiple forces at once on both the tactical and strategic level. By using the Consensus network the Processor is able to tap into ongoings all across the battlefield and link this input together into one system. A single Strategos Processor acts as the front-line bioform vessel for multiple minds at once, all linked to a single body where Consensus is achieved internally. In fact, this technology was the core of the Symbio-Suit pilot system.

However as the Strike Wings began to evolve their practices to deal with the modern battlefield of their new home galaxy, the Strategos Processor has fallen out of favor with Commanders. This is partly a practical change as bioforms are much harder to create and maintain after the loss of their home and so the Nathril military has focused mostly on in-person combat. But it is also a cultural one as many new species have joined the Elek-Nath or confronted them, many of whom bring with them the idea of commanders as front line fighters first and foremost. The Strategos, in contrast, is simply not configured for combat itself.

That is not to say that they do not still hold an important position in the Strike Wing however, moreso that they have moved to a position of support personnel. A network of Strategos Processors across a front still grants a huge advantage to their comrades in scales both large and small. The interconnected minds are able to process large amounts of incoming data while still mainting a consensus on it that allows incredible coordination across the battlefield and ensures that troop movement and supplies are always timed perfectly. Yet the multithreading available to a Strategos also lets them direct troops on a squad level, keeping them in constant connection with the battlefield and coordinating their movement.

Rally Officer

Though it is always in time of last resort, it is unavoidable in a galaxy of so many existential threats that Citizens may be called to defend their Shoal. Such events darken the hearts of all Citzens that witness them for the horrors of their new galaxy go far beyond simply the death of the body. Yet among all Shoals there are those Citizens who, though their past may be humble, find themselves called to serve the people as a Rally Officer.

Clamping the Gamma Manacle to their wrist as a symbol of their duty to fight monsters and taking up laud hailers, banners, or holo-projectors they carry with them the heart and soul of the Elek-Nath not as warriors but as a singular people. Drawn from all races and walks of life, they pull from their unique experiences amongst their comrades to inspire and uplift their spirits.

The defense of an entire way of life is never a joyful thing, but it also must not become such a burden that the Shoal is defeated before they even take the battlefield. The Rally Officers duty is to do just as their name says and rally together the many disparate races with fire in their hearts and purpose in their soul. Though they do not carry the burden of command, their presence is nonetheless crucial to the performance any mixed force of Elek-Nath. Each officer may wield different rhetoric, some may fight from the front, while others inspire from behind, but no matter the method they are a force of unity.

In fact, this unity is not just for the benefit of the Elek-Nath forces. When a Rally Officer carries their banner up the ramparts or cries out the power of the Elek-Nath all surrounded by waves of their comrades driven by singular purpose, this unity becomes a weapon turned against the spirits of their foe. So it is that these officers carry a dual role of maintaining the spirit of the Elek-Nath while attempting to break the spirit of their foes.

These twin duties are often crucial not only in the moments of battle, but in what comes after. The Skaldic Seekers may act as story tellers to those outside the Shoals, but the Rally Officers act as a symbol. Sometimes a symbol of what they face, sometimes of what they are missing, but other times a symbol of rebellion. For the most fiery of Rally Officers, they may serve not just to rally current Citizens, but also future Citizens who must first throw off the yoke of oppression.

Togrun Delvers

Even amongst the cosmopolitan collective of the Elek-Nath, the Togrun are unique. They are one of the few non-Nathril races that survived the destruction of their home galaxy en masse, and they have maintained a largely united and insular presence within the Elek-Nath. It is actually for a singular reason that both these things are the case: the Togrun are the creators and maintainers of teleportation technology used by the Elek-Nath and the Nathril Empire before that.

It may seem that their unique position would go against the ideal of the Elek-Nath, but the Togrun are in fact a microcosm of the system itself. Each Togrun "individual" is actually a gestalt being made up by thousands of small gooey organisms. An "individual" Togrun does identify as a singular Citizen with their own personality and memory, however it is equally true that each is an ever-changing colony that only achieves sentience and internal Consensus when it reaches a certain critical mass of combined minor slimes. The most ancient Togrun are too massive to even move easily, but are incredibly intelligent and wise.

As such, the Togrun have always been an important part of the Elek-Nath, and the Nathril empire before that. They were one of the first species that allied themselves to the fledgling Nathril and their mastery of teleportation technology made them an incredibly important asset. It enabled the spread of the Nathril empire, saved them from the Tyranid menace, and allows them safety from the predations of the warp during travel in their new home galaxy. This alone would have afforded the Togrun a special place in Elek-Nath society, but they were not just the inventors of this technology. Thanks to the Nathril interplay between technology and organics, they key to teleportation is actually the integration of fledgeling pre-sentient colonies of minor Togrun slimes. This has ensured that the Togrun will always continue to be the most closely guarded Elek-Nath asset.

However, this has not stopped them from serving in other ways too. The Togrun also lost their home as much as the Nathril did, and their gestalt nature gives them a deep connection to and belief in the Elek-Nath that even the Nathril cannot match. When their homes are threatened, the Togrun do not hesitate to go to war, suited into heavy armor and wielding Impulse Carbines. These nominally weak weapons utilize a special form of Elek-Nath technology that manipulates the kinetic energy of the projectiles to multiply the power of their impact. With each one that strikes the power that it hits with is increased, allowing them to damage a wide variety of targets.

Of course it is no surprise that they go to war utilizing the power of teleportation. Due to the way the technology works, they are uniquely able to utilize personal sized engines that allow them to shift across the battlefield and constantly appear where their enemies expect them least.

Dragoon Cohort

The Dragoons are a staple of many Nathril Strike Wings, providing a mobile firebase that can also jump in to engage in close combat as needed. Each cohort is a small team of specially trained Nathril that makes use of the two-man Stratus jetbike.

Each jetbike is designed for a Nathril driver slung low towards the front, and a Nathril gunner hanging off the back. Their twin-linked Neuro-Blasters allow them to unleash a storm of fire after turbo boosting into the fray before the enemy can react. However the Dragoons do not simply act as a mobile fire base. To complement their place acting far forward of other Nathril elements, the two man teams are trained tirelessly for close combat as well. Though most Nathril do not prefer the chaos of melee, the Dragoons see it as an eventuality that must be prepared for. To this end, they all equip themselves with special organic blades that can shift form to cause extra damage after punching through the enemy's armor.

When it comes to the most dire of engagements, Neuro-Blasters and Dragoon Blades can fall short especially against vehicles. For these missions, the Dragoon Cohort will outfit some of the bikes with much more powerful weapons. The Beam gun fires a rapid gatling array of lasers to overwhelm larger infantry or smaller vehicles, while the Beam Rifle instead focuses the power of the laser array into a single beam able to melt through the heaviest armor. The Beam cannon meanwhile operates in a middle ground of heavier impact than the former and the ability to fire more rapidly than the latter. The Neuro-Pulse cannon meanwhile integrates neuro-pulse technology into a large projectile, affording it range and power that cannot be achieved by more man portable versions.

For some Strike Wings, the Dragoon Cohorts are instead used as a hammer to destroy their enemies on the anvil of the Partisans. Through stealth and subterfuge the Partisans will drawn the enemy into a trap, whereupon the Dragoons will descend from the skies in a moment unleashing their full firepower before engaging with their blades. In this way the Dragoons can be an important part of even the most stealthy Strike Wings that seek to undermine the enemy with a loud and sudden display of power.

Silver Blades

The Silver Blades are yet another bioform re-purposed from their original civilian design. The Silver Dancers are a long time staple of Elek-Nath culture, a specially designed bioform meant for performance. No one is sure whether the Irdrek-Dance or the Silver Dancer form led to the other or if they were designed together. Whatever the case may be though, it is undeniable that the Irdrek-Dance is one of the most widely celebrated artistic performance amongst the Elek-Nath and the Nathril before them.

Each Silver Dancer bioform takes the base Nathril form and seeks to push the limits of its litheness and grace. Though the form is still obviously Nathril, it is much lighter with more degrees of articulation, and is designed to accentuate the bioform's signature feature: the silvery metallic limbs. These completely artificial limbs are unusual amongst the Elek-Nath, containing no bio matter to speak of. However that only makes them stand out more, especially with the way the metal is designed to look almost otherwordly in the swirls of silver and the impossibly dainty points that each limb leads to. It was actually a point of some contention when the first non-Nathril began using the Silver Dancer form to perform the Irdrek-Dance as it is so very culturally Nathril.

When piloted by a skilled dancer, the silver bioform is able to perform the most incredibly displays of acrobatics and choreography. Each troupe of performers is always seeking to further push the bounds of what is possible in the Idrek-Dance, and even a deviation of a mere centimeter is cause for great shame. It is perhaps then no surprise that a number of Silver Dancer troupes have found a deep connection to the voices of revelry in this new galaxy. Their constant desire for perfection and greater heights of display can easily lead them down the path of the ancestors, not to mention the great praise they can win from those already following the voices of Revelry.

Though the focus on dexterity and precision does not grant the bioform much in the way of strength or toughness, they have nonetheless found themselves a place on the battlefield. Through the use of pikes topped with neuro-weapon technology, the dancers are able to make up for their lack of raw physical power, and with the shifting of their silvery limbs into impossibly fine blades they have earned the name Silver Blades. Able to move with shocking speed, the Silver Blades literally dance across the battlefield, leaping gracefully across rubble to methodically disassemble their foes. Though many Silver Dancers do not have the stomach to become Silver Blades, even a regular pilot cannot help but find grace in every movement of the bioform.

Syrens

Much like the Silver Blades, the Syrens are also bioforms that originally come from an artistic performance background. But while the star of the Silver Blades is the bioform itself, for the Syrens it is instead the technology they wield.

The Syrens themselves are a more recent organization, but the basis of the pheromone technology they utilize has been around in one form or another since before the early Nathril even left their homeworld. The language of Nathrilese has always had a pheromonal component that has only become even more important as bioengineering has become part of nearly all Elek-Nath technology. Each time new members are introduced to the Elek-Nath, the very first biomod they are given is a pheromone translator. Not only does Elek-Nath communication require it, it is also a key component of machine language for their technology. This cross integration also makes the effects of pheromones much more impactful.

So it is that pheromones play an important part in many kinds of performance and art amongst the Elek-Nath. It is a common part of most trans-media art, and nearly every large gathering such as a concert makes use of pheromones. In fact, such pheromones can often be the art or performance itself.

The ubiquity and power of this technology has however created much tension and political furor since the earliest of Nathril societies. The ability to use pheromones for control, not just of people but also machines is something that would worry any freedom loving people. It was in response to this that the Phero-Concordant was created, a governmental body with oversight on all pheromone technology.

It has only been recently that the Concordant has given permission for the creation of the Syrens. Drawn from the ranks of roadies, stage hands, and performers skill in the use of pheromones amonst crowds, the bioform they pilot of one of basic form but their Phero-phagic guns represent an incredibly potent weapon against their enemies. These weapons project specially designed bio agents that create a vector for pheromone control in their enemies, allowing the Syrens to essentially shut down their foes internal processing to make them easy targets for the Syren's comrades. It is also incredibly useful for non-lethally subduing foes that the Elek-Nath are not trying to destroy, although there are many laws against using pheromone technology on prospective defectors so as to avoid future backlash.

In fact there are many that question the use of phero-phagic weapons in any encounter, with Consensus still currently split. Though there are many foes that provide no alternative to force, chief amongst them the great enemy, few amongst the Elek-Nath believe in the ends being worth the means. Some shoals have began to question why the sudden change by the Concordant's rules, and those prone to conspiracy point to concerted efforts by those that follow the voices of Revelry, especially the Shoal of Paradise Found.

Monsoon Attack Platform

Built on a platform shared with the Zephyr, the Monsoon fulfills a very different role in the Strike Wing by forgoing the command and close combat elements for raw firepower.

Sporting two upright fins in the rear within which the pilot is ensconced, the front of the hover vehicle is given over to a wide variety of heavy weapons determined by the Strike Wing's current mission. In some ways it in fact resembles the Stratus jetbikes utilized by the Dragoon Cohorts, as it has certainly combined some ideas from that platform as well, almost appearing as an armored and over-sized jetbike. However on this platform the focus is more on quickly deploying heavy weaponry to support other Elek-Nath forces.

Tougher than a Stratus, but by no means a tank, the Monsoon presents a middle ground that allows Strike Wings to quickly deploy heavy weapons to support infantry forces that may be spread out and hidden all across the battlefield. Since Partisan forces can rarely deploy the sorts of heavy weapons that have become much more necessary against the larger and more armored threats they face in their new galaxy, the Monsoon squadrons are able to quickly deploy to hot spots to lend their firepower to smaller forces. In more frontal engagements, they are usually deployed in pairs with Thunderhead tanks or Nimbus transports to provide cheap and light protection.

The Monsoon platform also is able to fill a third roll of anti-air defense as well. In place of the two support personnel from the Zephyr platform, the Monsoon instead packs a deployment system for aerial mines. These spiky floating bioengineered devices can be ejected during movement to block out a zone against incoming threats from the sky, whether those be planes, skimmers, or jump troops. When the mine's sensors detect such an enemy presence, it will quickly engage one time thrusters to rocket towards and attach itself to the enemy before detonating.

Ruin Callers

One of the few modern and military-specific bioform designs, the Ruin Callers are a direct response to the despair felt by the Elek-Nath in the face of a multitude of threats. This bioform takes the base six-limbed Nathril form in a very different direction, sacrificing lithe agility and speed for the ultimate in personal protection.

Each ruin caller bioform is somewhat taller than a Nathril, but much bulkier in every way to the point of being quite slow. However, this is not seen as a downside for those that find themselves drawn to serve via a ruin caller. Though slow the Ruin Callers are quite relentless as they advance across the battlefield using their enhanced bulk as a steady platform for weapons far too heavy to be carried by most personal bioforms. They might not be the first to the fight, but they will nearly always make it to their target even in the face of heavy opposition.

In fact, the bioform is so stable that by linking to an array of sensor symbiotes across the bioform and it's mates allows it to engage in incredibly accurate fire while moving and even against the most fast or stealthy of foes.

As a new and purely military bioform its deployment is far different than most. Ruin Callers serve on a volunteer basis drawn from the entire citizenry, however as its reputation has grown, it has attracted a particular sort of pilot. For many Elek-Nath, combat and warfare is antithetical to the entirety of what they stand for. Some of those are conscientious objectors, working to support their Shoal in ways that don't bring death. However for others, especially those that have spent time engaged with the galaxy's most warlike races, despair is all they find in the galaxy they must inhabit. Unable to reconcile the reality around them with the way it should be, they can slip into a darkness that drives them to seek out the protection of service in the Ruin Callers and the ability to bring destruction to the ones who it feels will bring an inevitable end to the Elek-Nath.

Rumours abound that such Ruin Callers have enhanced their bioforms to be nearly invincible as they cut down their foes like grain before a harvester. They also, it is whispered, rarely leave their bioform even when their missions are complete.

Threadseekers

As the Partisan units started to become popularized outside of Dark Talon, other Shoals started to create their own spin-offs of the formula. The most popular and lasting was lean into the subterfuge and sudden strikes using bioforms. Observation bioforms were used to create the first of what would become the Threadseekers.

Small and lithe, these bioforms have skin made of advanced chromatophores that allow for incredibly adaptable camouflage. Working in two-person teams these assassins deploy far ahead of the normal Elek-Nath forces, seeking out the instigators, controllers, and most important war material, before destroying them utterly. To do so, them employ the fateseeker rifle, a massive gun more akin to a anti-tank rifle than a traditional sniper rifle.

However it was the Pscience modifications that made the Threadseekers what they truly are today. By utilizing bioengineering to connect their Fateseeker rifle to The Deep, the Threadseekers were able to truly live up to their name. By probing the target not just visually but through the depths as well, Threadseekers are able to find the right place to target as well as the exact moment in time and fortune to snip their foes life thread. This powerful ability has created what some have termed a cult-like environment amongst those who serve in the Threadseekers. Many become obsessed with mystery, superstition, and detangling the webs of fate. Though curious it is generally considered harmless, although lately the level of obsession has in many cases increased to the point where Threadseekers will forego orders to follow webs of intrigue that make sense only to them.

Equalizer Recon Cohort

For the Elek-Nath artillery plays just as important a role as it does in any serious fighting force. The most common ordnance is the Equalizer impulse cannon. Using impulse technology it fires a shell that draws in kinetic energy as it falls through the skies, releasing it moments before impact in a concussive wave far more powerful than a shell of its size should produce. Moreover, as with all impulse weapons, this kinetic blast can be increased by the application of further impulse shells to create a cascading effect.

As these ordnance batteries must be fired indirectly and are quite vulnerable, the Equalizers are generally deployed far back from the front lines where they can make use of their extreme range. This of course creates issues with targeting, especially in emergent situation. That's where the Equalizer Recon Cohort comes in.

Each Strike Wing will assign one or more Citizen Cohorts to an Equalizer Battery to act as target designators for the battery. Each squad is equipped with specially bioengineered devices that link directly to the battery for targeting purposes. This both gives the Citizens a real threat they can wield against the enemy while also allowing them to stay effective without charging onto the front lines where their lack of combat experience could lead to disaster.

Additionally, some recon cohorts may even further increase this power by wielding Impulse Rifles, long barreled cousins to the Impulse Carbine. Though they can threaten targets on their own, they shine most when used along with the designators to saturate the target with kinetic potential before the equalizer shells fall upon them and unleash it.

Shii-nath Crawling Fortress

Though completely non-humanoid, the Shii-Nath have been a stalwart member of the Elek-Nath for some time now. Plant-like in nature, their symbiotic life-cycle meant that they integrated into Elek-Nath society with more ease than most. Each Shii-Nath is a miniature ecosystem with a sentient tree at its core. Though this means they are unable to deploy alongside more traditional troops, this has not stopped them from being strong defenders of their Shoals.

