** 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.
\columnbreak
### 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.
\pagebreakNum
#### 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 **\** 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, \
|
| **Keywords:** | VEHICLE, FLY, STRIKE MARSHALL, ZEPHYR COMMAND PLATFORM |
\pagebreakNum
#### 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 |
\pagebreakNum
#### 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 |
\pagebreakNum
#### 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, \
|
| **Keywords:** | CHARACTER, INFANTRY, ARCHEOTRIX |
\pagebreakNum
#### 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 |
\pagebreakNum
#### 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, \
|
| **Keywords:** | CHARACTER, INFANTRY, SKALDIC SEEKER |
\pagebreakNum
#### 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 |
\pagebreakNum
#### 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 **\** 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, \
|
| **Keywords:** | INFANTRY, FLY, PSYKER, ZEL'NATH SPEAKERS |
\pagebreakNum
#### 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.
\columnbreak
##### 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 |
\pagebreakNum
#### 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, \
|
| **Keywords:** | INFANTRY, CITIZEN COHORT |
\pagebreakNum
#### 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 **\** 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, \
|
| **Keywords:** | INFANTRY, CARVER PACK |
\pagebreakNum
#### 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, \
|
| **Keywords:** | INFANTRY, NATH PARTISANS |
\pagebreakNum
#### 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, \
|
| **Keywords:** | INFANTRY, JUMP PACK, FLY, NATH VETERAN COHORT |
\pagebreakNum
#### 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, \
|
| **Keywords:** | INFANTRY, DESTRUCTOR CREW |
\pagebreakNum
#### 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, \
|
| **Keywords:** | INFANTRY, PSYKER, ECO-RANGERS |
\pagebreakNum
#### 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, \
|
| **Keywords:** | MONSTER, FLY, SYMBIO-SUIT |
\pagebreakNum
#### 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 \ 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 |
\pagebreakNum
#### 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 **\** 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, \
|
| **Keywords:** | INFANTRY, GWAR-NATH INTERDICTION TEAM |
\pagebreakNum
#### 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 **\** 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, \
|
| **Keywords:** | CHARACTER, INFANTRY, STRATEGOS PROCESSOR |
\pagebreakNum
#### 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:** **\** 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 **\** unit within 6” of that enemy unit, to a maximum of -3 Ld.
| | |
|:---|:---|
| **Faction Keywords:** | ELEK'NATH, CITIZEN, \
|
| **Keywords:** | CHARACTER, INFANTRY, RALLY OFFICER |
\pagebreakNum
#### 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, \
|
| **Keywords:** | INFANTRY, JUMP PACK, TOGRUN DELVERS |
\pagebreakNum
#### 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, \
|
| **Keywords:** | BIKER, FLY, DRAGOON COHORT |
\pagebreakNum
#### 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, \
|
| **Keywords:** | CAVALRY, SILVER BLADES |
\pagebreakNum
#### 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, \
|
| **Keywords:** | INFANTRY, SYRENS |
\pagebreakNum
#### 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, \
|
| **Keywords:** | VEHICLE, FLY, MONSOON ATTACK PLATFORM |
\pagebreakNum
#### 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, \
|
| **Keywords:** | INFANTRY, RUIN CALLERS |
\pagebreakNum
#### 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, \
|
| **Keywords:** | INFANTRY, PSYKER, THREADSEEKERS |
\pagebreakNum
#### 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, \
|
| **Keywords** | INFANTRY, EQUALIZER RECON COHORT |
\pagebreakNum
#### 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 | 3+ |
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 **\** 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, \
|
| **Keywords:** | VEHICLE, SHII'NATH CRAWLING FORTRESS |
\pagebreakNum
#### 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, \
|
| **Keywords:** | VEHICLE, FLY, THUNDERHEAD TANK |
\pagebreakNum
#### 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 **\ INFANTRY** models. If it is equipped with Vanguard Armor, it instead can only transport 6 **\ 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, \
|
| **Keywords:** | VEHICLE, FLY, TRANSPORT, NIMBUS INSERTION VEHICLE |
\pagebreakNum
#### 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 **\ INFANTRY** models. It cannot transport **JUMP PACK** models. Each **RUIN CALLER** model takes the space of two other models.
| | |
|:---|:---|
| **Faction Keywords:** | ELEK'NATH, \
|
| **Keywords:** | VEHICLE, FLY, TRANSPORT, SQUALL TACTICAL DROPSHIP |
\pagebreakNum
#### 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, \
|
| **Keywords:** | VEHICLE, FLY, CIRRUS STRIKE CRAFT |
\pagebreakNum
#### 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, \
|
| **Keywords:** | BUILDING, LIVING VINE NODE |
\pagebreakNum
#### 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 **\** 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, \
|
| **Keywords:** | BUILDING, EMPLACEMENT POD |
\pagebreakNum
# 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 |
\columnbreak
| 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 |
\pagebreakNum
| 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 |
\pagebreakNum
| 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. |
\pagebreakNum
| 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 | - |
\pagebreakNum
| 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 \ 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).
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# 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.
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##### 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.
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##### 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.
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##### 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.
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## 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 \, 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.
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##### 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)
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##### 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
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##### 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”.
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## 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 \ 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.
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### 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.
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##### 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.
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##### 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 |
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## 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.
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#### 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.
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#### 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.
2. **Debasement:** Reduce each of your character’s characteristics by 1. Replace all its weapons with Atavistic Talons. It gains the DAEMON keyword.
3. **Twitching Eyes:** Add 6” to the Range of all of the character’s ranged weapons.
4. **Loping Legs:** Add 3” to the character’s Move characteristic.
5. **Bulging Muscles:** Add 1 to the character’s Strength characteristic.
6. **Frenzied Limbs:** Add 1 to the character’s Attacks characteristic.
7. **Glimpsed Path:** Choose a boon of your choice (you cannot choose Debasement or Ascension)
8. **Umbral Aura:** Subtract 1 from hit rolls that target the character in the Fight phase.
9. **Whispered Warning:** Add 1 to all saving throws made for the character.
10. **Warped Carapace:** Add 1 to the character’s Toughness characteristic.
11. **Grotesque Growth:** Add 1 to the character’s Wounds characteristic.
12. **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.
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#### 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 \ INFANTRY unit containing a number of models less than or equal to the numbers of models in a \ 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 \ 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 \ SYMBIO-SUIT model from your army. Until the end of that phase, when resolving an attack made by a model in a friendly \ unit within 6” of the selected model, re-roll a hit roll of a 1.
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#### 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.
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#### 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.
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#### 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.
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#### 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.
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#### 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.
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#### 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.
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#### 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.
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#### 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.
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#### 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.
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## 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 \ 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 | - |
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### 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. |
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### 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. |
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### 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. |
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### 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”.
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### 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 \ 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.
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### 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 \ 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.’
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### 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.
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## 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 \ 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.
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### 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.
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### 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.
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## 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 \ 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.
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### 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.
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## 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 |
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### 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 |
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### 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 |
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### 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 |
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### 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 |
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## 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.
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#### 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.