Codex - Q'Orl: /tg/'s 9th Edition: Difference between revisions

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::Use this Stratagem in your Shooting phase. Select a unit equipped with weapons from the ''Voltage Weapons'' list; until the end of your Shooting phase,the weapons generate one extra hit roll whenever it generates extra hit rolls.
::Use this Stratagem in your Shooting phase. Select a unit equipped with weapons from the ''Voltage Weapons'' list; until the end of your Shooting phase,the weapons generate one extra hit roll whenever it generates extra hit rolls.


*'''Setting the webs (1CP):''' ''x''
*'''Setting the webs (1CP):''' ''When the Q'Orl declare something their territory, they are most likely going to cover it in steel-hard webs to increase the manouverability and protection they get from that area.''
::Use this Stratagem during deployment. Select a single piece of terrain other than a fortification. {{W40kKeyword|Q'Orl}} units in that terrain gain a 6+ Invulnerable save, including {{W40kKeyword|Larva}} units.
::Use this Stratagem during deployment. Select a single piece of terrain other than a fortification. {{W40kKeyword|Q'Orl}} units in that terrain gain a 6+ Invulnerable save, including {{W40kKeyword|Larva}} units.


*'''Queen's Blessing (1/3CP):''' ''x''
*'''Queen's Blessing (1/3CP):''' ''The Queen always has prizes for her most loyal Q'Orl. Sometimes, when a Royalty Q'Orl gets granted a gift directly by the Queen, he also gets immediately promoted to the rank of Hive Prince.''
::Use this Stratagem before the battle. Your army can have one extra Queen's Treasure for 1 CP, or two extra Queen's Treasures for 3 CPs. All of the Queen's Treasures that you include must be different and be given to different {{W40kKeyword|Q'Orl}} {{W40kKeyword|Characters}}. This Stratagem can only be used once per battle.
::Use this Stratagem before the battle. Your army can have one extra Queen's Treasure for 1 CP, or two extra Queen's Treasures for 3 CPs. All of the Queen's Treasures that you include must be different and be given to different {{W40kKeyword|Q'Orl}} {{W40kKeyword|Characters}}. This Stratagem can only be used once per battle.



Revision as of 08:57, 25 September 2020

The Q'Orl, also known scientifically as Bestiola Superior, are a type of intelligent, advanced insectoid aliens that lived in the galaxy and were native to the Swarmworld Loqiit, located in the Segmentum Pacificus.

Army Rules

Universal

  • Arthropods: The Q’Orl are a race of arthropod insectoids that resemble, to an extent, giant spiders and scorpions from Terra. This gives them a speed much higher than what their chitinous exterior leads to think.
When a unit with this special rule advances, count a roll of 1 or 2 as a roll of 3 to determine the distance the unit moves.
  • For the Queen: The Q'Orl live and die for the sole purpose of serving their precious Queen, she who stepped up to the task after the Empire was almost lost as a consequence to the Eldar stealing away their older Queen.
Q’ORL units that are within 6” of a Q’Orl Royalty unit automatically pass morale and combat attrition tests.
  • Technological Genious: Q'Orl sofisticated technology comes from the unique usage of the biofluid extracted from the eggs the Queen lays. This fuild has immense electrical potentiality, and when stimulated produces enough current to melt even metals.
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, if the Strength of the attack is more than half the target’s Toughness, the attack automatically wounds the target.

Detachment Rules

  • Nesting the Area: While not able to ustilize Warp travel, the Q'Orl are by no mean not interested in expansion. When they find new suitable places for the Swarmhood, they will fight with teeth and claws to keep it.
If your army is Battle-forged, all Troops units in Q’Orl Detachments gain this ability, apart from Larva units. Such a unit 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.
  • Hive Workers: Larvae, while the very basic form and completely necessary for the species survival, are always seen as inferior beings in the Swarmhood. They often get punched, kicked, eaten and or killed for no real reason.
Units composed entirely of Q’Orl Larvae cannot benefit from any Swarmhood. In addition, Q’Orl Stratagems can only be used on these units if the Stratagem explicitly states so.
  • Swarmhood Royalty Soldiers: The ranks inside the Swarmhood are extremely well defined and understood. If a superiror orders you to do something, you do it, no question asked. This strangely leads to an extreme morale increase, because the Q'Orl fully believe that the closest an entity is to the Queen, the more absolutely sacred that being is.
If your army is Battle-forged, all <Swarmhood> units in Q’Orl Detachments (excluding those in Super-heavy Auxiliary Detachments) gain a Hive Royalty, so long as every unit in that Detachment is from the same Swarmhood.