When the Shii-Nath go to war, their ecosystem is transplanted into massive shells that resemble a sort of hollowed-out crab with a tree rising out the top. Though slow the Crawling Fortresses are mighty, bringing a stability to the Elek-Nath formation. Festooned in twin neuro-blasters, and making use of its massive claws, the fortresses very much live up to their name and act as mobile bastions to anchor the Strike Wing's line. The massive layers of armor, linked to the Shii-Nath'ss regeneration boosted by bioengineering, make for an opposing structure to take down.

Like any good fortress, the Shii-Nath crawlers are swarming with defenders in a very literal sense. Though the tree is the sentient focal point of the Shii-Nath entity, it is important to realize that the Shii-Nath consider their entire ecosystem part of their being. This includes a number of both fauna and flora that all are directed by the Shii-Nath's sentience. Some of these are employed to defend the ecosystem while others are specialized to repair damaged bio devices. However, these fauna and flora can also be used offensively via their slip cannon.

The slip cannon utilizes Togrun teleportation technology to teleport small sub-colonies across the battlefield. This can be used in a number of ways such as by creating new flora and fauna colonies that impede the enemy's advance, or even by slipping the tiny plants, animals, and fungi directly into the enemy formation to cause havoc.

Thunderhead Tank

Few Strike Wings would be complete without a main battle tank to support and be supported by the infantry elements. For the Nathril this means the Thunderhead Tank, a manta-ray shaped vehicle designed to punch through enemy lines with maximum armor and firepower.

For survival the Thunderhead is designed to survive most heavy weapons through armor plating and sloping surfaces. It also has as minimal a profile as possible, and a number of sensor spines to make sure it's always in the right place at the right time. However, the forces the Elek-Nath have faced in their new galaxy are often potent beyond belief. So it is that the Thunderhead also makes extensive use of bioengineering that is highly capable at self regeneration for when even the heaviest armor is unable to stop the enemy firepower.

Where the Thunderhead shines moreso though is in firepower. When infantry support is unavailable, the twin neuro blasters allow the tank to protect itself from being swarmed. Meanwhile, the tail of the tank wraps under the body and is tipped with two beam rifles allows the Thunderhead to melt straight through even the thickest enemy armor at close range.

However, the far more common loadout replaces the beam rifles with a graviton cannon, a massive version of the infantry portable graviton weapons. Its size and output allows it to modulate fire between a dispersed wave of graviton particles excellent for ripping apart massed infantry, while a focused beam can crush nearly any enemy armor it encounters. Perhaps more importantly it can do so at a far greater range than afforded by the beam rifles.

Nimbus Insertion Vehicle

On the modern battlefield movement is king. Being able to rapidly deploy or redeploy one's forces is a key part of any Strike Wing strategy. It is to this end that the Nimbus Insertion Vehicle was designed.

A long serving and adaptable workhorse, the Nimbus consists of a lightly armored vertical hammerhead in front, with two beams trailing behind it. Each of these beams holds 5 pods that can be swapped out on the fly to contain the myriad of Elek-Nath physical forms. To make sure everyone arrives safely, dispersion shielding utilizes graviton technology defensively to blunt the attacks of enemy anti-armor during the approach. Once the troops inside have been deployed, a twin neuro blaster completes the set to provide a measure of covering fire for its passengers.

However, that is just the base form of the Nimbus. For extended deployments the passenger pods can be swapped out for regen tanks. Though they function very similar, the tanks are filled with a viscous fluid full of regenerative nutrients and organisms. When placed inside, infantry are able to be rapidly healed of even the most grievous wounds and quickly redeployed to the battlefield. This allows the Strike Wing to continually push their infantry farther forward without being curtailed by injuries stacking up.

THe third most common form of the Nimbus is the Vanguard configuration. Two pods on each beam are replaced by shield generators and the prow is heavily up armored. Though this means a much smaller transport capacity, a Vanguard Nimbus is one of the toughest vehicles the Elek-Nath can deploy. Due to those two facts Vanguard Nimbus are generally used to transport small elite squads, pushing through heavy fire to deploy their troops right in the thick of things.

Squall Tactical Dropship

The stubby winged and twin tailed Squall Tactical Dropship resembles less a jet and more an ancient stratocopter in design. This is not entirely intentional, as the Squall is a multipurpose vehicle designed to engage alongside Elek-Nath troops rather than engage in air superiority. Though it can engage enemy aircraft, its main duties lie in ground attack and rapid deployment of troops, often behind enemy lines.

Though not as tough as the Elek-Nath hover vehicles, the Squall is still no pushover and sports substantial armor cladding its lighter airframe. In it's basic configuration it, much like a Vanguard Nimbus can carry a complement of 6 troops and sports a twin neuro-blaster to clear its landing zone. However as a dropship it is able to approach the enemy from angles and vectors that simply can't be matched by a hover vehicle. On top of that, the 6 troops are all transported in the same insertion pods used by the Strike Carriers, each latched onto the vehicles twin tails, which enables to Squall to shoot its troops right into the thick of things without having to slow down and land.

In its role as a roving gunship, different Squalls may equip a number of different special and heavy weapons to assist with clearing its landing zone and then working to support the squads on the ground by hunting larger threats or scouring approaching hordes. This sort of combines arms approach has become a favorite of many Strike Marshalls, allowing them to deliver a potent punch of specialized troops directly to their target while being supported by the more generalist Squall.

Cirrus Strike Craft

Another aircraft dedicated to ground attack missions, the Cirrus nonetheless fills a very different role from the Squall.

Similar in design, the Cirrus is a much faster moving craft that instead mounts an entire array of neuro-blasters that scour the enemy below as the Cirrus streaks past them. For more mechanized forces, these can instead be switched to an array of graviton blasters to crack open a whole squadron of tanks. The biggest change is at the rear however, where the insertion pods are replaced with either graviton boms or emplacement pods.

Commonly armed with Graviton bombs, these weapons are dropped onto the enemy forces after they've been razed by the Cirrus' guns. Upon detonation they unleash a way of graviton particles that smash the enemy apart and crush their equipment. This potent one-two punch is a common tactic to pave the way for the Strike Wing's own infantry or mechanized forces to advance into the scoured opening.

For more defensive missions, or those that prioritize holding ground over destroying the enemy, the Cirrus may instead be equipped with emplacement pods. These are modified insertion pods that replace the troop compartment with a shield generator and neuro-blaster. Dropped amongst friendly forces the emplacement pod can help strengthen the line, or dropped ahead of the Strike Wing it can instead provide a point of refuge to help secure forward objectives. This can be especially useful for Shoals like Dark Talon that utilize many forward operating forces that aren't able to be supported by traditional forces.

The Combat

Wing

This section contains the datasheets that you will need to fight battles with your Elek'Nath miniatures. Each datasheet includes the characteristics proffiles of the unit it descrives, as well as any wargear and abilities it may have. Any abilities that are common to several units are described below and referenced on the datasheets themselves.

Keywords

Throughout this section you will come across a keyboard that is within angular brackets, specifically <SHOAL>. This is shorthand for a keyword of your own choosing, as described below.

<SHOAL>

The Elek’Nath all belong to a Shoal. When you include an Elek’Nath unit in your army, you must nominate which Shoal that unit is from. There are many different Shoals to choose from; you can use any of the Shoals described in previous materials or make up your own Shoal if you prefer. You then simply replace the <SHOAL> keyword in every instance on that unit’s datasheet with the name of your chosen Aerie.

For example, if you were to include a Zephyr Command Platform in your army, and you decided they were from Shoal of the Dauntless Front, then their <SHOAL> keyword is changed to DAUNTLESS FRONT, and their “Master of the Strike Wing” ability would say “You can re-roll hit rolls of a 1 for friendly DAUNTLESS FRONT units within 6” of this model”.

Abilities

The following are common to several Elek’Nath units:

Comrades in Arms

Working together and relying on the support of others is a core value of Elek’Nath culture.

A unit with this rule adds 2 to their Leadership characteristic if there are one or more other friendly Elek’Nath units within 6”.

Annihilation Implant

Those who resist Chaos choose obliteration by implant over the false promises of the voices. Their defiance is backed up by the redundancies of the implant that drive their corpse to make a final blow.

If your army is Battle-Forged and contains no Elek’Nath models with the CHAOS faction keyword, all non-VEHICLE Elek’Nath models gain this rule. When a model is destroyed roll one d6 before removing that model from play. On a 6 that model can either shoot with one of its ranged weapons as if it were your Shooting phase or make one attack with one of its melee weapons as if it were the Fight phase.

Fervor of the Ancestors

Those who have given into the call of Chaos fight all the harder knowing they follow the voices of their ancestors.

If your army is Battle-Forged and all Elek’Nath units have the CHAOS faction keyword, all ELEK'NATH models in your army gain this rule. This model’s melee weapons add 1 to their Armor Penetration characteristic (i.e. AP0 becomes AP-1) on a turn that this model has charged, was charged, or performed a Heroic Intervention.

Ancestral Voices

Following the voices of loss is only the first step into the deep. Those that dive deeper usually find themselves following one of four particular types of voice that have the most power.

  • Voice of Loss: a unit with this ability gains the CHAOS faction keyword.
  • Voice of Fury: a unit with this ability gains the CHAOS and KHORNE faction keywords. At the start of the Fight phase, it adds 1 to their Attacks characteristic if it is within 1” of an enemy unit that is within 1” of another friendly <SHOAL> unit. It also gains the CHAOS and KHORNE faction keywords.
  • Voice of Ruin: each model destroyed by an attack made by a model with this ability in your Shooting phase is treated as 2 destroyed models in the following Morale phase. A unit with the Voice of Ruin also gains the CHAOS and NURGLE faction keywords.
  • Voice of Fate: This unit may re-roll saving throws of a 1. It also gains the CHAOS and TZEENTCH faction keywords.
  • Voice of Revelry: this unit adds 1” to its movement, and +1 to the rolls for advancing and charging. It also gains the CHAOS and SLAANESH faction keywords.

Daemonic Ritual

Some Archeotrix of the Shoals have been swayed by dark powers in the Void, and have learned to entreat them for aid in protecting their people. But at what cost?

Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods – KHORNE, TZEENTCH, NURGLE or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron – for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS. Roll up to 3 dice – this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start.

This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails, and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Wargear Lists

Many of the datasheets you will find on the following pages reference one more more wargear lists (e.g. the Special Weapons list). These lists can be found in the Armory of the Lost section.

HQ

Zephyr Command Platform
Name M WS BS S T W A Ld Sv
Zephyr Command Platform 12" 2+ 2+ 4 6 8 4 9 3+

This unit contains 1 Zephyr Command Platform armed with two Neuro-Blasters and Feeder Tentacles, crewed by a Strike Marshall armed with a Gamma Manacle and Spike Grenades

Weapon Range Type S AP D Abilities
Neuro-Blaster 18" Assault 2 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Feeder Tentacles Melee Melee 4 0 1 In the Fight phase after this model has made its attacks, you can make d6 additional attacks using this weapon profile
Gamma Manacle 12" Pistol 2 * 0 1 Attacks from his weapon wound on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Graviton Pistol 12" Pistol 1 8 -3 D3 -
Spike Grenade 6" Grenade D6 4 0 1 -
Wargear Options

• This model may replace its Gamma Manacle with a Graviton Pistol

• This model may take an item from the Melee Weapons list

• This model may take an item from the Biomods list

• This model may take an Ancestral Voice

Abilities

Comrades in Arms

Master of the Strike Wing: Friendly <SHOAL> units within 6” may re-roll hit rolls of a 1

Hovering: Distances must be measured to and from the hull of this model rather than its base

Explodes: If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6” suffers d3 mortal wounds.

Faction Keywords: ELEK’NATH, NATH, <SHOAL>
Keywords: VEHICLE, FLY, STRIKE MARSHALL, ZEPHYR COMMAND PLATFORM

HQ

Strike Marshall Brozt'to, Haunting the Stars
Name M WS BS S T W A Ld Sv
Strike Marshal Brozt'to, Haunting the Stars 12" 2+ 2+ 4 3 5 4 9 3+

Strike Commander Brozt’to, Haunting the Stars is a single model armed with the Ghost Pike and Spike Grenades. Only one of this unit may be included in your army.

Weapon Range Type S AP D Abilities
Ghost Pike (Ranged) 11" Assault 1 3 -3 2 You may choose to re-roll failed wounds with this weapon
Ghost Pike (Melee) Melee Melee Self -3 2 You may choose to re-roll failed wounds with this weapon
Spike Grenade 6" Grenade D6 4 0 1 -
Abilities

Comrades in Arms

Master of the Strike Wing: friendly DARK TALON units within 6” may re-roll hit rolls of a 1

Shield Module: this model has a 4+ invulnerable save

Tactical Slip: During deployment, if this model has a jump engine, you can set up this model in a Strike Wing Carrier instead of placing it on the battlefield. At the end of any of your Movement phases this model can be teleported – set it up anywhere on the battlefield that is more than 9” away from any enemy models.

Ghost Guard Mantle: Before the battle choose one DARK TALON NATHRIL VETERANS unit in your army to gain the following ability: ‘Shield Modules: each model in this unit has a 4+ invulnerable save’

Faction Keywords: ELEK'NATH, NATH, DARK TALON
Keywords: CHARACTER, INFANTRY, STRIKE MARSHALL, JUMP PACK, FLY, STRIKE COMMANDER BROZT’TO, HAUNTING THE STARS

HQ

Perfected Marshall Too’ka, Walking the New Path
Name M WS BS S T W A Ld Sv
Perfected Marshall Too’ka, Walking the New Path 8" 2+ 2+ 6 5 7 4 9 3+

Perfected Marshall Too’ka, Walking the New Path is a single model armed with a Neuro-Blaster, 2 Chakrams, and Extra Appendages. Only one of this unit may be included in your army.

Weapon Range Type S AP D Abilities
Neuro-Blaster 18" Assault 2 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Chakram (Ranged) 12" Assault D3 User 0 2 Each time you make a wound roll of a 6+ for this weapon, that attack is resolved with an AP of -3 instead of 0
Chakram (Melee) Melee Melee User 0 2 Each time you make a wound roll of a 6+ for this weapon, that attack is resolved with an AP of -3 instead of 0
Extra Appendages Melee Melee User 0 1 Each time the bearer is chosen to Fight it may make 1 additional attack with this weapon
Abilities

Comrades in Arms

Bio-Engineered Overcharge: At the beginning of the Shooting phase, you may select one DEEP PSCIENCE unit within 6”. That unit’s ‘Neuro-‘ weapons gain +1S, -1AP, and +1D until the end of the turn. However, any To Hit roll of a 1 for a ‘Neuro-‘ weapon inflicts a Mortal Wound on the firing unit.

Voice of Revelry: this unit adds 1” to its movement, and +1 to the rolls for advancing and charging.

Daemonic: This model has a 5+ Invulnerable save.

Perfected Form: This model can Advance and/or Fall Back and still charge in the same turn.

Faction Keywords: CHAOS, SLAANESH, ELEK'NATH, NATH, PARADISE FOUND
Keywords: CHARACTER, MONSTER, DAEMON, STRIKE MARSHALL, PERFECTED MARSHALL TOO'KA, WALKING THE NEW PATH

HQ

Archeotrix
Name M WS BS S T W A Ld Sv
Archeotrix 5" 3+ 3+ 4 3 4 3 8 4+

An Archeotrix is a single model armed with a Gamma Manacle

Weapon Range Type S AP D Abilities
Gamma Manacle 12" Pistol 2 * 0 1 Attacks from his weapon wound on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Extra Appendages Melee Melee User 0 1 Each time the bearer is chosen to Fight it may make 1 additional attack with this weapon
Wargear Options

• This model may replace its Gamma Manacle with a Graviton Pistol

• This model may take an item from the Melee Weapons list

• This model may take two options from the Biomods and/or Pscience Mods lists

• This model may take an Ancestral Voice

Abilities

Comrades in Arms

Faction Keywords: ELEK'NATH, BIOFORM, <SHOAL>
Keywords: CHARACTER, INFANTRY, ARCHEOTRIX

HQ

Chief Researcher Charekk, Inscribing the Beyond
Name M WS BS S T W A Ld Sv
Chief Researcher Charekk, Inscribing the Beyond 6" 2+ 3+ 4 3 5 4 9 3+

Chief Researcher Charekk, Inscribing the Beyond is a single model armed with the Balegauntlet and an Spiral Spear. Only one of this unit may be included in your army.

Weapon Range Type S AP D Abilities
Balegauntlet 12" Assault D6 D3+2 -2 1 -
Spiral Spear Melee Melee User -2 D3 During the fight phase if this unit charged, was charged, or performed a Heroic Intervention, the strength of this weapon is doubled and the damage becomes 3
Abilities

Comrades in Arms

Archival Node: Re-roll hit rolls of a 1 for any friendly DEEP PSCIENCE units that make an attack against a unit that has already been attacked by Charekk this phase

Eldritch Aura: Enemy models must subtract 1 from their Leadership characteristic while they are within 6” of this model.

Touched by the Deep: This model has a 5+ invulnerable save.

Psyker

This model may attempt to manifest two psychic powers in each friendly psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smite psychic power and three psychic powers from the Voice of the Deep discipline.