Swarmhoods

  • Afelhuk - The Scavenging Hive Afelhuk was the second Swarmhood ever created by the old Queen. The Q'Orl there are completely sure about one thing and one thing only: dying for the Queen is the best death one can hope for.
When a model in a Afelhuk unit is removed from the battle as the result of an enemy attack, that model can immediately make a shooting attack as if it were the shooting phase. This attack can only hit on a roll of 5+, ignoring all modifiers.
  • Alakyrr - Assault Hive Alakyrr was the first Swarmhood created by the new Queen. Here, Q'Orl are grown to be stronger and faster, perfectioning their bodies to form complex combat styles. While completely atypical for a Q'Orl to focus on melee combat, this Swarmhood has proven multiple times that hald a ton of chitin and claws slamming against enemies works very well.
All Alakyrr units add 1 to their Weapon Skill rolls in the first turn of combat. In addition, all Alakyrr units add 1 to their Attacks characteristic.
  • Gook - Blitz Warfare Hive Gook is the only Swarmhood that doesnt have a real place to call home. Gook's Q'Orls are always travelling to search places suitable for the Hive to grow in, and they excel at doing that because of a strain in their DNA that alters their growth and evolution to produce stronger and more flexible tendons, giving them faster speed.
All Gook units add 6” to their advance rolls instead of rolling a d6.
  • Loqiit - The Queen’s Personal Army The original Swarmhood and the current location of the new Queen. This is were all the larvae are born and where the Queen's personal army stays. It's the most protected place in the Q'Orl Empire, and the Q'Orl there are the strongest ones of all the hives.
All Loqiit units gain 1 Toughness and 1 Strength when within 12” of a Loqiit Royalty. In addition, Loqiit units can ignore lost wounds on a roll of 6+.
  • Semmiheu - Crafter Hive Semmiheu is a Swarmhood almost completely composed of Engineers. They specialize in perfecting the usage of the biofluid extracted by the Queen's egg, to attempt to create more deadly weaponry and to reduce the waste of biofluid per bullet as much as possible, because of its natural limited amount.
The Technological Genius special rule is activated on a roll of 5+ for Semmiheu units.

Stratagems

Universal

  • Biotechnological Clock setting (1CP): Q’Orl Engineers need to implant in their bodies a machine, inches away from their heart, which pumps pheromones in the Technoengineer’s blood stream. While not highly effective, this does increase the Q’Orl awareness. Somehow.
Use this Stratagem before the battle. Select one Engineer unit and roll a Biotechnological Clock Overdrive check; that unit gains that buff for the rest of the battle. The same buff can be gained again. Re-roll results of 6.
  • Enhanced Optics (1CP): Q'Orl eyes are, sometimes, directly modified by the engineers of the hive. While the result is clearly better, this leaves the subject Q'Orl in a state where they are, at times, blind, while in other time frames their vision is extremely enhanced.
Use this Stratagem in your Shooting phase when a Q'Orl unit in your army declares a shooting attack. Increase the Strength characteristic of all the ranged weapons in that unit by 1.
  • Harden Up (3CP): Because of their harsh life, larvae often end up growing scarred, damaged, and are unable to fully form their empowered chiritine exterior. This is partially the reason why Q’Orl prefer ranged combat instead of assaults, being that the various cracks in their shells are often more exploitable in a brawl than they are from messy ranged fire. Sometimes though, certain lucky larvae grow and evolve without being damaged, forming complete and more compact exoskeletons.
Use this Stratagem before the battle. Select one Soldier unit in your army, that unit gains the Enhanced Chitin special rule for the rest of the battle. (4+ Invulnerable save, 6+ Feel no Pain).
  • Heating Up (1CP): The Biofire Ejectors are both hated and loved by the Q'Orl Fire Spewers: who doesnt love spraying your enemies with ignited, highly corrosive and extremely electrical bioliquid that can easily melt living beings in mere instants? The problem is that it wastes a ton of biofluid. Engineeres love this weapon so much that they spend extreme lenghts of time just to make it even 1% more efficient.
Use this Stratagem in your Shooting phase when a Q'Orl unit armed with Biofire Ejectors in your army declares a shooting attack. Increase the Strength of the Biofire Ejectors by 1 for the rest of the Shooting phase.
  • Larva Bomb (1CP): Once the Q’Orl discovered that the larvae, when electrified through a direct connection to the batteries that aliment their weaponry, become highly unstable, they also discovered that it's because they are, partially, filled with the same bioliquid found in the eggs. The larvae rarely survive being connected directly to batteries, especially because the Q’Orl have discovered that supercharged larvae are highly explosive, and as such they are at times used as living grenades.
Select a non-Larva unit that is within 3” of a Larva unit. For this shooting phase, the unit can sacrifice a Larva model to shoot a Larva Bomb that has the following profile:
Weapon Range Type S AP D Abilities
Larva Bomb 12" Heavy D3 4 0 D3 An enemy hit by this weapon has a penalty of 1 to their hit rolls in their following shooting phase. If the enemy is a Psyker, a successful wound also inflicts 1 mortal wound.
  • Larvae Support (2CP): The Hive Queen is capable of laying tens of thousand eggs in an extremely short period of time. While the larva mortality rate is extremely high, the sheers numbers of larvae make up for it.
Use this Stratagem when a Larva unit in your army is removed from the battle. Place a unit of 10 Larva anywhere on the battlefield that is more than 9” away from any enemy unit.
  • Marching to safety (1CP): Q'Orl soldiers feel much safer when close to a superior, because they belive that the protection a high ranking Q'Orl can give to the hive often means that staying near a royalty means night invulnerability.
Use this Stratagem at the beginning of any Morale Phase. Select 1 Soldier unit in your army that is not within Engagement Range of an enemy and move it 3”. This unit cannot enter the Engagement Range of an enemy unit.
  • Overwhelming Voltage (1CP): When correctly powered through the use of mini batteries implanted directly into Q’Orl weaponry, the bioliquid becomes electrified to voltages so extreme that they melt metal just from the pure excitement of atoms when they come in contact with such amperage.
Use this Stratagem in your Shooting phase. Select a unit equipped with weapons from the Voltage Weapons list; until the end of your Shooting phase,the weapons generate one extra hit roll whenever it generates extra hit rolls.
  • Setting the webs (1CP): When the Q'Orl declare something their territory, they are most likely going to cover it in steel-hard webs to increase the manouverability and protection they get from that area.
Use this Stratagem during deployment. Select a single piece of terrain other than a fortification. Q'Orl units in that terrain gain a 6+ Invulnerable save, including Larva units.
  • Queen's Blessing (1/3CP): The Queen always has prizes for her most loyal Q'Orl. Sometimes, when a Royalty Q'Orl gets granted a gift directly by the Queen, he also gets immediately promoted to the rank of Hive Prince.
Use this Stratagem before the battle. Your army can have one extra Queen's Treasure for 1 CP, or two extra Queen's Treasures for 3 CPs. All of the Queen's Treasures that you include must be different and be given to different Q'Orl Characters. This Stratagem can only be used once per battle.

Swarmhood Specific

  • Afelhuk - XXX (x CP): x
Use this Stratagem xxx

Warlord Traits

  • Digging Deep
At the start of the first battle round, but before the first turn begins, you can remove the Warlord from the battlefield and set them up again following normal deployment rules.
  • High Royalty
The Warlord gives the HIGH ROYALTY bonus to units 6” further than the ability allows.
  • Technological Tinkering
The Warlord can reroll a single dice used to determine the number of shots in a weapon once per shooting phase
  • Reinforced Chitin
Reduce the damage this warlord takes from attacks by 1 to a minimum of 1.
  • Into the fray
When the warlord charges, is charged or performs an heroic intervention, increase his Attacks characteristic by 2.
  • Richness
This Warlord can select a second relic to take. He may not get a second Warlord trait after getting this trait.