Faction Keywords: ELEK'NATH, BIOFORM, DEEP PSCIENCE
Keywords: CHARACTER, INFANTRY, PSYKER, ARCHEOTRIX, CHIEF RESEARCHER CHAREKK, INSCIRIBING THE BEYOND

HQ

Skaldic Seeker
Name M WS BS S T W A Ld Sv
Skaldic Seeker 7" 2+ 3+ 4 3 4 3 9 3+

A Skaldic Seeker is a single model armed with a Gamma Manacle and Spike Grenades

Weapon Range Type S AP D Abilities
Gamma Manacle 12" Pistol 2 * 0 1 Attacks from his weapon wound on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Graviton Pistol 12" Pistol 1 8 -3 D3 -
Spike Grenade 6" Grenade D6 4 0 1 -
Wargear Options

• This model may replace its Gamma Manacle with a Graviton Pistol

• This model may take an item from the Melee Weapons list

• This model may take an item from the Biomods list

• This model may take an Ancestral Voice

• This model may take a jump engine. If it does, its Move characteristic is increased to 12” and it gains the JUMP PACK and FLY keywords

Abilities

Comrades in Arms

Paragon of the Ancestors: This unit can make Heroic Interventions within 6” instead of 3”, and may move 6” instead of 3” when doing so

Tactical Jump: During deployment, if this model has a jump engine, you can set up this model in a Strike Wing Carrier instead of placing it on the battlefield. At the end of any of your Movement phases this model can make a Tactical Jump – set it up anywhere on the battlefield that is more than 9” away from any enemy models.

Skald

This model knows the Ballad of Warriors (below) and one other song from the Songs of Unity. At the start of the battle round, this model can sing one Song of Unity it knows that has not already been sung by a friendly model that battle round. Roll one d6; on a 3+ the Song of Unity is inspiring and takes effect until the end of that battle round.

Ballad of Warriors: you can re-roll hit rolls for attacks made with melee weapons by friendly ELEK’NATH units within 6” of this model

Faction Keywords: ELEK'NATH, SKALD, <SHOAL>
Keywords: CHARACTER, INFANTRY, SKALDIC SEEKER

HQ

Blade Poet Rel'Zocha, Archiving-the-Resistance
Name M WS BS S T W A Ld Sv
Blade Poet Rel'Zocha, Archiving the Resistance 7" 2+ 3+ 4 3 5 4 9 3+

Blade Poet Rel’Zocha, Archiving the Resistance is a single model armed with the Blade of Memories, a Gamma Manacle, and Spike Grenades. Only one of this model may be included in your army

Weapon Range Type S AP D Abilities
Gamma Manacle 12" Pistol 2 * 0 1 Attacks from his weapon wound on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Blade of Memories Melee Melee User 0 2 This weapon wounds on a 3+, unless it is targeting a Vehicle, in which case it wounds on a 6+. Wound rolls of a 5+ are AP -3 instead of 0
Spike Grenade 6" Grenade D6 4 0 1 -
Abilities

Comrades in Arms

Shield Module: this model has a 4+ invulnerable save

Paragon of the Ancestors: This unit can make Heroic Interventions within 6” instead of 3”, and may move 6” instead of 3” when doing so

Skald

This model knows the Ballad of Warriors (below) and two other song from the Songs of Unity. At the start of the battle round, this model can sing two Songs of Unity it knows that has not already been sung by a friendly model that battle round. Roll one d6; on a 3+ the Song of Unity is inspiring and takes effect until the end of that battle round.

Ballad of Warriors: you can re-roll hit rolls for attacks made with melee weapons by friendly ELEK’NATH units within 6” of this model

Faction Keywords: ELEK'NATH, SKALD, DEATH SONG
Keywords: CHARACTER, INFANTRY, SKALDIC SEEKER, BLADE POET REL'ZOCHA, ARCHIVING THE RESISTANCE

HQ

Zel'Nath Speakers
Name M WS BS S T W A Ld Sv
Zel'Nath Speakers 6" 4+ 4+ 3 4 2 3 8 4+

This unit contains 2 Zel’Nath Speakers. It can include up to 8 additional Zel'Nath Speakers Each model is armed with a Gamma Manacle and a Locus Torch

Weapon Range Type S AP D Abilities
Gamma Manacle 12" Pistol 2 * 0 1 Attacks from his weapon wound on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Locus Torch Melee Melee User -3 D3 -
Wargear Options

• The unit may take the Voice of Fate

Abilities

Comrades in Arms

Words of Power: This unit adds 1 to invulnerable saving throws. At the end of your Psychic phase if this unit successfully manifested 1 or more psychic powers then <SHOAL> units within 6” gain a 6+ invulnerable save until the start of your next Psychic phase. In addition, if it successfully manifested 2 or more psychic powers, then enemy units within 3” subtract 1 from invulnerable saving throws.

Guiding Lamp At the end of your Psychic phase if this unit successfully manifested 1 or more psychic powers then it may re-roll charge rolls until the start of your next Psychic phase. If it successfully manifested 2 or more psychic powers, then it also fights first during the Fight Phase.

Psyker

If this unit has 2-3 models it can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. If this unit has 4-6 models it can attempt to manifest two powers and deny two powers, and if it has 7-10 models it can attempt to manifest three powers and deny three powers.

This unit knows the Smite power and two psychic powers from the Voice of the Deep discipline. When manifesting or denying a psychic power, first select a model in the unit – measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of theWarp causes the last model in the manifesting unit to be slain.

Faction Keywords: ELEK'NATH, CITIZEN, <SHOAL>
Keywords: INFANTRY, FLY, PSYKER, ZEL'NATH SPEAKERS

HQ

Trifold Star, Uniting in One
Remaining W M WS BS
9-13+ 16" 2+ 2+
5-8+ 12" 3+ 3+
1-4+ 8" 4+ 4+
Name M WS BS S T W A Ld Sv
Trifold Star, Uniting in One * * * 5 6 13 4 9 3+
Red Champion Clarazet 6" 2+ 3+ 3 4 2 2 9 3+
Blue Champion Eu'deb 7" 3+ 2+ 4 4 2 2 9 3+
Green Champion Duar'dstei 6" 3+ 3+ 4 4 3 2 9 3+

Trifold Star, Uniting in One is a single model equipped with the Gauntlets of Power and 2 Beam Cannons and crewed by Red Champion Clarazet, Blue Champion Eu’deb, and Green Champion Duar’dstei. Only one of this unit may be included in your army

Weapon Range Type S AP D Abilities
Beam Cannon 36" Heavy D3+1 7 0 2 -
Guantlets of Power Melee Melee x2 -3 3 -
Spike Grenade 6" Grenade D6 4 0 1 -
Abilities (Trifold Star)

Comrades in Arms

Storied Champions: you can re-roll hit rolls for attacks made by friendly DAUNTLESS FRONT units within 6” of this model.

Master Symbio-suit: this unit has a 5+ invulnerable save.

Symbiote Champions, Combine!: If Trifold Star is destroyed, before it is removed, set up a unit containing one Red Champion Clarazet armed with a Gamma Knife, a unit containing one Blue Champion Eu’deb equipped with two Gamma Manacles, and a unit containing one Green Champion Duar’dstei equipped with an Impulse Mace, all within 6” of Trifold Star in the same manner as a model disembarking from a transport.

Abilities (Clarazet)

Comrades in Arms

Storied Singer: In your Fight phase you can re-roll hit rolls for attacks made by friendly DAUNTLESS FRONT units within 6” of this model.

Abilities (Eu'deb)

Comrades in Arms

Martial Champion: In your Shooting phase you can re-roll hit rolls for attacks made by friendly DAUNTLESS FRONT units within 6” of this model.

Abilities (Duar'dstei)

Comrades in Arms

Enhanced Symbiote: this model has a 5+ invulnerable save.

Faction Keywords: ELEK'NATH, BIOFORM, CITIZEN, NATH, SKALD, DAUNTLESS FRONT
Keywords (Trifold Star): CHARACTER, MONSTER, FLY, TRIFOLD STAR, UNITING IN ONE
Keywords (Clarazet, Eu'deb, Duar'dstei): CHARACTER, INFANTRY, TRIFOLD STAR, UNITING IN ONE

Troop

Citizen Cohort
Name M WS BS S T W A Ld Sv
Citizen Defender 6" 4+ 4+ 3 3 1 1 6 4+
Citizen Protector 7" 4+ 4+ 4 3 1 1 6 4+

This unit contains 5 Citizen Defenders. It can include up to 5 additional Citizen Defenders, and up to 5 Citizen Protectors. Each model is equipped with a Neuro-Blaster.

Weapon Range Type S AP D Abilities
Neuro-Blaster 18" Assault 2 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Wargear Options

• One Citizen Protector may take an item from the Melee Weapons list

• For every 5 models in the unit, one Citizen Defender may replace their Neuro-Blaster with an item from the Special Weapons list

• The unit may take an Ancestral Voice

Abilities

Comrades in Arms

Faction Keywords: ELEK’NATH, CITIZEN, <SHOAL>
Keywords: INFANTRY, CITIZEN COHORT

Troop

Carver Pack
Name M WS BS S T W A Ld Sv
Carver 6" 4+ 4+ 3 3 1 2 6 5+

This unit contains 5 Carvers. It can include up to 5 additional Carvers, up to 10 additional Carvers, or up to 15 additional Carvers. Each model is equipped with Teeth and Claws

Weapon Range Type S AP D Abilities
Teeth and Claws Melee Melee User 0 1 -
Extra Appendages Melee Melee User 0 1 Each time the bearer is chosen to Fight it may make 1 additional attack with this weapon
Wargear Options

• One Carver may take Extra Appendages

• The unit may take the Voice of Fury

Abilities

Stronger Together: This unit may use the unmodified Leadership of any friendly <SHOAL> unit within 6”

Extra Appendages: a model with Extra Appendages may take one additional item from the Melee Weapons or Ranged Weapons list. Each time this model fights it may make one additional attack with that weapon.

Faction Keywords: ELEK’NATH, BIOFORM, <SHOAL>
Keywords: INFANTRY, CARVER PACK

Troop

Nath Partisans
Name M WS BS S T W A Ld Sv
Nath Partisan 7" 3+ 3+ 4 3 1 1 7 4+

This unit contains 5 Nath Partisans. It can include up to 5 additional Nath Partisans. Each model is equipped with a Neuro-Carbine and Spike Grenades

Weapon Range Type S AP D Abilities
Neuro-Carbine 18" Rapid Fire 2 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Spike Grenade 6" Grenade D6 4 0 1 -
Wargear Options

• One Nath Partisan may take an item from the Melee Weapons list

• For every 5 models in the unit, one other Nath Partisan may replace their Neuro-Carbine with an item from the Special Weapons list

Abilities

Comrades in Arms

Guerilla Warfare: When resolving an attack made by this unit in your Shooting phase, the target does not receive the benefit of cover to its saving throw. In addition, if an unit with this rule is chosen as target of charge, subtract 2 from that charge roll.

Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Faction Keywords: ELEK’NATH, NATH, <SHOAL>
Keywords: INFANTRY, NATH PARTISANS

Elite

Nath Veteran Cohort
Name M WS BS S T W A Ld Sv
Nath Veteran 7" 3+ 3+ 4 3 1 2 8 3+

This unit contains 5 Nath Veterans. It can include up to 5 additional Nath Veterans. Each model is equipped with two Neuro-Pistols, Spike Grenades, and a Jump Engine

Weapon Range Type S AP D Abilities
Neuro-Pistol 12" Pistol 1 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Graviton Pistol 12" Pistol 1 8 -3 D3 -
Neuro-Pulse Pistol 8" Pistol D6 3 0 1 Attacks made with this weapon automatically hit.
Spike Grenade 6" Grenade D6 4 0 1 -
Wargear Options

• Any Veteran may replace both their Neuro-Pistols with a Gamma Manacle and an item from the Melee Weapons list

• Up to 3 other Veterans may replace both their Neuro-Pistols with 2 Neuro-Pulse Pistols, 2 Graviton Pistols, or one item from the Special Weapons list

Abilities

Comrades in Arms

Zealous Defenders: In the Shooting phase this unit adds 1 to hit rolls that target enemy units within 1”.

Tactical Slip: During deployment, if this model has a jump engine, you can set up this model in a Strike Wing Carrier instead of placing it on the battlefield. At the end of any of your Movement phases this model can be teleported – set it up anywhere on the battlefield that is more than 9” away from any enemy models.

Faction Keywords: ELEK’NATH, NATH, <SHOAL>
Keywords: INFANTRY, JUMP PACK, FLY, NATH VETERAN COHORT

Elite

Destructor Crew
Name M WS BS S T W A Ld Sv
Destructor 5" 3+ 3+ 4 3 1 1 7 3+

This unit contains 5 Destructors. It can include up to 5 additional Destructors. Each model is equipped with an Impulse Mace

Weapon Range Type S AP D Abilities
Impulse Mace Melee Melee User 0 1 Impulse (See Wargear of the Lost)
Impulse Hammer Melee Melee User 0 2 When the bearer’s unit declares a charge, choose one unit declared as a target of that charge. Add an impulse marker to that unit for every 2” rolled for the charge distance. Impulse (See Wargear of the Lost)
Wargear Options

• One Destructor may take an Impulse Hammer • The unit may take the Voice of Fury

Abilities

Comrades in Arms

Faction Keywords: ELEK’NATH, BIOFORM, <SHOAL>
Keywords: INFANTRY, DESTRUCTOR CREW

Elite

Eco-Rangers
Name M WS BS S T W A Ld Sv
Eco-Ranger 5" 4+ 3+ 4 4 1 1 7 3+

This unit contains 5 Eco-Rangers. It can include up to 5 additional Echo-Rangers. Each model is equipped with a Scouring Gun

Weapon Range Type S AP D Abilities
Scouring Gun 8" Assault D3 * 0 1 Before this unit fires, roll once for the number of attacks and use this for all Scouring Guns fired by the unit in this phase. These attacks automatically hit and always wounds on a 5+.
Wargear Options

• The unit may take the Voice of Ruin

Abilities

Comrades in Arms

Terraform Tanks During the Shooting phase enemy units do not receive the benefit of cover to their saving throw from attacks made by this unit and when this unit makes an attack against an enemy unit with a Toughness characteristic of 3 or less you may reroll the wound roll.

Entropic Engine During your Psychic phase, this unit gains the Psyker keyword until the end of the phase and may attempt to manifest the Enfeeble psychic power. When manifesting this power, first select a model in the unit - measure range, visibility, ect. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.

Faction Keywords: ELEK’NATH, BIOFORM, <SHOAL>
Keywords: INFANTRY, PSYKER, ECO-RANGERS

Elite

Symbio-Suit
Name M WS BS S T W A Ld Sv
Destructor 8" 3+ 3+ 5 6 8 3 8 3+

A Symbio-Suit is a single model equipped with 2 Beam Cannons, and Symbiont Fists.

Weapon Range Type S AP D Abilities
Beam Cannon 36" Heavy D3+1 7 0 2 -
Symbiont Fists Melee Melee User -3 3 -
Wargear Options

• This model may replace each of its two Beam Cannons with an item from the Ranged Weapons or Heavy Weapons list

• This model may take an Ancestral Voice

• This model may take a Biomod

Abilities

Comrades in Arms

Symbol of Unity Friendly ELEK-NATH units within 6" of this unit may re-roll Morale tests.

Biomatter Symbiosis: At the end of each Fight Phase, roll a number of d6 equal to the number of models that were slain by it this phase; for each dice that scores a 5+ this model regains one lost wound.

Faction Keywords: ELEK’NATH, NATH, BIOFORM, <SHOAL>
Keywords: MONSTER, FLY, SYMBIO-SUIT

Elite

Once-Knight Lonewave Ko’vash-In-Elek
Name M WS BS S T W A Ld Sv
Once-Knight Lonewave, Serving Ko’vash 8" 3+ 3+ 5 5 6 4 8 3+

Once-Knight Lonewave, Serving Ko’vash is a single model equipped with 2 Cyclic Ion Blasters,

Weapon Range Type S AP D Abilities
Cyclic ion blaster When you choose this weapon to shoot with, select Standard or Overcharge:
- Standard 18" Assault 3 7 -2 1 -
- Overcharge 18" Assault 3 8 -2 D3 If you roll or more hit rolls of a one, the bearer’s unit suffers a mortal wound after all this weapon’s shots have been resolved
Rik'tee Tyrantcutter Melee Melee User -2 3 Re-roll hit and wound rolls of a 1 with this weapon against CHARACTERS
Abilities

Comrades in Arms

Shield Generator: this model has a 4+ invulnerable save

Carrier Strike: During deployment you can set this unit up in a Strike Wing Carrier instead of placing it on the battlefield. At the end of any of your Movement phases this unit can make a Carrier Strike – set it up anywhere on the battlefield that is more than 9” away from any enemy models.

Warrior of Fire Add 1 to Advance rolls made for this model. This model can Advance when it Falls Back. This model can be included in a <SHOAL> Detachment without preventing other units in that Detachment from gaining a Shoal Ethos. Note however that this unit can never benefit from a Shoal Ethos.

Faction Keywords: ELEK’NATH, CITIZEN
Keywords: BATTLESUIT, CHARACTER, XV85 ENFORCER, JET PACK, FLY, ONCE-KNIGHT LONEWAVE KO'VASH-IN-ELEK

Elite

Gwar-Nath Interdiction Team
Name M WS BS S T W A Ld Sv
Gwar-Nath Interdictor 5" 3+ 3+ 4 4 2 2 7 3+

This unit contains 5 Gwar-Nath Interdictors. It can include up to 5 additional Gwar-Nath Interdictors. Each model is equipped with a Graviton Spear and a Graviton Shield

Weapon Range Type S AP D Abilities
Spiral Spear Melee Melee User -2 D3 During the fight phase if this unit charged, was charged, or performed a Heroic Intervention, the strength of this weapon is doubled and the damage becomes 3
Wargear Options

• The unit may take a Voice of the Deep

Abilities

Comrades in Arms

Graviton Shield: A unit equipped with Graviton Shields has a 4+ invulnerable save. In addition, when a friendly <SHOAL> model within 3” of this unit would lose any wounds as the result of an attack made against that model, that unit can attempt to intercept that attack. Roll one d6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.

Born Protectors: A unit with this ability may make Heroic Interventions as though it were a character.