Queen's Curse Discipline

  • 1: Symbiotic Exoskeleton
Warp Charge: 7
x
Select a friendly Q’Orl unit within 12” and in line of sight of the Psyker. That unit’s save characteristic is improved by 1. In addition,roll a die each time that unit suffers an unsaved wound; on a roll of 6+ the wound is ignored.
  • 2: Psychic Leech
Warp Charge: 6
x
Select one Psyker enemy unit within 12” of the Psyker. Both players roll 2d6. If the result of the enemy Psyker roll is equal or higher than yours, no effect takes place; if the result of the enemy Psyker roll is lower, during his next Psychic phase that Psyker must reduce the amount of powers he can manifest by 1.
  • 3: Suicidal Overcharge
Warp Charge: 7
x
Select a friendly Soldier unit within 12” of the Psyker. Add 1 to their Strength characteristic of weapons in that unit until the end of your turn. In addition, each time a model in that unit rolls a hit roll of 1, the unit suffers 1 mortal wound.
  • 4: Cursed Youth
Warp Charge: 6
x
Select a friendly Larva unit within 12” of the Psyker. That unit can immediately move as it was the Movement phase, but it suffers D3 mortal wounds at the end of the Psychic phase.
  • 5: XXX
Warp Charge: x
x
xxx
  • 6: XXX
Warp Charge: x
x
xxx

Wargear

Melee Weapons

  • Q'Orl Melee Weaponry:
Weapon Range Type S AP D Abilities
Multi Techno tool Melee Melee User - 1 Every hit roll of 5 with this weapon generates and extra hit.
Symbiote Staff Melee Melee x2 - 1 If an enemy model is slain as a consequence to an attack with this weapon, add a single model of Q’Orl Larva to this unit. The added Q’Orl Larva doesn’t cost any reserve points and you must allocate wounds to it before allocating them to the High Shaman.
High Voltage Sabre Leg Melee Melee +1 - 1 Hit rolls of 5+ with this weapon generate one extra hit.
Shielded Chitin Melee Melee x2 -1 d3 Subtract 1 from the hit roll when attacking with this weapon.
Mastodontic Jaws Melee Melee x2 -4 4 -

Ranged Weaponry

  • Biofire Ejector:
Weapon Range Type S AP D Abilities
Biofire Ejector (short range) 1"-6" Assault 2 4 -2 1 This weapon automatically hits its target.
Biofire Ejector (long range) 7"-12" Assault 1 4 -1 1 This weapon automatically hits its target.
  • Bioluid Torrent:
Weapon Range Type S AP D Abilities
Biofluid Torrent 24" Assault 5 6 -3 2 -
  • Grenades:
Weapon Range Type S AP D Abilities
Electro Pulse Grenade 6" Grenade D6 4 -1 1 Blast. If a 6 is rolled to determine the amount of shots this weapon fires, increase the AP characteristic of this weapon to -2 for this shooting attack.
Electro Impulse Grenade 6" Grenade 1 10 -5 3 This weapon only hits on an unmodified hit roll of 6.
  • Mortar Platforms:
Weapon Range Type S AP D Abilities
Unstable Mortar Platform 12"-60" Heavy 1d3 5 -1 2 This weapon can be fired at units that are not visible to the bearer.
Stable Mortar Platform 12"-60" Heavy 3 6 -2 2 This weapon can be fired at units that are not visible to the bearer.
  • Ordinance Maimers:
Weapon Range Type S AP D Abilities
Semi Automatic Ordinance Maimer 24" Rapid Fire 3 4 -2 D3 -
Long Range Ordinance Maimer 36" Heavy 2 5 -2 D3 -
  • Voltage Weaponry:
Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Every hit roll of 6+ with this weapon generates an extra 2 hit rolls.
High Voltage Control Blaster 24" Heavy 1 8 -5 3 Damage from this gun spills over to other models in the attacked unit.
  • Q'Orl Ranged Weaponry
Weapon Range Type S AP D Abilities
High Control Heavy Spitter 36" Heavy 2d6 4 -3 3 Blast Double this gun’s strength against VEHICLES.
Energy megaton pulse-generator 18" Assault 2 7 -3 1d6 If the target is within half this weapon’s range, add 2 to the damage this weapon causes.
Symbiote Staff (ranged) 24" Pistol d3 5 -1 1 -
Techno Crafter Tool 24" Rapid Fire 2 4 -2 d3 Double this gun's strength against VEHICLES.
Chiritine Ripper 6" Pistol d6 3 -4 1 -
Neuroelectric Rifle 24" Assault 1 3 -1 1 Every hit roll of 6+ with this weapon generates an extra hit roll.
Short sticked sparkler 12" Pistol 1 3 - 1 Hit rolls of 6+ with this weapon generate one extra hit.
Bioengineered Nerve Breaker 24" Assault 3d3 4 - 1 Each time a 3 is rolled to determine the number of shots of this weapon, consider that result a 5.
Current Blaster 40" Heavy 2 5 -3 1 Every hit roll of 6+ with this weapon generates an extra 2 hit rolls.