Faction Keywords: ELEK-NATH, CITIZEN, <SHOAL>
Keywords: INFANTRY, GWAR-NATH INTERDICTION TEAM

ELITE

Strategos Processor
Name M WS BS S T W A Ld Sv
Strategos Processor 5" 4+ 4+ 3 3 3 2 8 4+

A Strategos Processor is a single model equipped with a Gamma Manacle

Weapon Range Type S AP D Abilities
Gamma Manacle 12" Pistol 2 * 0 1 Attacks from his weapon wound on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Wargear Options

• This model may take an Ancestral Voice

Abilities

Comrades in Arms

Flow Like Water: At the beginning of the shooting phase, select one <SHOAL> unit within 6” that Fell Back this turn. It may shoot this phase.

Command Coordination: Whenever you spend a Command Point while this model is on the battlefield, roll a d6 and on a 6+ you gain 1 Command Point.

Faction Keywords: ELEK'NATH, BIOFORM, <SHOAL>
Keywords: CHARACTER, INFANTRY, STRATEGOS PROCESSOR

ELITE

Rally Officer
Name M WS BS S T W A Ld Sv
Rally Officer 6" 3+ 3+ 3 3 3 3 8 4+

A Rally Officer is a single model equipped with a Gamma Manacle

Weapon Range Type S AP D Abilities
Gamma Manacle 12" Pistol 2 * 0 1 Attacks from his weapon wound on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Wargear Options

• This model may take an Ancestral Voice

• This model may take an item from the Melee Weapons list

Abilities

Comrades in Arms

Strength of Purpose: <SHOAL> units within 6” may re-roll Morale tests

United Front: Enemy units within 6” of one or more Rally Officers take -1 to Ld for each <SHOAL> unit within 6” of that enemy unit, to a maximum of -3 Ld.

Faction Keywords: ELEK'NATH, CITIZEN, <SHOAL>
Keywords: CHARACTER, INFANTRY, RALLY OFFICER

FAST

Togrun Delvers
Name M WS BS S T W A Ld Sv
Delver 5" 3+ 3+ 3 4 1 1 7 3+
Clan Leader 5" 3+ 3+ 3 7 1 2 8 3+

This unit contains 1 Clan Leader and 4 Delvers. It can include up to 5 additional Delvers. Each model is equipped with an Impulse Carbine

Weapon Range Type S AP D Abilities
Impulse Carbine 18" Rapid Fire 1 3 0 1 Impulse (See Wargear of the Lost)
Wargear Options

• The Clan Leader may take a Way Stone

Abilities

Comrades in Arms

Way Stone: If the Clan Leader is equipped with a Way Stone, the unit may re-roll a single die when rolling for the dice for their shift engines.

Shift Engine: When this unit moves in the Movement phase, they can do so normally or using their Shift Engine. If they use their shift engine they cannot Advance or charge this turn, but their Move characteristic is increased by 4d6” and they gain the FLY keyword until the end of the phase.

Gelatinous Form Add 1 to armor saving throws for this unit if the attack has a Damage characteristic of 1.

Faction Keywords: ELEK'NATH, TOGRUN, <SHOAL>
Keywords: INFANTRY, JUMP PACK, TOGRUN DELVERS

FAST

Dragoon Cohort
Name M WS BS S T W A Ld Sv
Dragoon 14" 3+ 3+ 4 4 3 2 7 3+

This unit contains 3 Dragoons. It can include up to 6 additional Dragoons. Each model is equipped with a Twin-Linked Neuro-Blaster and Dragoon Blades

Weapon Range Type S AP D Abilities
Twin Neuro-Blaster 18" Assault 4 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Dragoon Blades Melee Melee User -1 2 -
Wargear Options

• For every 3 models in the unit, one Dragoon may replace their Twin-Linked Neuro-Blaster with an item from the Heavy Weapons or Special Weapons list

Abilities

Comrades in Arms

Turbo-boost: When this unit Advances, add 6” to its Move characteristic for that Movement phase instead of rolling.

Faction Keywords: ELEK'NATH, NATH, <SHOAL>
Keywords: BIKER, FLY, DRAGOON COHORT

FAST

Silver Blades
Name M WS BS S T W A Ld Sv
Silver Blade 10" 3+ 3+ 3 3 1 2 7 4+

This unit contains 5 Blades. It can include up to 10 additional Blades. Each model is equipped with a Neuro-Pike

Weapon Range Type S AP D Abilities
Neuro-pike (Shooting) 6" Assault 1 3 0 2 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units
Neuro-pike (Melee) Melee Melee User 0 2 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units
Bladed Limbs Melee Melee User -2 1 Each time the bearer fights, it can make 1 additional attack with this weapon
Wargear Options

• One model may take items from the Melee Weapons list

• The unit may take the Voice of Revelry

Abilities

Comrades in Arms

Quicksilver Chassis: This model can ignore terrain and intervening models when moving.

Faction Keywords: ELEK'NATH, BIOFORM, <SHOAL>
Keywords: CAVALRY, SILVER BLADES

FAST

Syrens
Name M WS BS S T W A Ld Sv
Syren 6" 3+ 3+ 4 3 1 1 7 4+

This unit contains 5 Syrens. It can include up to 5 additional Syrens. Each model is equipped with a Phero-Phagic Rifle

Weapon Range Type S AP D Abilities
Phero-Phagic Rifle 18" Rapid Fire 1 3 0 1 For every successful hit with this weapon, place a marker next to the target unit that lasts until the end of the next turn. For every 4 markers the target unit subtracts 1 from hit rolls during its next Shooting phase. If there are 10 or more markers, the hit unit also cannot fire Overwatch
Phero-Phagic Blaster 18" Assault 2 3 0 1 A unit that suffers two or more hits from this weapon subtracts 1 from hit rolls in the following Fight phase.
Wargear Options

• One model may replace its Phero-Phagic Rifle with a Phero-Phagic Blaster

• One model may take items from the Melee Weapons list

• The unit may take the Voice of Revelry

Abilities

Comrades in Arms

Opening Notes: At the start of the first battle round but before the first turn begins, you can move this unit up to 6”. It cannot end this move with 9” of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Faction Keywords: ELEK'NATH, BIOFORM, <SHOAL>
Keywords: INFANTRY, SYRENS

FAST

Monsoon Attack Platform
Name M WS BS S T W A Ld Sv
Monsoon Attack Platform 12" 6+ 3+ 4 6 6 1 8 4+

This unit contains 1 Monsoon Attack Platform. It can include up to 2 additional Monsoon Attack Platform. Each model is equipped 2 Twin-Linked Neuro Blasters and Aerial Mines

Weapon Range Type S AP D Abilities
Twin Neuro-Blaster 18" Assault 4 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Wargear Options

• This model may replace either of its Twin-Linked Neuro-Blasters with an item from the Heavy Weapons list

• This model may take the Voice of Loss

Abilities

Aerial Mines: This unit may release an Aerial Mine after it has moved; pick any point over which the unit moved and place a marker. At any point during the battle when an enemy unit with the FLY keyword moves within 6” of this marker, roll a D6. On a 3+ that unit immediately suffers d3 mortal wounds and the marker is removed.

Hovering: Distances must be measured to and from the hull of this model rather than its base

Explodes: If this model is destroyed, roll a d6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3” suffers a mortal wound.

Faction Keywords: ELEK'NATH, NATHRIL, <SHOAL>
Keywords: VEHICLE, FLY, MONSOON ATTACK PLATFORM

HEAVY

Ruin Callers
Name M WS BS S T W A Ld Sv
Ruin Caller 4" 5+ 3+ 4 4 3 1 7 3+

This unit contains 3 Callers. It can include up to 2 additional Callers. Each model is equipped with a Beam Gun

Weapon Range Type S AP D Abilities
Beam Gun 24" Heavy 3 6 0 1 -
Wargear Options

• Each model may replace their Beam Gun with an item from the Heavy Weapons list

• The unit may take the Voice of Ruin

Abilities

Comrades in Arms

Neuro-Subnet Stabilizers: this unit ignores any modifiers To Hit during the Shooting phase

Faction Keywords: ELEK'NATH, BIOFORM, <SHOAL>
Keywords: INFANTRY, RUIN CALLERS

HEAVY

Threadseekers
Name M WS BS S T W A Ld Sv
Threadseeker 5" 4+ 3+ 4 3 2 2 7 4+

This unit contains 3 Seeker Teams. Each model is equipped with a Fateseeker Rifle.

Weapon Range Type S AP D Abilities
Fateseeker Rifle 36" Heavy 1 6 0 1 This weapon may target a CHARACTER even if it is not the closest enemy unit
Wargear Options

• This unit may take the Voice of Fate

Abilities

Comrades in Arms

Concealed Positions: During deployment, you can set up this unit anywhere on the battlefield that is more than 9” from the enemy deployment zone or any enemy units

Shrouded in Mystery: Add 3 to armor saving throws made for models from this unit that are in cover, instead of any other cover save bonus.

Oracular Weapon Link During your Psychic phase, this unit gains the Psyker keyword until the end of the phase and may attempt to manifest the Fate Cutter psychic power. When manifesting this power, first select a model in the unit - measure range, visibility, ect. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.

Faction Keywords: ELEK'NATH, BIOFORM, <SHOAL>
Keywords: INFANTRY, PSYKER, THREADSEEKERS

HEAVY

Equalizer Recon Cohort
Name M WS BS S T W A Ld Sv
Recon Citizen 6" 4+ 4+ 3 3 1 1 7 4+

This unit contains 5 Recon Citizens. It can include up to 10 additional Recon Citizens. Each model is equipped with a Neuro-Blaster

Weapon Range Type S AP D Abilities
Impulse Battery Designator 48" Heavy 3D3 5 0 1 This weapon can target units that are not visible to the bearer. Impluse (see Wargear of the Lost)
Neuro-Blaster 18" Assault 2 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Impulse Rifle 36" Heavy 1 3 0 1 Impluse (see Wargear of the Lost)
Wargear Options

• For every 5 models in the unit, 3 models may replace their Neuro-Blaster with an Impulse Rifle

• This 5 models in the unit, 1 model may replace their Neuro-Blaster with an Impulse Battery Designator

• This unit may take the Voice of Loss

Abilities

Comrades in Arms

Faction Keywords: ELEK'NATH, CITIZEN, <SHOAL>
Keywords INFANTRY, EQUALIZER RECON COHORT

HEAVY

Shii'Nath Crawling Fortress
Remaining W M WS BS Colony
8-14+ 8" 2+ 2+ 3+
4-7+ 6" 3+ 3+ 4+
1-3+ 4" 4+ 4+ 5+
Name M WS BS S T W A Ld Sv
Shii'Nath Crawling Fortress * * * 7 7 14 3 * 8

A Rak’gar Crawling Fortress is a single model equipped with a Slip Cannon, two Twin-Linked Neuro-Blasters, Crawler Claws, and Swarming Defenders

Weapon Range Type S AP D Abilities
Slip cannon 36" Heavy 3 * * * For each hit the enemy unit suffers one mortal wound
Twin Neuro-Blaster 18" Assault 4 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Crawler Claws Melee Melee X2 -1 D3 -
Swarming Defenders Melee Melee 3 0 1 Make 3 hit rolls for each attack made with this weapon, instead of 1
Wargear Options

• This unit may take the Voice of Loss

Abilities

Regenerator Implant: At the beginning of your turn this model regains one wound lost earlier in the battle.

Fortress: this unit can shoot with its Twin Neuro-Blasters even if there are enemies within 1” of it.

Harmonic Colony: At the start of your shooting phase, this unit may take one of the following actions:

• Roll a d6 and consult the current Colony characteristic of this unit. If you meet the Colony characteristic, set up a new LIVING VINE NODE unit within 12” of this model but more than 3” away from enemy models.

• Roll a d6 and subtract one from the result. If you meet the current Colony characteristic of this unit, you may set up a new LIVING VINE NODE unit within 36” of this unit and more than 6” away from any enemy models.

• Select a friendly <SHOAL> unit within 6”, roll a d6, and consult the current Colony characteristic of this unit. If you meet the Colony characteristic, a model in that unit regains d3 wounds lost earlier in this battle. If no models from that unit have lost wounds then you can return one destroyed model from that unit to the battlefield with 1 wound remaining and in unit coherency.

Faction Keywords: ELEK'NATH, CITIZEN, <SHOAL>
Keywords: VEHICLE, SHII'NATH CRAWLING FORTRESS

HEAVY

Thunderhead Tank
Remaining W M BS A
6-12+ 12" 3+ 3
3-5+ 6" 4+ D3
1-2+ 3" 5+ 1
Name M WS BS S T W A Ld Sv
Thunderhead Tank * 6+ * 6 7 12 * 8 3+

A Thunderhead Tank is a single model equipped with a Twin Neuro-Blaster and two Beam Rifles

Weapon Range Type S AP D Abilities
Beam Rifle 24" Heavy 1 6 -4 D6 If fired at half range or less, you may roll 2 dice to determine the damage and pick the highest
Twin Neuro-Blaster 18" Assault 4 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Graviton Cannon When you choose this weapon to shoot with, select Standard or Overcharge:
- Dispersed 48" Heavy D6 6 -1 1 -
- Focused 48" Heavy 1 9 -4 D6 -
Wargear Options

• This model may replace both its Beam Rifles with a single Graviton Cannon

• This model may take the Voice of Loss

Abilities

Regenerator Module: At the beginning of your turn this model regains one wound lost earlier in the battle.

Hover Tank: Distances must be measured to and from the hull of this model rather than its base

Explodes: If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3” suffers a mortal wound.

Faction Keywords: ELEK'NATH, NATH, <SHOAL>
Keywords: VEHICLE, FLY, THUNDERHEAD TANK

TRANSPORT

Nimbus Insertion Vehicle
Remaining W M BS A
6-10+ 12" 3+ 3
3-5+ 6" 4+ D3
1-2+ 3" 5+ 1
Name M WS BS S T W A Ld Sv
Nimbus Insertion Vehicle * 6+ * 6 7 10 * 8 4+

A Nimbus Insertion Vehicle is a single model equipped with a Twin Neuro-Blaster

Weapon Range Type S AP D Abilities
Twin Neuro-Blaster 18" Assault 4 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Wargear Options

• This model may take the Voice of Loss

• This model may be equipped with either Regen Tanks or Vanguard Armor

Abilities

Dispersion Shielding: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Dispersion Shielding; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.

Regen Tanks: At the end of your turn one model in a unit embarked upon a model with regen tanks regains d3 wounds lost earlier in battle. If no models in the unit have lost wounds, then roll a d6. On a 3+ one model from the unit that was destroyed earlier in battle is returned to the unit.

Vanguard Armor: A model equipped with Vanguard Armor increases its armor save to 2+ and gains a 5+ invulnerable save.

Hovering: Distances must be measured to and from the hull of this model rather than its base

Explodes: If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3” suffers a mortal wound.

Transport

This model can transport 10 <SHOAL> INFANTRY models. If it is equipped with Vanguard Armor, it instead can only transport 6 <SHOAL> INFANTRY models. In either case it cannot transport JUMP PACK models. Each RUIN CALLER model takes the space of two other models.

Faction Keywords: ELEK'NATH, <SHOAL>
Keywords: VEHICLE, FLY, TRANSPORT, NIMBUS INSERTION VEHICLE

FLYER

Squall Tactical Dropship
Remaining W M BS A
7-12+ 20-45" 3+ 3
4-6+ 20-30" 4+ D3
1-3+ 20" 5+ 1
Name M WS BS S T W A Ld Sv
Squall Tactical Dropship * 6+ * 6 6 12 * 8 3+

A Squall Tactical Dropship is a single model equipped with a Twin Neuro-Blaster

Weapon Range Type S AP D Abilities
Twin Neuro-Blaster 18" Assault 4 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Wargear Options

• This model may take two items from the Special Weapons and/or Heavy Weapons list

• This model may take the Voice of Loss

Abilities

Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or by attacked in the Fight phase by units that can FLY

Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20” until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.

Roving Gunship: If this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase.

Supersonic: Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90 degrees as before

Insertion Pods: Once per game, models may disembark from this vehicle at any point during its move, but if the Squall Tactical Dropship moved more than 30”, you must roll a d6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9” from any enemy models. Models set up in this way cannot Move or Advance this turn

Crash and Burn: If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6” suffers d3 mortal wounds.

Transport

This model can transport 6 <SHOAL> INFANTRY models. It cannot transport JUMP PACK models. Each RUIN CALLER model takes the space of two other models.

Faction Keywords: ELEK'NATH, <SHOAL>
Keywords: VEHICLE, FLY, TRANSPORT, SQUALL TACTICAL DROPSHIP

FLYER

Cirrus Strike Craft
Remaining W M BS A
7-12+ 20-45" 3+ 3
4-6+ 20-30" 4+ D3
1-3+ 20" 5+ 1
Name M WS BS S T W A Ld Sv
Squall Tactical Dropship * 6+ * 6 6 12 * 8 3+

A Cirrus Strike Craft is a single model equipped with three Twin Neuro-Blasters

Weapon Range Type S AP D Abilities
Twin Neuro-Blaster 18" Assault 4 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Graviton Blaster 18" Assault 1 9 -4 D3 -
Wargear Options

• This model may replace its 3 Twin Neuro-Blasters with 3 Graviton Blasters

• This model may take Emplacement Pods or Graviton Bombs

• This model may take the Voice of Loss

Abilities

Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or by attacked in the Fight phase by units that can FLY

Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase

Supersonic: Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90 degrees as before

Emplacement Pods: Once per game if equipped with Emplacement Pods, a Cirrus Bomber may drop one during its Movement phase. After it has moved, pick any point that it moved over and deploy an EMPLACEMENT POD unit. This unit must be set up more than 9” from any enemy units.

Graviton Bombs: Once per game if equipped with Graviton Bombs, a Cirrus Bomber may drop one graviton bomb as it flies over enemy units in its Movement phase. To do so, after the model has moved, target one enemy unit that it flew over. Then, roll a d6 for each model in that unit (up to a maximum of 10). For each roll of a 4+ the target unit suffers 1 mortal wound.