Queen's Tresures

  • Enhanced Biological Clock: x
Model with Biotechnological Clock Overdrive only. You can reroll the result of the Biotechnological Clock Overdrive once per battle round.
  • Hyper Focused Arrays: x
Increase the range characteristic of all this model’s ranged weapons by 6”.
  • Hyper Voltage Rifle: x
Model with High Voltage Rifle only. The Hyper Voltage Rifle replaces the model's High Voltage Rifle and has the following profile:
Weapon Range Type S AP D Abilities
Hyper Voltage Rifle 24" Assault 6 4 -3 2 Every hit roll of 5+ with this weapon generates an extra 2 hit rolls.
  • Light Benging Cuirass: x
Enemy units that target this model with a ranged attack suffer a -1 penalty to their hit rolls.
  • Memento of the Old Queen: x
When a Command Point is spent by either you or your opponent after the first turn has begun, roll 1d6. On a roll of 6, you gain a Command Point.

Other Wargear

  • Battery Carrier: Some Soldiers have highly powered batteries on their backs to give extra power to his team's biofluid weapons.
Improve the AP characteristic of Neuroelectric Rifles and High Voltage Rifles in this unit by 1.
  • Prince's Wings: Some Hive Princes have the same wings that the Queen's Drones are equipped with.
Increase this model's Movement characteristic to 12" and add the Fly keyword to its datasheet.

Q'Orl Wargear List

Basic Techno Weapons

-High Voltage Rifle - free
-Semi Automatic Ordinance Maimer - 15 pts.
-Techno Crafter Tool - free

Advanced Techno Weapons

-Bionegineered Nerve Breaker - 10 pts.
-High Control Heavy Spitter - 25 pts.
-Energy Megaton Pulse Generator - 20 pts.

Units

HQs

Hive Prince

This unit contains a single Hive Prince. Only one Hive Prince can be included in a Q’Orl Army. (Power Rating 8).

Name M WS BS S T W A Ld Sv
Hive Prince 8" 2+ 2+ 6 7 8 4 10 2+

Wargear:

  • High Control Heavy Spitter
  • Semi Automatic Ordinance Maimer
  • Multi Techno Tool

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Advanced Leg Enhancements: x
This Unit can move and fire Heavy weapons without penalties.
  • Direct Serveant of the Queen: x
Units within 12" of this model count as being under the effect of the For the Queen ability.
  • Dangerous Pride: x
When this unit shoots his High Control Heavy Spitter, when rolling to determine the number of shots a roll of 1 inflicts 1 mortal wound on the Hive Prince.
  • Minor Lifeforms: x
When this unit suffers an unsaved wound while within 3” of a Larva unit, you can roll a d6. On a roll of 2+, the Larva unit suffers a number of Mortal Wounds equal to the damage he would have taken instead. On a roll of 1, the Larva unit takes the damage anyways, but so does the Hive Prince.
  • Enhanced Chitin: x
This Unit has a 4+ invulnerable save and can ignore suffered wounds on a roll of 6+.
  • Prince of the Hive: x
<SWARMHOOD> Units within 6" of this unit can reroll hit rolls of 1.

Upgrades: This model can have wings (Power Rating +2, +25 points).

Options: This model may replace its Semi Automatic Ordinance Maimer with two High Voltage Rifles.

Keywords:

  • Faction: Q'Orl, Swarmhood
  • Character, Monster, Hive Royalty, Hive Prince

Q'Orl Commander

This unit contains a single Q'Orl Commander. (Power Rating 6).

Name M WS BS S T W A Ld Sv
Q'Orl Commander 8" 3+ 2+ 5 6 5 3 9 3+

Wargear:

  • High Voltage Rifle
  • Semi Automatic Ordinance Maimer
  • Multi Techno Tool

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Chief Commander: x
When this unit is deployed, it can be deployed together with any other unit with the combat role TROOP. After deployment, the TROOP unit and the Q’Orl Commander are considered two separate units.
  • Violent Training: x
Units within 6” of a Q’Orl Commander can reroll hit rolls of 1 on their shooting attacks.
  • Enhanced Chitin: x
This Unit has a 4+ invulnerable save and can ignore suffered wounds on a roll of 6+.

Options: This model may replace its Semi Automatic Ordinance Maimer with two High Voltage Rifles.

Keywords:

  • Faction: Q'Orl, Swarmhood
  • Character, Infantry, Hive Royalty, Q'Orl Commander


Q'Orl High Shaman

This unit contains a single Q'Orl High Shaman. (Power Rating 4).

Name M WS BS S T W A Ld Sv
High Shaman 6" 3+ 3+ 3 4 4 3 9 4+

Wargear:

  • Symbiote Staff

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Symbiotic Assimilation: x
The High Shaman Q’Orl can, when a psychic power is declared to be cast, sacrifice models from a unit of Q’Orl Larva within 6” of him, or any Q’Orl Larva currently present in this unit. For each Larva slain this way, add 2 to the psychic focus test. On a roll higher than 12, the Q’Orl shaman only suffers perils of the Warp if the result of the roll is even.
  • Tormented Past: x
When suffering Perils of the Warp, the High Shaman Q’Orl doesn’t suffer Mortal Wounds, but any INFANTRY within 3” of him suffers 1 extra Mortal Wound.

Psyker:

  • This model can manifest 2 powers and attempt to deny once per psychic phase.
  • This model knows Smite and 2 powers from the Queen's Curse Discipline.

Keywords:

  • Faction: Q'Orl, Swarmhood
  • Character, Infantry, Psyker, Shaman


Lord Engineer

This unit contains a single Lord Engineer. (Power Rating 4).

Name M WS BS S T W A Ld Sv
Lord Engineer 6" 3+ 2+ 3 4 4 2 9 3+

Wargear:

  • High Voltage Rifle
  • Techno Crafter Tool

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Biological Clock Overdrive: x
At the beginning of each friendly or enemy Command Phase, roll 1d6. For the remainder of the turn, the Lord Engineer gains one of the following buffs based on the number rolled:

1- +2 Toughness 2- +2 Strength 3- +3” Movement 4- +4 Attacks 5- Increase WS and BS by 1 6- Roll 2d6 and gain two bonuses instead of 1, if the result is 6 against reroll the die

  • Deafening the Machine Spirits x
Once per battle round, select a friendly or an enemy unit. Friendly models gain +1 to their hit rolls; enemy models suffer a -1 hit roll penalty.

Keywords:

  • Faction: Q'Orl, Swarmhood
  • Character, Infantry, Hive Royalty, Engineer


Q'Orl Slaver

This unit contains a single Q'Orl Slaver. (Power Rating 3).

Name M WS BS S T W A Ld Sv
Q'Orl Slaver 8" 2+ 3+ 4 5 3 2 9 3+
Larva 5" 6+ 5+ 2 2 1 1 3 6+

Wargear:

  • High Voltage Rifle
  • Chiritine Ripper

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Scarring the Weak: x
Friendly LARVA units gain +1 Strength, +1 Toughness and +3” movement while within 6” of this model.
  • Violent Training x
Units within 6” of a Q’Orl Commander can reroll hit rolls of 1 on their shooting attacks, or reroll all hit rolls if the weapon they are using is a Pistol weapon.
  • Enhanced Chitin: x
This Unit has a 4+ invulnerable save and can ignore suffered wounds on a roll of 6+.