Crash and Burn: If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6” suffers d3 mortal wounds.

Faction Keywords: ELEK'NATH, <SHOAL>
Keywords: VEHICLE, FLY, CIRRUS STRIKE CRAFT

FORTIFICATION

Living Vine Node
Name M WS BS S T W A Ld Sv
Living Vine Node - 5+ - - 3 3 2d3 - 7+

This unit contains 1 Living Vine Node.

Abilities

Tangling Spines: If a Living Vine Node is within 3” of any enemy units during their movement, roll a d6; on a 1-2 it fails to inflict any harm, on a 3-5 it inflicts a mortal wound on the nearest enemy unit, and on a 6 it inflicts d3 mortal wounds on that unit.

Living Terrain: This model cannot move for any reason. Living Vine Nodes are discounted for the purposes of any victory conditions – their destruction never awards victory points, they do not count towards the number of models controlling an objective, and they do not count when determining if a player has any models left on the battlefield. If you are playing a matched play game, the creation of a new Living Vine Node by another unit is free, and the Living Vine Node’s points cost does not come out of your pool of reinforcement points.

Faction Keywords: ELEK'NATH, <SHOAL>
Keywords: BUILDING, LIVING VINE NODE

FORTIFICATION

Emplacement Pod
Name M WS BS S T W A Ld Sv
Emplacement Pod - - 4+ - 6 4 - - 3+

This unit contains 1 Emplacement Pod.

Weapon Range Type S AP D Abilities
Neuro-Blaster 18" Assault 2 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Abilities

Reinforcement Shield: friendly <SHOAL> units within 3” of this model gain +1 to armor saving throws.

Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, friendly units can still target enemy units that are within 1” of this model.

Battlefield Emplacement: Emplacement Pods are discounted for the purposes of any victory conditions – their destruction never awards victory points, they do not count towards the number of models controlling an objective, and they do not count when determining if a player has any models left on the battlefield. If you are playing a matched play game, the creation of a new Emplacement Pod by another unit is free, and the Emplacement Pod’s points cost does not come out of your pool of reinforcement points.

Faction Keywords: ELEK'NATH, <SHOAL>
Keywords: BUILDING, EMPLACEMENT POD

Armory of the

Migration

The Elek’Nath have an eclectic selection of weapons and equipment owing to their heritage and integration of multiple races. Bio-engineered neuro weapons are ubiquitous due to ease of manufacture, while the more ancient impulse and graviton weapons are more difficult to create. Beam weapons use very basic technology for easy destructive potential, while more esoteric weapons like the Fateseeker Rifle combine multiple disciplines old and new to take out the new host of enemies confronting the Elek’Nath.

Neuro- and Impulse Weapons

Some rules refer to ‘Neuro-‘ or ‘Impulse’ weapons. A Neuro- weapon is any weapon whose profile includes the word ‘Neuro-‘ and any Relic that replaces a Neuro- weapon. Note that the following weapon is a Neuro- weapon: Ghost Pike

An Impulse weapon is any weapon whose profile includes the word ‘Impulse’ and any Relic that replaces an impulse weapon.

Ranged Weapons
Gamma Manacle
Graviton Pistol
Special Weapons
Graviton Blaster
Graviton Pulser
Heavy Weapons
Beam Cannon
Beam Gun
Beam Rifle
Neuro-Pulse Cannon
Melee Weapons
Gamma Knife
Chakram
Impulse Hammer
Impact Gauntlet
Spiral Spear
Power Sword
Biomods
Archival Node
Bonded Weapon
Diver Symbiote (Archeotrix only)
Extra Appendages
Impulse Shield
Reactive Blood
Regenerator Implant
Pscience Mods
Bio-Overcharger
Deep Rain Bombard
Electro Leeches
Neuro-sapper
Retribution Engine
Soul Spike
Ranged Weapon Range Type S AP D Abilities
Balegauntlet 12" Assault D6 D3+2 -2 1 -
Beam Cannon 24" Heavy D3+1 7 0 2 -
Beam Gun 24" Heavy 4 6 0 1 -
Beam Rifle 24" Heavy 1 6 -4 D6 If fired at half range or less, you may roll 2 dice to determine the damage and pick the highest
Gamma Manacle 12" Pistol 2 * 0 1 Attacks from his weapon wound on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Chakram (Ranged) 12" Assault D3 User 0 2 Each time you make a wound roll of a 6+ for this weapon, that attack is resolved with an AP of -3 instead of 0
Cyclic ion blaster When you choose this weapon to shoot with, select Standard or Overcharge:
- Standard 18" Assault 3 7 -1 1 -
- Overcharge 18" Assault 3 8 -1 D3 If you roll or more hit rolls of a one, the bearer’s unit suffers a mortal wound after all this weapon’s shots have been resolved
Deep Rain Bombard 36" Heavy 2D3 5 - 1 During your Psychic phase, this unit gains the Psyker keyword until the end of the phase and may attempt to manifest the Soulseeker power.
Electro Leech 24" Rapid Fire 2 4 - 1 If the target is a VEHICLE and you roll a wound roll of a 4+ for this weapon, the target suffers a mortal wound in addition to any other damage. If the wound roll is 6+, inflict D3 mortal wounds instead of 1.
Fateseeker Rifle 36" Heavy 1 6 0 1 This weapon may target a CHARACTER even if it is not the closest enemy unit
Gamma Manacle 12" Pistol 2 * 0 1 Attacks from his weapon wound on a 4+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Ghost Pike (Ranged) 11" Assault 1 3 -3 2 You may choose to re-roll failed wounds with this weapon
Graviton Blaster 18" Assault 1 9 -4 D3 -
Graviton Cannon When you choose this weapon to shoot with, select Standard or Overcharge:
- Dispersed 48" Heavy D6 6 -1 1 -
- Focused 48" Heavy 1 9 -4 D6 -
Graviton Pistol 12" Pistol 1 8 -3 D3 -
Graviton Pulser 8" Assault D6 4 0 1 Attacks made with this weapon automatically hit
Ranged Weapon Range Type S AP D Abilities
Impulse Cannon 48" Heavy 3D3 6 -1 D3 This weapon can target units that are not visible to the bearer. Impluse (see Wargear of the Lost)
Impulse Carbine 18" Rapid Fire 1 3 0 1 Impulse (See Wargear of the Lost)
Impulse Rifle 36" Heavy 1 3 0 1 Impluse (see Wargear of the Lost)
Neuro-Blaster 18" Assault 2 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Neuro-Carbine 18" Rapid Fire 2 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Neuro-pike (Shooting) 6" Assault 1 3 0 2 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units
Neuro-pulse cannon 36" Heavy D3 5 -3 D3 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Neuro-Pistol 12" Pistol 1 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Neuro-Pulse Pistol 8" Pistol D3 3 0 1 Attacks made with this weapon automatically hit.
Phero-Phagic Blaster 18" Assault 2 3 0 1 A unit that suffers two or more hits from this weapon subtracts 1 from hit rolls in the following Fight phase.
Phero-Phagic Rifle 18" Rapid Fire 1 3 0 1 For every successful hit with this weapon, place a marker next to the target unit that lasts until the end of the next turn. For every 4 markers the target unit subtracts 1 from hit rolls during its next Shooting phase. If there are 10 or more markers, the hit unit also cannot fire Overwatch
Scouring Gun 8" Assault D3 * 0 1 Before this unit fires, roll once for the number of attacks and use this for all Scouring Guns fired by the unit in this phase. These attacks automatically hit and always wounds on a 5+.
Slip cannon 36" Heavy 3 * * * For each hit the enemy unit suffers one mortal wound
Spike Grenade 6" Grenade D6 4 0 1 -
Twin Neuro-Blaster 18" Assault 4 3 0 1 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units, but if you do the unit may not declare Charges this turn
Melee Weapon Range Type S AP D Abilities
Atavistic Talons Melee Melee User -2 2 Each time the bearer fights it may make one additional attack with this weapon.
Melee Weapon Range Type S AP D Abilities
Blade of Memories Melee Melee User 0 2 This weapon wounds on a 3+, unless it is targeting a Vehicle, in which case it wounds on a 6+. Wound rolls of a 5+ are AP -3 instead of 0
Chakram (Melee) Melee Melee User 0 2 Each time you make a wound roll of a 6+ for this weapon, that attack is resolved with an AP of -3 instead of 0
Bladed Limbs Melee Melee User -2 1 Each time the bearer fights, it can make 1 additional attack with this weapon
Crawler Claws Melee Melee X2 -1 D3 -
Dragoon Blades Melee Melee User -1 2 -
Extra Appendages Melee Melee User 0 1 Each time the bearer is chosen to Fight it may make 1 additional attack with this weapon
Feeder Tentacles Melee Melee 4 0 1 In the Fight phase after this model has made its attacks, you can make d6 additional attacks using this weapon profile
Gamma Knife Melee Melee * 0 2 Attacks from his weapon wound on a 3+, unless it is targeting a VEHICLE in which case it wounds on a 6+
Ghost Pike (Melee) Melee Melee Self -3 2 You may choose to re-roll failed wounds with this weapon
Gauntlets of Power Melee Melee x2 -3 3 -
Impulse Hammer Melee Melee User 0 2 When the bearer’s unit declares a charge, choose one unit declared as a target of that charge. Add an impulse marker to that unit for every 2” rolled for the charge distance. Impulse (See Wargear of the Lost)
Impulse Mace Melee Melee User 0 1 Impulse (See Wargear of the Lost)
Locus Torch Melee Melee User -1 D3 -
Neuro-pike (Melee) Melee Melee User 0 2 You may choose to re-roll failed wounds with this weapon against non-VEHICLE units
Impact Gauntlet Melee Melee +3 -1 2 -
Power Sword Melee Melee user -3 1 -
Ripping Fangs Melee Melee User -1 1 -
Spiral Spear Melee Melee User -2 D3 During the fight phase if this unit charged, was charged, or performed a Heroic Intervention, the strength of this weapon is doubled and the damage becomes 3
Swarming Defenders Melee Melee 3 0 1 Make 3 hit rolls for each attack made with this weapon, instead of 1
Symbiont Fists Melee Melee User -3 3 -
Teeth and Claws Melee Melee User 0 1 -
Other
A model cannot have more than one of the same Other wargear.
Wargear Effect
Archival Node re-roll hit rolls of a 1 for any friendly <SHOAL> units that make an attack against a unit that has already been attacked by this model this phase
Bio-overcharger At the beginning of the Shooting phase, you may select one / unit within 6”. That unit’s ‘Neuro-‘weapons gain +1S, -1AP, and +1D until the end of the turn. However, any To Hit roll of a 1 for a ‘Neuro-‘weapon inflicts a Mortal Wound on the firing unit.
Bonded Weapon This model increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).
Diver Symbiote a model with a Diver Symbiote is a psyker and gains the PSYKER keyword. They may attempt to manifest one psychic power in each friendly psychic phase and attempt to deny one psychic power in each enemy psychic phase. They know the Smite power and one power from the Voice of the Deep discipline. Archeotrix only.
Extra Appendages This model may take one additional item from the Ranged Weapon or Melee Weapon lists
Impulse Shield This model has a 5+ invulnerable save against attacks of Strength 4 or less. This increases to 4+ against attacks with a Strength higher than 4, and to a 3+ against attacks whose Strength are twice or more this model's Toughness. You cannot take this Biomod on a Symbio-Suit.
Neuro-sapper During your Psychic phase, this unit gains the Psyker keyword until the end of the phase and may attempt to manifest the Brain Drain power.
Reactive Blood each time this model loses a wound in the Fight phase, roll a dice; on a 6, the unit that inflicted the damage suffers a mortal wound after all their attacks have been resolved
Regenerator Implant At the beginning of your turn this model regains one wound lost earlier in the battle.
Retribution Engine During your Psychic phase, this unit gains the Psyker keyword until the end of the phase and may attempt to manifest the Empathic Fire power.
Soul Stake During your Psychic phase, this unit gains the Psyker keyword until the end of the phase and may attempt to manifest the Authority Breaker power.
Impulse

By amplifying the kinetic energy of a flying projectile or swinging melee weapon, its impact is magnified many times over.

When a unit is hit by an impulse weapon, place a counter next to it that lasts for the remainder of that phase. When resolving the to wound roll of an attack from an impulse weapon against a unit with impulse counters you may remove one or more counters. For each counter removed this way you may increase the attack’s Strength characteristic by 1, its AP by 1 (AP 0 become AP -1), or its Damage by 1 (for a maximum of +2 damage).

Bastion of the

Remnant

In this section you'll find rules for Battle-forged armies that include Elek'Nath Detachements (as definined below). These rules include the abilities below and a series of STratagems. This section also includes the Elek'Nath's unique Warlord Traits, psychic disciplines, Relics, and Tactical Objectives. Together, these rules reflect the character and fighting style of the Elek'Nath in your games of Warhammer 40,000.

Abilities

Elek’Nath Detachments gain the following abilities:

UNBOWED

Dying survivors of a dead galaxy, the Nath and their citizen races stand strong against the horrors of the 41st Millennium.

If your army is Battle-forged, all Troop units in an Elek’Nath Detachment gain this ability. If a unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

SHOAL ETHOS

Each Shoal has developed its own ideas of what the legacy of their ancestors should be, and how to spread that idea.

If your army is Battle-forged, units in a Elek’Nath detachment (other than a Super-heavy Detachement) gains a Shoal Ethos, so long as every unit in its Detachment is from the same shoal.

The Shoal Ethos gained depends upon the shoal they are drawn from, as show below. For example, a Shoal of the Dauntless Front unit with the Shoal Ethos ability gain the Citizen’s Duty Shoal Ethos. If you have chosen a Shoal that does not have an associated Shoal Ethos, you must instead create a Remnant Shoal Ethos for them as described further in this section.

Shoal of the Dauntless Front: Citizen’s Duty

Dauntless Front believes in the power of unity and togetherness to push back the darkness in the galaxy.

Models with this ethos re-roll To Hit rolls of a 1 if another DAUNTLESS FRONT unit is within 6” and gain +1 to wound this turn if another DAUNTLESS FRONT unit was destroyed within 6” of this unit earlier this turn.

Shoal of the Deep Pscience: Guidance of the Voices

Some of the first to dive into The Deep, the citizens of Deep Pscience have a strong connection to that world.

When a unit with this ethos fires Overwatch or is chosen to shoot or fight with, the target does not receive the benefit of cover to its saving through, and you can reroll a single hit and a single wound roll.

Shoal of the Dark Talon: The Struggle

Purists of Nath culture and creators of uprisings across the galaxy, Dark Talon creates its legacy by casting down the corrupt.

When resolving an attack made with a ranged weapon against a non-VEHICLE, non-MONSTER unit with this ethos by a model that is more than 12” away, subtract 1 from the hit if the DARK TALON model is entirely on or within a terrain feature. In addition, when resolving an attack with this ethos against the enemy Warlord, every hit roll of a 6 automatically hits and wounds (do not make a wound roll).

Shoal of Paradise Found: Constant Modification

For the people of Paradise Found The Deep is not a place of mystery or danger, but one of freedom and pleasure that seeks only to improve their lives.

Units with this ethos always fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. In addition, when this unit makes a pile-in move it may move 4” instead of 3” towards the nearest enemy model.

Shoal of the Death Song: Slayers of Beasts

Much smaller and spread out than a traditional Shaol, Death Song uses any means possible to make sure the Tyranid threat does not destroy another galaxy

When resolving an attack made by a model with this tactic against a unit that contains at least 5 more models than that model’s unit, add 1 to the hit roll. For the purprosed of this tactic, a VHEICLE or MONSTER model with this tactic counts as 5 models. In addition, when resolving an attack made by a model with this tactic, an unmodified hit roll of a 6 against a MONSTER or VEHICLE scores 1 additional attack.

Remnant Shoals Ethos

You may choose to create your own Shoal instead of choosing one of the five established Shoals. If you do, your Shoal has two of the following Ethos:

Hardened Carapace

Through bio-engineering this Shoal has greatly improved the strength of their battle carapace.

When resolving an attack made with a weapon that has an Armor Penetration characteristic of -1 against a unit with this ethos, that weapon is treated as having an Armor Penetration characteristic of 0.

Ancient Vaults

This Shoal was able to save a large collection of items before using the Diaspora Engine.

If your Warlord is from this <SHOAL>, your army can have one extra relic, chosen from the Relics of a Dead Galaxy, which must be given to a CHARACTER from your army that does not already have a relic. This relic must be different to any relics already included in your army.

Esoteric Biomods

Through sorcery, bio-engineering, or sheer willpower, this Shoal protects itself from the most devastating of attacks.

When a model with this ethos would lose a wound as a result of a mortal wound, roll one d6; on a 5+ that wound is not lost.

Hidden

This Shoal knows the value of stealth in surviving a galaxy full of terrors.

When resolving an attack made with a ranged weapon against a unit with this tactic by a model that is more than 12” away, that unit is treated as having the benefit of cover to its saving throw.

Zealots of The Deep

This Shoal has given itself completely to the driving emotions of the Voices of The Deep.

When resolving an attack during the Fight Phase made by a model with this ethos and the CHAOS keyword, a wound roll of a 6+ improves the AP of that attack by 1 (AP 0 become AP -1).

Pride of The Lost

Protectors of an ancient legacy of the dead, this Shoal does not falter in the face of their own death.

When a Morale test is taken for a unit with this ethos and the NATH keyword, no more than one model can flee.

Children of Unity

The citizens of this Shoal are their greatest or perhaps only asset, and has trained them to carry on the Elek’Nath ideals even if the Nath are gone.

A CITIZEN model with this ethos that has a Ballistic Skill of 4+ adds 1 to its Ballistic Skill characteristic.

Master Engineers

The bio-engineering of this Shoal is particularly potent against its foes.

When a unit with this tactic fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll.

Dedicated to Perfection

This Shoal ever seeks to perfect itself in all matters, including martial.

Each time you roll a hit roll of a 6+ for an attack made by a model with this trait in the Fight phase, it can immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Dedicated to Life

Life is a constant cycle of birth and death and this Shoal draws strength from all its forms.

When a model with this ethos would lose a wound roll a d6; on a 6 that wound is not lost.

Dedicated to Honor

One’s honor is one’s greatest asset in this Shoal, and any affront to it must be answered definitively.

When resolving attacks by a model with this ethos in the fight phase a 6 to wound improves the damage of that attack by 1.

Dedicated to Hope

Hope is fleeting in this war-torn galaxy and it is up to the individual to grasp it.

When making a psychic test a model with this ethos may re-roll any dice that roll a 1.

Improved Blasters

The neuro weapons of this Shoal are particular efficient or overcharged, rending the control pathways of their enemies.

When resolving an attack by a weapon with the word Neuro in its name at an enemy unit within 12”, add 1 to the AP (AP 0 become AP -1)

Light in the Dark

This Shoal rages against the dying of the light in a galaxy already filled with darkness.

A model with this ethos gains +1 to its Attacks characteristic if its unit is within 3” of an objective.

Mechanized Strike Wing

Warriors of this Shoal prefer to deploy from vehicles to quickly overwhelm the enemy.

A model with this ethos may re-roll hit rolls of a 1 during the Shooting phase if it Disembarked from a transport this turn.

Skirmisher Strike Wing

Warriors of this Shoal prefer to fight using the traditional Nath hit and run tactics.

Units with this ethos can shoot in a turn in which they Fell Back, but if they do, when resolving an attack made by a model in that unit in the Shooting phase of that turn, subtract 1 from the hit roll. If this unit has the FLY keyword it can charge in a turn in which it fell back.

Regenerative Pharmacopy

This Shoal has mastered the bio-engineering of self-regenerating constructs.

At the start of your Movement phase, a model with this ethos that has the VEHICLE or MONSTER keywords regains 1 wound it lost earlier in the battle.

Stand Against the Horde

The warriors of this Shoal uphold the ancient ways of fighting off unending enemies.

When resolving an attack made by a model with this tactic against a unit that contains at least 5 more models than that model’s unit, add 1 to the hit roll. For the purposes of this tactic, a VHEICLE or MONSTER model with this tactic counts as 5 models

Stand Against the Monster

The warriors of this Shoal uphold the ancient ways of fighting against monstrous beasts.

When resolving an attack by a model with this ethos against a model with a starting Wounds characteristic of 10+, add 1 to the wound roll.

Defensive Bio-mods

Whether by spines, tentacles, or symbiotic creatures, the warriors of this Shoal punish anyone who would engage them in combat.

At the end of the Charge Phase, roll a d6 or each enemy model within 1” of one or more friendly models with this ethos; on a 6 that enemy model’s unit suffers a single mortal wound.

Bio Scavengers

This Shoal’s bio-technology is especially broad-spectrum, able to incorporate all manner of matter

If a unit with this trait destroys an enemy unit in the Fight Phase one model in that unit regains d3 wounds lost earlier in this battle. If no models from that unit have lost wounds, then you can return one destroyed model from that unit to the battlefield with 1 wound remaining and in unit coherency.

Tactical Withdrawal

Warriors of this Shoal are conditioned to always fall back in ordered fashion while covering their comrades

When a unit with this ethos successfully causes one or more unsaved wounds by firing Overwatch, that unit may immediately move 1”.

Warlord Traits

Forged in the fires of annihilation, honed by the terrors of their new home, and tempered by the support of many races, the warriors, champions, and strategists of the Elek'Nath poses the unique skills necessary to server their people in war.

If an Elek'Nath <SHOAL> CHARACTER model is your Warlord, you can use the Elek'Nath Warlord Traits table to determine what Warlord Trait they have.

1. Ancestral Paragon

This warlord has honed themselves to honor the Nath ancestors in warfare by striking down the greatest enemies.

When resolving an attack by your Warlord against a unit with the CHARACTER or MONSTER keyword, add 1 to the hit roll and add 1 to the wound roll.

2. Strike Wing

Years of experience leading forays has taught this Warlord the value of striking where least expected.

When using the Insertion Pods Stratagem you may select one additional unit (2 units for 1CP or 3 units for 3CP).

3. Honor the Lost

The fate of a galaxy long dead weighs heavily on this Warlord, driving them to fight all the harder

During the Fight phase this model may make d3 additional attacks directed at any unit that contains 5 or more models.

4. Ancestral Guidance

The voices of the Ancestors whisper secrets to this Warlord.

This model may re-roll one dice it is called on to roll each phase.

5. Counter-play

Through trickery, technology, or sorcery, this Warlord disrupts the plans of the enemy.

Any Stratagems played by your opponent against a unit within 6” costs one additional Command Point to play.

6. Will to Live

In a galaxy of death, this Warlord has chosen life instead.

Whenever your Warlord would lose a wound, roll a d6 and on a 5+ that wound is not lost.

Shoal Warlord Traits

If you wish, you can select a Shoal Warlord Trait from the list below instead of the Elek'Nath Warlord Traits, but only if your warlord is from the relevant Shoal.

Dauntless Front: Vengeance for Comrades

Rather than a despot, this Warlord seeks to be a servant.

At the end of your opponent’s Shooting phase if one or more DAUNTLESS FRONT units within 6” of your Warlord have lost at least one model, then your Warlord may immediately make a single attack with one of its ranged weapons. At the end of your opponent’s Fight phase if one or more DAUNTLESS FRONT units within 6” of your Warlord have lost at least one model, then your Warlord may immediately make a single attack with one of its melee weapons.

Deep Pscience: Vessel of the Ancestors

By giving themselves fully to the ancestors, this Warlord’s psychic might is amplified.

Add 6” to the range of the first psychic power manifested by your Warlord in each Psychic phase.

Dark Talon: Night Fighter

Your Warlord prefers to strike right before dawn the enemy is least prepared.

When resolving an attack made with a ranged weapon during the first round of the game against a DARK TALON unit by a model that is more than 12” away, that unit is treated as having the benefit of cover to its saving throw.

Paradise Found: Bewitching Disdain

Through graceful movements and entrancing musks, this Warlord breaks the enemy’s concentration.

At the start of the Fight phase, roll one d3. Until the end of that phase, subtract the result from the attacks characteristics of enemy models (to a minimum of 1) whilst they are within 1” of this Warlord.

Death Song: Valorous Celebrity

Many songs and tales have been started by this Warlord, making them an icon to all Elek’Nath.

Add 1 to the Attacks characteristic of friendly ELEK’NATH units within 6” of this Warlord.

Named Characters and Warlord Traits

If one of the following characters is your Warlord, they must have the associated Warlord Trait shown below.

Named Character Warlord Trait
Strike Marshall Brozt’to, Haunting the Stars Night Fighter
Chief Researcher Charekk, Inscribing the Beyond Vessel of the Ancestors
Perfected Marshall Too’ka, Walking the New Path Bewitching Disdain
Blade Rel’Zocha, Archiving the Resistance Valorous Celebrity
Trifold Star, Uniting in One Vengeance for Comrades

Stratagems

If your army is Battle-forged and includes any Elek'Nath Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Elek'Nath. If a Stratagem is used before the battle to upgrade a unit (e.g. Example in Duty) and you have an army roster, you must note on it which Stratagems are used to upgrade which units.

Returned Relic - 1CP

Elek'Nath Stratagem

The Diaspora Engine sent not only people, but what equipment they could gather. In times of darkness these ancient relics return to the battlefield once more.

Use this Stratagem before the battle. Your army can have one additional Relic of a Dead Galaxy. All of the Relics your army includes must be different and be given to different models. If you use this Stratagem you may not use the Band of Champions Stratagem.

Example in Duty – 1CP

Elek'Nath Stratagem

The most dedicated Elek’Nath shine as example to their comrades of what can be achieved.

Use this Stratagem before the battle, after nominating your Warlord. Select one ELEK’NATH CHARACTER model from your armyu that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Wrlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Hold Your Ground – 1CP

Elek'Nath Stratagem

Neuro-blaster skirmishing can place warriors in danger of being overrun, so all Elek’Nath train rigorously in the use of overwatch fire.

Use this Stratagem when an ELEK’NATH unit is called upon to fire Overwatch. That unit may re-roll hits for Overwatch attacks.

Insertion Pods – 1/3CP

Elek'Nath Stratagem

Many battles are started or ended by a flurry of one person pods launched from a Strike Wing Carrier striking the enemy’s position

Use this Stratagem during deployment. If you spend 1CP, set up one ELEK’NATH INFANTRY unit from your army in insertion pods instead of placing it on the battlefield. If you spend 3CPs, set up two such units in insertion pods instead. Any number of units in insertion pods may be launched at the end of any of your Movement phases – set each unit up anywhere on the battlefield that is more than 9” from any enemy models. You can only use this Stratagem once per battle.

Instinctive Volley – 1CP

Elek'Nath Stratagem

The fast reflexes and warrior conditioning of the Nath let them snap off return fire before they’re even consciously aware they’ve been targeted.

Use this Stratagem at the end of an enemy Shooting phase. Pick a NATH unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase, but can only target units that targeted them this phase.

Skirmish Maneuver – 1CP

Elek'Nath Stratagem

The speed and strength of the Nath led them to embrace hit-and-run attacks as a core tactic.

Use this Stratagem when an ELEK’NATH unit from your army Falls Back. That unit can still shoot this turn.

Boon of Chaos – 1CP

Elek'Nath Stratagem

The path of The Deep is never a straightforward one and the voices of the ancestors may grant great power, or debase the unworthy

Use this Stratagem at the end of a Fight phase in which one of your ELEK’NATH CHAOS CHARACTERS (that do not have the DAEMON keyword) slays an enemy CHARACTER, VEHICLE, or MONSTER. Roll 2d6 and look up the result below.

  1. Debasement: Reduce each of your character’s characteristics by 1. Replace all its weapons with Atavistic Talons. It gains the DAEMON keyword.
  2. Twitching Eyes: Add 6” to the Range of all of the character’s ranged weapons.
  3. Loping Legs: Add 3” to the character’s Move characteristic.
  4. Bulging Muscles: Add 1 to the character’s Strength characteristic.
  5. Frenzied Limbs: Add 1 to the character’s Attacks characteristic.
  6. Glimpsed Path: Choose a boon of your choice (you cannot choose Debasement or Ascension)
  7. Umbral Aura: Subtract 1 from hit rolls that target the character in the Fight phase.
  8. Whispered Warning: Add 1 to all saving throws made for the character.
  9. Warped Carapace: Add 1 to the character’s Toughness characteristic.
  10. Grotesque Growth: Add 1 to the character’s Wounds characteristic.
  11. Ascension: Add 2 to the character’s Strength, Toughness, and Wounds characteristic. It gains the DAEMON keyword and a 5+ invulnerable save. If it already has an invulnerable save, increase it by 1 to a maximum of 3+.

Boons last for the rest of the battle. The same boon cannot be received by a model more than once – if this happens, choose a result the model has not yet received (excluding Debasement and Daemonhood). Move 3” at end of combat, including re-embarking – 1cp

Furious Cry – 3CP

Elek'Nath Stratagem

Those that follow the voices of fury can never sate their bloodlust but must let the voices cry out in rage.

Use this Stratagem at the end of the Fight phase. Select an ELEK’NATH KHORN unit – that unit can immediately fight again.

Blessings of Ruin – 2 CP

Elek'Nath Stratagem

The voices of ruin are eager to bless their listeners with bio-mutations that grow only more grotesque and effective as their listeners near death.

Use this Stratagem at the end of your Movement phase. Select an ELEK’NATH NURGLE unit. One model in the unit heals d3 wounds. If there are no wounded models in the unit, a single model in the unit that was slain earlier in the battle is returned to the unit with a single wound remaining.

Close Quarters Gunslingers – 1CP

Elek'Nath Stratagem

Nath Veterans take great pride in their ability to engage in close combat with their dual pistols.

Use this Stratagem when a NATH VETERAN COHORT unit is chosen to make a Shooting attack while within 1” of an enemy unit. They add 1 to wound rolls until the end of the phase. In addition, at the end of the Shooting phase this unit may Move as in the Movement phase, including Falling Back.

Kinetic Overload – 1CP

Elek'Nath Stratagem

Against the direst foes an Impulse weapon may be overloaded to ensure the target’s destruction. This difficulty of fixing these ancient devices makes this a risky act.

Use this Stratagem when an ELEK’NATH unit from your army makes an attack with an ‘Impulse’ weapon. Roll a d3 and add that many impulse counters to the unit targeted by the attack.

Redirected Shunt – 2CP

Elek'Nath Stratagem

Keepers of the ancient teleportation engines, a Togrun clan may redirect the devices energies to assist their comrades in a pinch. Doing so is outside normal operating parameters and does carry risk.

Use this Stratagem at the beginning of your Movement phase and select a <SHOAL> INFANTRY unit containing a number of models less than or equal to the numbers of models in a <SHOAL> TOGRUN DELVER unit that is within 6” of that unit. The TOGRUN DELVER unit cannot use their teleportation engines this turn, but you may roll 4d6 and increase the <SHOAL> INFANTRY unit’s Move characteristic by that many inches. For each 6 rolled this way the unit suffers one mortal wound. In addition, the unit gains the FLY keyword until the end of the phase and cannot Advance or Charge this turn.

Symbol of Unity – 1CP

Elek'Nath Stratagem

Each Symbio-suit is a potent reminder of the power of unity, both literally and figuratively.

Use this Stratagem at the start of any phase. Select one <SHOAL> SYMBIO-SUIT model from your army. Until the end of that phase, when resolving an attack made by a model in a friendly <SHOAL> unit within 6” of the selected model, re-roll a hit roll of a 1.

Masterful Bio-Crafting – 1CP

Elek'Nath Stratagem

Each Symbio-suit is the pinnacle of modern Elek’Nath technology, combining the best of multiple disciplines.

Use this Stratagem when an ELEK’NATH SYMBIO-SUIT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, halve the damage inflicted (rounding up).

Bio-Crafted Platform – 1CP

Elek'Nath Stratagem

Elek’Nath bioengineering creates living technology that can even be semi-sentient, able to perform feats that inanimate metal alone could not.

Use this Stratagem in your Shooting phase, when an ELEK’NATH VEHICLE or BIKER unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.

Pheromone Crescendo – 1CP

Elek'Nath Stratagem

Every Syren loves nothing more than the moment of ecstasy at a performance’s crescendo when their audience is fully enraptured.

Use this Stratagem when an ELEK’NATH SYREN unit is chosen to shoot with. Select one model in the unit; its attacks this phase automatically hit.

Graviton Induction Module – 2CP

Elek'Nath Stratagem

Though it is the premier Elek’Nath transport, the Nimbus is not always the best option for making sure the Shoal’s warriors reach the enemy. In these cases, a Graviton Induction Module can be sent to warp gravity around the warriors, pulling away enemy fire and sending the troops bounding lightly across the battlefield.

Use this Stratagem during deployment and select one ELEK’NATH INFANTRY unit. For the rest of the game that unit doubles its Move characteristic and adds 1 to armor saving throws in the Shooting phase. In addition, any time that unit Advances it gains a 4+ invulnerable save against attacks made by ranged weapons until the start of your next turn. If the unit is ever within 1” of an enemy unit it loses all these benefits for the rest of the game.

Aerial Supremacy Strike – 1CP

Elek'Nath Stratagem

With the critical nature of controlling the sky over a battlefield, anti-air bioengineered missiles see common use on Elek’Nath platforms.

Use this Stratagem in your Shooting phase. Select one MONSOON ATTACK PLATFORM or CIRRUS STRIKE CRAFT model from your army to launch an aerial supremacy strike, then select one enemy unit that can FLY within 48” of that model that is not within 1” of any units from your army. Roll one d6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers d3 mortal wounds.

Instant Bio-Linked Consensus – 2CP

Elek'Nath Stratagem

The cornerstone of Elek’Nath governance is the ability to all citizens to instantly react to structural changes and submit their votes via a network of bio-linked systems.

Use this Stratagem when your ELEK’NATH Warlord is slain. Choose an ELEK’NATH CHARACTER unit on the battlefield from your army with the HQ role. They become your Warlord – choose or generate a Warlord Trait for them Immediately. For the purposes of the mission, your Warlord is not considered to have been slain while this model is on the battlefield.

Suppressing Fire – 1CP

Elek'Nath Stratagem

By leveraging the disorientation caused by large support weapons, the enemy is pinned in their position to be outmaneuvered and overrun by the warrior’s comrades.

Use this Stratagem at the end of your Shooting phase if you inflicted one or more wounds with a ranged weapon that has a Strength characteristic of 5 or more on an enemy unit that is not TITANIC. Subtract 1 from that unit's Leadership characteristic until the end of the turn. Your opponent rolls 2d6 and compares the result to that unit’s Leadership characteristic. If the total exceeds the unit’s Leadership, that unit halves its Move characteristic and the results of any Advance and charge rolls made for it until the start of your next turn. If the unit automatically passes Morale tests, it automatically passes this test. If the unit has an ability that improves Morale tests, such as the And They Shall Know No Fear ability, they can re-roll the dice for this test.

Covering Fire – 1CP

Elek'Nath Stratagem

By drawing the enemy’s attention through weight of fire, the warrior grants their comrades a moment of reprieve to improve their position.