Options: This model can take up to 10 Larva units to accompany it. (+2 Power Level per 5 Larva)

Keywords:

  • Faction: Q'Orl, Swarmhood
  • Slaver: Character, Infantry, Slaver
  • Larva: Infantry, Larva

Troops

Q'Orl Soldier

This unit contains 9 Hive Soldiers and a Hive Warrior. it can contain up to 20 additional soldier, at Power Rating +4 per 10 models. (Power Rating 4).

Name M WS BS S T W A Ld Sv
Hive Soldier 8" 4+ 4+ 3 4 1 2 6 4+
Hive Warrior 8" 4+ 4+ 3 4 2 3 7 4+

Wargear:

  • Neurelectric Rifle
  • High Voltage Sabre Leg

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Battery Carrier: x
Increase the AP characteristic of Neuroelectric Rifles and High Voltage Rifles in this unit by 1.

Options:

  • A Hive Warrior may replace his Neuroelectric Rifle with a High Voltage Rifle
  • For every 10 models, a Hive Soldier may take a Electro Pulse Grenade
  • For every 10 models, a Hive Soldier may take any weapon from the Basic Techno Weapons weapon list
  • For every 10 models, a Hive Soldier may take a Battery Carrier

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Soldier


Q'Orl Gunner

This unit contains 5 Hive Gunners. It can contain up to 10 additional Hive Gunners, at Power Rating +2 per 5 models. (Power Rating 2).

Name M WS BS S T W A Ld Sv
Hive Soldier 6" 5+ 3+ 3 4 1 1 6 4+

Wargear:

  • Neurelectric Rifle

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Battery Carrier: x
Increase the AP characteristic of Neuroelectric Rifles and High Voltage Rifles in this unit by 1.
  • Bioengineered Hatred: x
If this unit declares a shooting attack against an enemy currently within 3” of an objective marker, increase the Strength characteristic of all its guns by 1.

Options:

  • Every 5 models a Hive Gunner can replace his Neuroelectric Rifle with a High Voltage Rifle.
  • Every 5 models a Hive Gunner can replace all his weapons for any weapons in the Basic Techno Weapons weapon list.
  • A Hive Gunner can take a Battery Carrier


Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Soldier, Gunner


Q'Orl Larva

This unit contains 5 Larvae. It can contain up to 25 additional Hive Gunners, at Power Rating +2 per 5 models. (Power Rating 2).

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

Wargear:

  • Short Sticked Sparkler

Special Rules:

  • Weak, but many: x
During every Morale Phase, roll a d6 for each Larva model that was removed this turn instead of rolling morale for the unit. On a roll of 1, a model is removed. On a roll of 6, add 2 Larva models to the unit. These extra units don’t cost Reserve Points and can’t bring the Unit size over 30 Larvae.

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Larva

Elites

Q'Orl Vanguard

This unit contains 3 Q'Orl Vanguards. It can contain up to 3 additional Q'Orl Vanguards, at Power Rating +7. (Power Rating 7).

Name M WS BS S T W A Ld Sv
Vanguard 7" 3+ 3+ 4 5 4 3 8 4+

Wargear:

  • High Voltage Rifle
  • Shileded Chitin

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Shielded Chitin: x
Models with this ability have a 4+ Invulnerable save and a 6+ Feel No Pain.
  • Scary Presence: x
When an enemy unit declares a charge against this unit, reduce the charge distance roll result by 2”.

Options:

  • Each Vanguard can replace its High Voltage Rifle with any weapon from the Basic Techno Weapon list


Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Vanguard, Hive Royalty


Q'Orl Technologist

This unit contains a single Q'Orl Technologist (Power Rating 2).