Use this Stratagem at the end of your Shooting phase if you inflicted one mor more wounds with a ranged weapon that has a Strength characteristic of 4 or less on an enemy unit that is not TITANIC. Subtract 1 from that unit's Leadership characteristic until the end of the next turn. Your opponent rolls 2d6 and compares the result to that unit’s Leadership characteristic. If the total exceeds the unit’s Leadeship, then in your opponent’s shooting phase that unit can only target that nearest enemy unit. If the unit automatically passes Morale tests, it automatically passes this test. If the unit has an ability that improves Morale tests, such as the And They Shall Know No Fear ability, they can re-roll the dice for this test.

Sweeping Advance – 1CP

Elek'Nath Stratagem

To maximize the effect of their strength and speed while minimizing their own fragility, Elek'Nath forces seek to strike with overwhelming force in melee.

Use this Stratagem when an enemy unit Falls Back within 1” of any ELEK’NATH INFANTRY or ELEK’NATH BIKERS units from your army, before it moves. Select one of those ELEK’NATH units that is not within 1” of any other enemy units; each model in the selected unit can make one attack with a melee weapon or pistol against that enemy unit as if they were within 1” of it. After these attacks are made, if that enemy unit is not destroyed, it can then make its Fall Back move; after it has moved each model in the selected unit can move up to 3”, so long as they end this move closer to that enemy unit and not within 1” of any enemy units.

Vengeance for a Dead Galaxy – 1CP

Elek'Nath Stratagem

Every Elek’Nath citizen is painfully aware of the existential threat that the Tyranids present to this galaxy.

Use this Stratagem when an ELEK’NATH unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made with a melee weapon by a model in that unit against a TYRANID unit, you can re-roll the hit roll. If that unit is NATH or TOGRUN DELVER you may also re-roll the wound roll.

Needs of the Many – 1CP

Dauntless Front Stratagem

Citizens of this Shoal have an ingrained belief that giving to others will take them farther than taking from others.

Use this Stratagem when a friendly model within 3” of a DAUNTLESS FRONT unit in your army would lose any wounds as the result of an attack made against that model. That unit can attempt to intercept that attack. Roll one d6; on a 4+ that model does not lose those wounds and that unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.

Fight as One – 1CP

Dauntless Front Stratagem

Though the individuals are many and varied, each Dauntless Front citizen believes in a legacy of unity to push back the darkness.

Use this Stratagem at the end of your opponent’s Charge phase and select one ELEK’NATH unit from your army. It may immediately make a Heroic Intervention as though it were a character.

Blessing of the Ancestors – 1CP

Deep Pscience Stratagem

As the first to contact the ancestral voices few can match the connection that citizens of Deep Pscience have to the voices, particularly those of Fate.

Use this Stratagem before the battle. Select one DEEP PSCIENCE unit with the TZEENTCH keyword that is not already a PSYKER. It gains the PSYKER keyword and may manifest one psychic power per turn and deny one psychic power per turn. It knows the Smite power.

Coruscating Fire – 1CP

Deep Pscience Stratagem

Such is their connection to The Deep that warriors of Deep Pscience are known to spontaneously manifest multi-colored flames from their weapons.

Use this Stratagem during your Shooting phase when a DEEP PSCIENCE unit is selected to shoot with. When resolving an attack with a ranged weapon made by that unit on an unmodified wound roll of a 6 the Armor Penetration characteristic of that weapon is improved by an additional 2 for that attack.

Coruscating Fire – 1CP

Dark Talon Stratagem

For Strike Marshals of Dark Talon, the disarray of a destroyed command network is the perfect time to enact their master stroke.

Use this Stratagem when an enemy Warlord is destroyed by an attack made by a DARK TALON unit from your army. Roll a d6 and immediately gain 1 command point on a roll of a 1, 2 command points on a roll of a 2-5, or 3 command points of a roll of a 6.

Rapid Ghost-Type Evolution – 1CP

Dark Talon Stratagem

By activating a latent evolution in their specially crafted skin cells, a cohort can quickly blend into any environment

Use this Stratagem at the end of your turn. Select one DARK TALON unit from your army that did not make any attacks during that turn. Until the start of your next turn, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.

Mystery Stimulants – 2CP

Paradise Found Stratagem

Elek’Nath bioengineering lends itself especially well to concocting drugs and elixirs, but none have taken this so far as Paradise Found.

Use this Stratagem before the battle. Select one PARADISE FOUND unit that is not a VEHICLE, then select one of the following effects to apply to models in that unit until the end of the battle:

  • +1 to attacks characteristic
  • +1 to Strength characteristic
  • +2” to Move characteristic
  • +1 to Toughness characteristic

You can only use this Stratagem once per battle.

Martial Iteration – 1CP

Paradise Found Stratagem

The warriors of Paradise Found seek perfection in all things, and when they find something that works, they will focus on that technique over all else.

Use this Stratagem in the Fight phase, when you chose a PARADISE FOUND INFANTRY or CAVALRY unit from your army to fight with. Until the end of that phase, if an attack made by a model in that unit destroys an enemy model, the attacking model can make one additional attack against the same unit using the same weapon.

Ancient Nomad – 1CP

Death Song Stratagem

To be a Skaldic Seeker is to wander the galaxy, and those that have spent the longest among the stars carry with them uncounted tales and songs.

Use this Stratagem before the battle. Select one SKALDIC SEEKER model from your army that is not a named character. Until the end of the battle, that model knows one additional song of unity and can recite one additional song of unity at the start of the battle round. You can only use this Stratagem once per battle.

Band of Champions – 1/3CP

Death Song Stratagem

When the threat to the Elek'Nath is at its most dire, the greatest champions of Death Song may gather together to turn the tide.

Use this Stratagem before the battle. Select one DEATH SONG Supreme Command detachment that contains only CHARACTER units. If you spend 1 CP, then two of these units may take a Relic. If you spend 3CP then 4 of these units may take a Relic. All the Relics your army includes must be different and be given to different models. You may only use this Stratagem once per battle. If you use this Stratagem you may not use the Returned Relics Stratagem.

RELICS OF A DEAD GALAXY

The vaults of the Elek’Nath contain many wondrous relics, from living blades and masterfully crafted armor to heraldry denoting unique achievements. Many of these artefacts have survived from the now dead galaxy the Nath fled from unknown eons ago, and as a testament to how far they have fallen, few can be replicated.

If your army is led by a Elek’Nath Warlord, you can give one of the following Relics of a Dead Galaxy to a Elek’Nath CHARACTER model from your army. Named characters cannot be given any of the following Relics.

Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must still pay the cost of the weapon that is being replaced. Write down any Relics of a Dead Galaxy you have on your army roster.

Horizon Unity

This unique bio-modification links the bearer’s mind directly to the Consensus Network and piggy-backs off it to grant unparalleled consensus with the bearer’s direct Strike Wing members. Recently the Hive Mind has been tracking the movement of the device based solely on the way it uniquely shapes the battlefield.

If a model in your army has this relic, and your army contains only a single detachment, then before the start of the game roll a D3; you gain that many additional Command Points. At the beginning of your shooting phase, select one <SHOAL> unit within 6” of the bearer that Fell Back this turn. It may shoot as normal this phase.

Clear Skies Lightning

This pre-Diaspora graviton pistol is one of a handful of survivors left to the Elek’Nath each far more powerful and yet smaller than the modern graviton pistols. For a time, one was held by Inquisitor Valeria before it was stolen back by Death Song Skaldic Seeker.

Model equipped with graviton pistol only. This Relic replaced a graviton pistol and has the following profile:

Weapon Range Type S AP D Abilities
Clear Skies Lightning 12" Pistol 1 10 -4 D6 -

Taal’sonn Swarmkiller

Created out of sheer desperation in the final days of the Nath home galaxy, the creation of the Living Blades were then and are now a subject of intense dissent. But in the end, they were created, and none would deny a citizen their purpose no matter their form. Taal’sonn is not the sharpest blade, but its reflexes and speed are second to none. Working in concert with its wielder it can lay low entire swarms of lightly armored creatures in a matter of seconds, much to its delight.

Model equipped with a Power Sword only. This Relic replaces a Power Sword and has the following profile:

Weapon Range Type S AP D
Taal'sonn Swarmkiller Melee Melee User -1 1
Abilities: Each unmodified hit roll of a 6 with this weapon scores 2 hits instead of one. When the bearer is chosen to fight with in the Fight phase, if there are 5 or more enemy models within 3” of the bearer, you may make d3 additional attacks with this weapon.

Koo’ra Monsterslayer

Another of the infamous Living Blades, Koo’ra is a stoic and storied Elek’Nath citizen. Though it’s incredibly destructive nature has given it a long tally of impressive kills it cares not for accolades, and seeks only to punish the mighty. When it chooses a wielder, they are certain to lay low their target, but Koo’ra never stays with one partner for long. Some believe it has a secret goal it has been seeking for aeons.

Model equipped with a Power Sword only. This Relic replaces a Power Sword and has the following profile:

Weapon Range Type S AP D
Koo'ra Monsterslayer Melee Melee x2 -2 3
Abilities: Attacks against a MONSTER or VEHICLE unit add 1 to wound rolls. In addition, an unmodified wound roll of a 6 deals a mortal wound in addition to the normal damage.

Herald Becalmed Wind

A recent, but no less potent weapon, Herald Becalmed Wind is the result of years of feverish work by an unnamed artisan dedicated completely to the voices of ruin. It is said the voices drove them completely mad in the end, but not before completing this odd flail-like weapon. When it hits its target the sound of an unearthly bell tones forth as a reminder of the entropy of all things.

NURGLE model with an Impact Gauntlet only. This Relic replaces an Impact Gauntlet and has the following profile:

Weapon Range Type S AP D
Herald Becalmed Wind Melee Melee User -1 2
Abilities: This weapon always wounds on a 3+ against non-VEHICLE models. A model that suffers one or more unsaved wounds caused by this weapon subtracts 1 from wound rolls until the start of your next turn.

Paint With Rage

Once a simple neuro-blaster that survived the death of the Nath home galaxy, it and its original shoal were deposited onto a world beset by horrible foes on all sides. Slowly the citizens were slaughtered one by one in the most brutal fashion, until in one final stand they were wiped out completely. Falling from the grasp of the last standing warrior, the neuro-blaster had absorbed all the emotions of impotent rage for an entire shoal. When it was finally recovered it carried a bloody aura, lashing out with blasts of brassy energy that withered the enemies of the Elek’Nath with the weight of its rage.

KHORNE model with a Gamma Manacle only. This Relic replaces a Gamma Manacle and has the following profile:

Weapon Range Type S AP D
Paint With Rage 18" * 5 -2 1
Abilities: In the Shooting phase when the bearer is chosen to shoot with for the first time that phase, roll one d6. On a 1, the bearer suffers a mortal wound and cannot use this weapon further that phase. On a 2+ the type becomes Assault X until the end of this phase, where X is equal to the result of the roll. On an unmodified wound roll of a 6 with this weapon the target suffers a single mortal wound instead of the normal damage.

Mon’Nath Subtlety

Unusually this weapon is not a creation of the Elek’Nath but was recovered from a dead Imperial Mon’Nath world. In fitting with the Mon’Nath’s straightforward and brutal nature, the cause of much destruction seemed to be nothing more than a sing black brick wrapped in twine lying next to a citizen surrounded by dead angels. When the brick is held the bearers are immediately overwhelmed by voices of loss as their eyes turn black, and they have been observed to be able to punch the brick straight through ceramite armor. Thus far no wielder has been known to drop the blessed object for anything less than their own death.

CHAOS model only. This Relic replaces all the bearer’s other weapons and has the following profile:

Weapon Range Type S AP D
Mon'Nath Subtlety Melee Melee +1 -3 1
Abilities: In the Fight phase, when the bearer is chosen to fight with for the first time that phase, roll one d6. On a 1, the bearer suffers a mortal wound and cannot use this weapon further that phase. On a 2+ you can make a number of additional attacks equal to the result with this weapon this phase.

Champion’s Symbiote

Though the Red, Blue, and Green Champions are the most famous of the symbiote champions, there are a small number of other symbiotes who survived the diaspora and have chosen to bond with a host. The resulting champion is incredibly hard to kill, highly integrated with their bio-systems, and contains centuries of combat experience

INFANTRY model only. A model with this Relic adds 1 to their Toughness and Wounds characteristics. In addition, they may re-roll wound rolls of a 1.

Atavist Summoner’s Mantle

This ornate mantle is presented by Consensus only to the one who has reached the greatest levels of communication with the voices of their ancestors, and moreover, has come to strike bargains with them. By sacrificing the proper hosts to the ancestors their spirits can inhabit the bodies, unleashing an ancient Elek’Nath in its most primal and ancestral form.

CHAOS model only. Before the battle, select one ELEK’NATH CHAOS CITIZEN COHORT unit from your army. Each model in that unit replaces their Neuro-Blasters with Atavistic Talons. In addition, they gain a 5+ invulnerable saving throw, the DAEMON and POSSESSED keywords, and their Movement Characteristic is increased to 12”.

First Step as One

This ancient banner is said to have been flown during the galactic meeting where it was decided to fire the Diaspora Engine. The sight of it raised on a battlefield sends a surge of pride and unity through the hearts of every Elek’Nath and their surging advance strikes doubt into the hearts of those who would stand against them.

RALLY OFFICER model only. If a model has this Relic, add 3” to the range of its aura abilities.

E-V Familiar

This tiny beast contains centuries of collected combat data that it exists solely to process and act upon. It is constantly assessing the enemy and how to best fight them. The second it gains an insight it released ancient pheromone commands that cause rapid and controlled evolution in nearby Elek’Nath bio-tech to tune it’s effectiveness against the enemy.

If a model has this relic, friendly <SHOAL> units within 6” re-roll wound rolls of a 1.

Emptied Mind

A body harness covered in constantly moving fronds, once wielded by all high-ranking Nath warriors, this bio device is a highly advanced extension of weaponized neuro tech that can no longer be manufactured. On the battlefield it creates a field of mind-sapping patterns that dull the enemy’s senses.

Attacks from non-VEHICLE units that target a model equipped with this Relic subtract 1 from their hit rolls.

Fierce Storm Seed

An advanced iteration of the Zephyr created at the end of the Last War, Fierce Storm Seed moves and attacks with lightning speed. Though it has fought countless battles and been destroyed many times, its now lost bio-tech heart always leaves behind a seed that will grow back to its original form.

ZEPHYR COMMAND PLATFORM model only. When a model with this Relic choses to Advance, do not roll the dice. Instead it Advances 12”. In addition, you may re-roll the d6 when determining how many additional attacks it makes with its Feeder Tentacles.

Skirmish Master’s Mantle

This armored mantle is presented by Consensus only to the who best exemplifies the Nath ways of warfare with their Strike Wing. Through rigorous warrior training and the reciting of the ancient ballads their Strike Wing can shoot and fade with great ease, much to the consternation of their enemies.

Non-CHAOS model only. Once per battle at the end of your Shooting phase you may choose to show your mastery of skirmishing. Choose one <SHOAL> INFANTRY unit from your army; it can immediately move as if it were your Movement phase. It cannot Advance as part of this movement, and it cannot charge this turn.

Elek’Nath Reknit

Crafted from materials not yet found in this galaxy, this module is the original version of the regeneration module used by the Elek’Nath today, but its regenerative powers are nearly instantaneous. As it reknits the flesh of the one, it reminds them of the reason for knitting together the many.

When a model with this relic would lose a wound, roll one d6; on a 5+ that wound is not lost.

Dardodendalian Armor

Though the Dardondendalian race was consumed by the Tyranids before the Diaspora Engine could be fired, their legacy as master crafters lives on in this ancient suit of armor. Its protection is second to none, and even all these eons later it has hardly a scratch on it.

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

Bio-engineered Weapon

Though only a shadow of what it once was, the art of Elek’Nath bioengineering can still create minor miracles, such as weapons whose lethality has been vastly increased for the use of their greatest guardians.

When you give a model this Relic, select one weapon that model is equipped with. Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Relic of a Dead Galaxy.

Wasps of Regret

Created in response to the Consensus that the galaxy would fall to the Tyranid threat, this bio-mod is a growth that acts as a hive for a swarm of deadly wasp-like bio-beasts. In the moment of being overrun the swarm bursts forth from its hive in the hopes of killing or maiming whatever beast had struck their host.

When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers one mortal wound and the attack sequence ends.

Belief Temporal

The first to widely deploy the Annihilation Device in the face of their new galaxy’s existential threats, Dauntless Front is strongly in opposition to the voices in The Deep. To combat the different existential horror of the soul’s destruction, this prototype control device was created to cause nearby Annihilation Devices to release the body’s store of chemicals to make its last moments count.

DAUNTLESS FRONT model only. Friendly DAUNTLESS units within 6” of a model with this Relic that make an attack as the result of their Annihilation Device ability count their Weapon skill and Ballistic skill as 2+ for that attack.

People’s Champion Mantle

This icon-laden mantle is presented by Consensus in Dauntless Front to the one who best exemplifies self-sacrifice for the good of the many. Such a powerful example of leadership can only inspire their comrades to continue paying it forward even with their very life.

DAUNTLESS FRONT model only. Once per game when a friendly model within 3” of a DAUNTLESS FRONT unit in your army would lose any wounds as the result of an attack made against that model, that unit can attempt to intercept that attack. Roll one d6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.

Deluge Branch

Crafted by the wisest pscientists with wood taken from a daemon world, this curious artifact emits haunting sounds that call forth a deluge of energy from The Deep upon which ride the spirits of the ancestors.

DEEP PSIENCE model only. Once per game when a model with this Relic attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual it may shake the Deluge Branch. When making the summoning roll for that attempt, you can re-roll the dice and this model will not suffer any mortal wounds for rolling doubles or triples.

Atavistic Fire Student's Mantle

This blue and pink mantle is presented by Consensus in Deep Pscience to the one who best exemplifies the lessons of summoning the atavistic fire and their ability to teach these lessons to others. Through their teachings, the warriors of their Strike Wing can call upon the power of The Deep even without the ability to speak to the ancestors.

DEEP PSCIENCE TZEENTCH PSYKER only. Before the battle choose one DEEP PSCIENCE TZEENTCH unit in your army to gain the following ability: ‘Student of Fire: At the start of the Fight phase roll a d6 for every enemy model within 1” of this unit and on a 6 that unit suffers a single mortal wound.’

New Moon Vector

What appears to be a standard command platform at first, reveals it to be far more ancient when it is powered up. An aura of darkness clings to it that no light can penetrate, and it emits only a dull purr. When used to launch a warrior towards the enemy, their presence is almost undetectable until the warrior is already upon their foe.

DARK TALON ZEPHYR COMMAND PLATFORM model only. Enemy units cannot fire Overwatch at this Warlord.

Vial Unbroken

This small vial contains a portion of liquid from the long-lost homeworld of the Nathril said to be taken from the waters of the very first shoal. This relic has been passed down unbroken through countless generations of a reminder of what the Nathril lost.

DARK TALON model only. Friendly DARK TALON NATHRIL units within 6" add 1 to their Attacks characteristic.

Wind on Brow

This is actually a set of bio-modifications developed by Paradise Found that grants the bearer incredible speed and grace through modification of the feet, legs, and nervous system. For those that find the greatest pleasure in speed, nothing can match the sensation of one’s own body cutting across the battlefield like quicksilver.

PARADISE FOUND model only. A model with this Relic can reroll the dice when it Advances or Charges.

Dancer’s Mantle

This garish mantle is presented by Consensus in Paradise Found to the one who has created the greatest physical performers. Though the modifications required are often bizarre and sometimes whimsical, none can deny the lithe grace of their masterful performance.

PARADISE FOUND SLAANESH model only. Before the battle choose one PARADISE FOUND SLAANESH unit in your army to gain the following ability: ‘Haughty Allegro: In the Charge phase this model can declar a charge even if they Advanced in their Movement phase.’

Reliquary Wail

This dreadful and unique instrument was made from the bones of the founder of the Skaldic Seekers using Death Song’s greatest bioengineering. The sound that resonates forth from it can create a full skaldic concert all on its own, but it also acts as a deadly weapon that can shatter ferrocrete with the right frequency.

DEATH SONG SKALDIC SEEKER model only. Reliquary Wail has the following profile:

Weapon Range Type S AP D
Reliquary Wail 12" Assault D6 5 -1 1
Abilities: When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw. When a model with this Relic attempts to sing a Song of Unity, you may reroll the d6.

Legend Maker’s Mantle

This stylized mantle is presented by Consensus in Death Song to the one who can craft the greatest tale of the dead for recitation. Such a tale is a great legacy to leave behind among the Elek’Nath, and all those who fight alongside a great legend maker seek out the greatest deeds so that they may inspire those they leave behind.

DEATH SONG SKALDIC SEEKER model only. Before the battle choose one other DEATH SONG unit in your army that does not have the Unbowed ability already and it gains that ability. In addition, if that unit is destroyed while this model is on the battlefield you immediately gain one command point.

VOICE OF THE DEEP DISCIPLINE

Elek’Nath psykers are a new development, but they have quickly proven their worth. Though not all are followers of the voices of the deep, they each speak with their own voice of power to both call down destruction on their enemies and see to the protection of their comrades.

Before the battle, Generate the psychic powers for <SHOAL> PSYKER models that know powers from the Voice of the Deep discipline using the dable below. You can select which powers the psyker knows. If the psyker has the Slaanesh, Tzeentch, or Nurgle keyword then they can exchange any power from the Voice of the Deep discipline with the the power specific to their god.

1. Spirit Guardians

The psyker calls upon the power of The Deep to lash out at enemies who would threaten their comrades.

Spirit Guardians has a warp chage value of 6. If manifested, select a friendly ELEK’NATH unit within 18” of the psyker. The first time an enemy unit moves within 6” of this unit before the start of your next Psychic phase roll a d6; on a 1 nothing happens, on a 2-4 the enemy unit suffers d3 mortal wounds, and on a 5-6 the enemy unit suffers 2d3 mortal wounds.

2. Bio-linked Mind Bullets

Calling on their comrades’ bio-signals, the psyker is able to arc bolts of force through a shared connection that lets them unleash their power more fully.

Bio-linked Bullets has a warp charge value of 6. If manifested, select two friendly ELEK’NATH units within 12” of the psyker and one enemy unit within 12” of each of those friendly units. Each choice must be a unique unit. Each of those enemy units suffers d3 mortal wounds.

3. Shared Strength

The burning spirits of the comrades beside the psyker fuel their own conviction and thus also power their own attacks in a very real way.

Shared Strength has a warp charge value of 5. If manifested, until the start of your next Psychic phase the psyker’s unit adds 1 to their Strength, Toughness, or Attacks characteristic (max one per characteristic) for each friendly ELEK’NATH unit within 6”.

4. Wheeling Wind

By summoning forth energies from beyond, the psyker calls forth their comrades to be swiftly propelled into a more advantageous position.

Wheeling Wind has a warp charge of 6. If manifested, select one friendly ELEK’NATH unit within 12”. It may immediately move as though it was your Movement phase.

5. Allocation of Resources

Bolstered by Elek’Nath principles, the psyker uses their power to redistribute the injuries of their comrades to others more able to bear them.

Allocation of Resources has a warp charge value of 5. If manifested, select a friendly ELEK’NATH unit within 12” of the psyker. If any model in the unit had lost wounds earlier in the battle, or if any models in the unit have been destroyed, select a second friendly ELEK’NATH unit within 12” of the psyker it suffers d3 mortal wounds. If a model in the first unit was missing wounds, it regains d3 lost wound and if no models were missing wounds, one destroyed model in that unit is returned to the battlefield in unit coherency and with d3 wounds remaining.

6. Forceful Negation

The psyker pulls forth a telekinetic shield around a fellow skirmisher, rebuffing the advance of nearby enemies and granting time to fall back in a coordinated manner.

Forceful Negation has a warp charge value of 5. If manifested, choose a friendly ELEK’NATH unit within 12” of the psyker. Until the start of your next Psychic phase enemy units must subtract 2 from Charge rolls against that unit.

Ecstasy Coil (Slaanesh only)

Overwhelming waves of pleasure emanate from the psyker, mesmerizing their enemies before the voices of elegance call out to them and draw them in.

Ecstasy Coil has a Warp Charge of 7. If manifested, select an enemy unit within 18” of the psyker. You may choose for that unit to immediately consolidate, as though it were your Fight phase, towards the nearest enemy unit, or away from the nearest enemy unit.

Atavistic Fire (Tzeentch only)

The voices of fate are often whisper the secrets of sorcery, allowing their adepts to call forth streamers of the ancestor’s power through the souls of their descendants, to destroy their enemies in conflagration.

Atavistic Fire has a Warp Charge of 6. If manifested, select one friendly ELEK’NATH unit within 18”. Each enemy unit within 1” of that unit suffers d3 mortal wounds.

Implant Overload (Nurgle Only)

The miracles of bioengineering seem to be of special interest to the voices of ruin who seem to take great joy in tinkering with them.

Implant Overload has a Warp Charge of 6. If manifested, then until the start of your next Psychic phase the psyker’s unit add 1 to their Toughness characteristic and if they would suffer an unsaved would roll a d6; on a 6 that wound is not lost.

TECHNO-PSCIENCE DISCIPLINE

The introduction of new races into the Elek'Nath with already existing pscience has inspired some Archeotrix to begin melding psience to bioengineering.

Enfeeble

With the recent assistance of the voices of ruin, the Eco-Rangers have developed a unique talent for withering existing matter to be replaced something more ecologically pleasing.

Enfeeble has a Warp Charge of 8. If manifested, select an enemy unit within 8”. Until the start of your next Psychic phase that unit must subtract 1 from its Toughness characteristic.

Fate Cutter

By searching through the threads of fate, Seeker Teams have started to gain the ability ensure each shot of their rifle strikes the perfect point to inflict maximum damage.

Fate Cutter has a Warp Charge of 5. If manifested, then until the start of your next Psychic phase the psyker’s Fateseeker Rifle adds 1 to its Strength and AP characteristics (AP 0 becomes AP -1). If the result of the psychic test was more than 8 it instead adds 2 to its Strength and AP characteristics.

Soulseeker

By infusing shells with the mystical energies of The Deep, the psyker can guide their shots past any obstacle.

Soulseeker has a Warp Charge of 5. If manifested, then until the start of your next Psychic phase the psyker's ranged attacks ignore Line of Site, and units do not gain the benefit of cover from these attacks.

Empathic Fire

Calling on the power of unity, the psyker punishes their foes for hurting their comrades

Empathic Fire has a Warp Charge of 6. If manifested, then until the start of your next Psychic phase whenever a friendly model within 6" of the psyker is destroyed, roll one D6. On a 6, the closest enemy unit within 6" of the destroyed model suffers 1 moral wound.

Authority Breaker

With the defeat of an authoritarian, the psyker turns their iron grip on their followers against them

Authority Breaker has a Warp Charge of 6. If manifested, then until the start of your next Psychic phase if a CHARACTER is slain by the psyker during the Fight Phase then each enemy unit within 6" of the slain character suffers D3 mortal wounds.

Brain Drain

Using psience altered neuro-blaster technology, the device reaches into the enemy's mind and saps their energy

Brain Drain has a Warp Charge of 6. If manifested, select an enemy unit within 18" of the psyker. That unit cannot fire Overwatch, and cannot be chosen to fight until all eligible units from your army have done so.

Songs of Unity

The Skaldic Seekers are masterful storytellers, singers, and musicians. Though first created to spread the warning of the Tyranid threat to all, they have also shown great success in using their talents to inspire their comrades. The songs they sing and play remind all Elek’Nath of their purpose and strength.

Before the battle, generate the songs for <SHOAL> SKALDIC SEEKERS models that know songs from the Songs of Unity using the table below. You can select which litanies the model knows.

Overkill Isn’t Real

This ancient ballad is built around a reminder that in battle there is no such thing as overkill.

If this song is inspiring, select one friendly ELEK’NATH unit within 6” of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

Guided Meditation

Through purely instrumental music, the skald guides their comrades to a moment of pure focus.

If this song is inspiring, select one friendly ELEK’NATH unit within 6” of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Crescendo Drop

Using clever notes, this song slowly builds faster and faster before delivering an adrenaline pumping drop to its listeners.

If this song is inspiring, add 2 to charge rolls made for friendly ELEK’NATH units whilst they are within 6” of this model. In addition, when a friendly ELEK’NATH unit makes a pile-in or consolidate move within 6” of this model, models in that unit can move up to an additional 3”. This is not cumulative with any other bonuses to consolidation moves.

Red of Their Eyes

The careful tempo of this somber ballad keeps a warrior’s aim steady and their grit steely in the facing of charging horrors.

If this song is inspiring, then when resolving an Overwatch attack made by a model in a friendly ELEK’NATH unit within 6” of this model, a hit roll of a 5 or 6 scores a hit.

Roll Call of Honor

Recited by the one who decides who is on the list, a roll call of honors never fails to drive those who hear it to perform their utmost.

If this song is inspiring, friendly ELEK’NATH units within 6” of this model can re-roll wound rolls of a 1.

Humble Worker’s Tale

This bawdy story stirs the heart of an Elek’Nath with its accounts of epic combat by humble heroes like the ever-popular and fictional Tal’adoo.

If this song is inspiring, select one friendly ELEK’NATH unit within 6” of this model. When resolving an attack with a melee weapon by a model in that unit, a wound roll of a 6 adds one to that attack’s Damage characteristic.

Points Values

You can use the following lists to determine the total points cost of your army. To do so, simply add together the points costs of all your models and their wargear

HQ

Unit Models per Unit Points per Model (not including wargear)
Archeotrix 1 55
Skaldic Seeker 1 70
Zel-Nath Speakers 5 35
Zephyr Command Platform 1 95

Troops

Unit Models per Unit Points per Model (not including wargear)
Carver Pack 5-20 5
Citizen Cohort 5-15 6
Nathril Partisans 5-10 10

Elites

Unit Models per Unit Points per Model (not including wargear)
Aep-Nath Interdiction Team 5-10 23
Destructor Crew 5-10 8
Eco-Rangers 5-10 9
Nathril Veteran Cohort 5-10 15
Rally Officer 1 50
Strategos Processor 1 48
Symbio-Suit 1 70

Fast Attack

Unit Models per Unit Points per Model (not including wargear)
Dragoon Cohort 3-9 20
Monsoon Attack Platform 1-3 40
Silver Blades 5-15 16
Syrens 5-10 7
Togrun Delvers 5-10 12

Heavy Support

Unit Models per Unit Points per Model (not including wargear)
Equalizer Recon Cohort 5-15 6
Ruin Callers 3-5 25
Shii-Nath Crawling Fortress 1 130
Threadseekers 3 14
Thunderhead Tank 1 100

Dedicated Transports

Unit Models per Unit Points per Model (not including wargear)
Nimbus Insertion Vehicle 1 70

Flyers

Unit Models per Unit Points per Model (not including wargear)
Squall Tactical Dropship 1 95
Cirrus Strike Craft 1 70

Fortification

Unit Models per Unit Points per Model (not including wargear)
Emplacement Pod 1 20
Living Vine Node 1 14

Named Characters

Unit Models per Unit Points per Model (including wargear)
Blade Poet Rel'Zocha Archiving-the-Resistance 1 85
Chief Researcher Charekk Inscribing-the-Beyond 1 120
Once-Knight Lonewave Serving-Ko'vash 1 82
- Hunting Hounds 2 4
Perfected Marshall Took'ka Walking-the-New-Path 1 145
Strike Marshall Brozt'to Haunting-the-Stars 1 105
Trifold Star Uniting-in-One 1 220

Ranged Weapons

Weapon Points per Weapon
Beam Cannon 15
Beam Gun 5
Beam Rifle 13
Deep Rain Bombard 18
Electro Leeches 10
Fateseeker Rifle 3
Gamma Manacle 0
Graviton Blaster 15
Graviton Cannon 28
Graviton Pistol 10
Graviton Pulser 6
Impulse Battery Designator 20
Impulse Carbine 5
Impulse Rifle 10
Neuro-Blaster 0
Neuro-Carbine 1
Neuro-Pike 4
Neuro-pulse cannon 10
Neuro-pistol 0
Neuro-pulse pistol 1
Phero-phagic blaster 5
Phero-phagic rifle 7
Scouring gun 5
Slip cannon 0
Spike Grenade 0
Twin Neuro-blaster 2

Melee Weapons

Weapon Points per Weapon
Bladed Limbs 0
Chakram 5
Crawler Claws 0
Dragoon Blades 0
Feeder Tentacles 0
Gamma Knife 1
Impulse Hammer 7
Impulse Mace 5
Locus Torch 0
Impact Gauntlet 7
Power Sword 4
Ripping Fangs 0
Spiral Spear 10
Swarming Defenders 0
Symbiont Fists 0
Teeth and Claws 0

Other Wargear

Item Points per Item
Archival Node 5
Bio-overcharger 10
Bonded Weapon 5
Diver Symbiote 10
Emplacement Pod Launcher 15
Extra Appendages 3
Graviton Bombs 10
Impulse Shield 8
Jump Engine 15
Neuro-Sapper 15
Reactive Blood 10
Regen Tanks 15
Regenerator Implant 8
Retribution Engine 8
Soul Spike 5
Vanguard Armor 20
Voice of Loss 0
Voice of Elegance 10
Voice of Fate 10
Voice of Fury 10
Voice of Ruin 10
Way Stone 5

Tactical Objectives

The Elek’Nath plan relentlessly to make sure that the entire Strike Wing will act as though it were a single organism on the battlefield. By combining each cohort’s unique talents, they are able to overcome foes more numerous or powerful than themselves.

If your army is led by an ELEK’NATH Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses tactical objectives, players use the normal rules for using Tactical Objectives with the following exception: when an Elek’Nath player generates a Captures and Control objective (numbers 11-16), they instead generate the corresponding Elek’Nath Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.

11 – Lay Low the Dictator – Elek’Nath

Their leader’s need for complete control is their weakness. Strike them down and their followers will be lost.

Score 1 victory point if any enemy CHARACTER models were destroyed by an ELEK’NATH unit from your army during this turn.

12 – Stand in Unity – Elek’Nath

When surrounded by their comrades an Elek’Nath warrior cannot be moved.

Score 1 victory point if any ELEK’NATH units from your army passed a Morale test this turn while benefitting from the Comrades in Arms ability. Score d3 victory points instead if any of those units were CITIZEN units.

13 – Payment for the Dead – Elek’Nath

The Elek’Nath know what its like to fight a losing battle, and they always make sure the enemy pays dearly for their gains.

Score 1 victory point if at least one enemy unit was destroyed in your turn, and that unit had destroyed one or more ELEK’NATH units from your army. Score d3 victory points instead if the last model in that enemy unit was destroyed as a result of an attack made by a NATH unit.

14 – Supremacy Through Science -Elek’Nath

Elek’Nath bioengineering grants their Strike Wings great power and is proof of their supremacy for their citizens.

Score 1 victory point if at least one ELEK’NATH unit in your army regained one or more wounds or had one or more destroyed models return to the battlefield. Score d3 victory points instead If one of those units was a BIOFORM unit.

15 – Give No Ground – Elek’Nath

Newly arrived in a galaxy of terror, the Elek’Nath do not have the luxury of ceding ground to their enemies. All territory is communal, thus all in the community must help protect it.

Score 1 victory point at the end of your turn if you control an objective marker that you controlled at the start of your previous turn.

16 – Hearts and Minds – Elek’Nath

Though there is hope, the Nath have bitter proof that their survival is not assured. Thus, it is of utmost importance to ensure that other can carry on their legacy and stop the Tyranid menace.

Score 1 victory point if any enemy units failed a Morale test during this turn.

 

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