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

Wargear:

  • High Voltage Rifle
  • Techno Crafter Tool

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Biotechnological Clock Overdrive: x

Biotechnological Clock Overdrive - At the beginning of each friendly or enemy Command Phase, roll 1d6. For the remainder of the turn, the Technologist gains one of the following buffs based on the number rolled: 1- +2 Toughness 2- +2 Strength 3- +3” Movement 4- +4 Attacks 5- Increase WS and BS by 1 6- Roll 2d6 and gain two bonuses instead of 1

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Engineer


Q'Orl Lieutenant

This unit contains a single Q'Orl Lieutenant. It can contain up to 10 Q'Orl Soldiers, at Power Rating +4 per 10 Soldiers. (Power Rating 4).

Name M WS BS S T W A Ld Sv
Lieutenant 8" 4+ 4+ 3 4 2 3 8 4+
Soldier 8" 4+ 4+ 3 4 1 2 6 4+

Wargear:

  • Lieutenant - High Voltage Rifle
  • Lieutenant - High Voltage Sabre Leg
  • Soldiers - Neuroelectric Rifle

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Command Chain: x
Neuroelectric Rifles shot by models in this unit count as Assault 2 and generate an extra hit roll on a hit roll of 5+.
  • Platoon Assemblement: x
The Lieutenant can join another Q’Orl SOLDIER unit. Doing so requires the Lieutenant unit to be within 2” of the selected unit. This merges the two units together, which from that point onwards count as a single unit. When doing this, the total unit size cannot increase over 30 and any extra models are removed from the battle. The new unit will be a Q’Orl Lieutenant unit, with only up to 29 SOLDIER models attached.

Options:

  • The Q’Orl Lieutenant can replace its High Voltage Rifle with any weapon from the Advanced Techno Weapons weapon list


Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Soldier


Fast Attacks

Attack Larva

This unit contains 10 Attack Larva. It can contain up to 20 additional Attack Larvae, at Power Rating +3 per 10 Attack Larvae. (Power Rating 3).

Name M WS BS S T W A Ld Sv
Attack Larva 8" 5+ 4+ 3 2 1 2 4 6+

Wargear:

  • Short Sticked Sprawler

Special Rules:

  • Weak, but many: x
During every Morale Phase, roll a d6 for each Larva model that was removed this turn instead of rolling morale for the unit. On a roll of 1, a model is removed. On a roll of 6, add 2 Larva models to the unit. These extra units don’t cost Reserve Points and can’t bring the Unit size over 30 Larvae.

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Larva


Q'Orl Mechanoid

This unit contains 1 Q'Orl Mechanoid. It can contain up to 2 additional Q'Orl Mechanoids, at Power Rating +4 per model. (Power Rating 4).

Name M WS BS S T W A Ld Sv
Q'Orl Mechanoid 14" 6+ 3+ 4 5 5 2 8 3+

Wargear:

  • Bioengineered Nerve Breaker
  • Two High Voltage Control Blasters

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Stolen Technology: x
This unit can reroll 1s to wound when targeting a VEHICLE.
  • Technoengineered Flesh: x
Models in this unit have a 5+ Invulnerable Save.

Options:

  • Mechanoids can replace one or both their HVC Blasters for one or two Bioengineered Nerve Breakers.

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Vehicle, Fly, Mechanoid


Q'Orl Attack Soldier

This unit contains 5 Attack Soldiers. It can contain up to 25 additional Attack Soldiers, at Power Rating +3 per 5 models. (Power Rating 3).

Name M WS BS S T W A Ld Sv
Attack Soldier 12" 5+ 3+ 3 4 1 2 6 4+

Wargear:

  • Neuroelectric Rifle

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Flying Threats: x
During deployment you can set this unit up in the sky. When you do so, at the end of any of your movement phases you can set this unit anywhere in the battlefield that is at least 9” away from enemy models.

Options:

  • Every 5 models an Attack Soldier can replace his Neuroelectric Rifle with a High Voltage Rifle.

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Fly, Soldier


Heavy Supports

Heavy Gun Squadron

This unit contains 5 Heavy Gunners. It can contain up to 5 additional Heavy Gunners, at Power Rating +8. (Power Rating 8).

Name M WS BS S T W A Ld Sv
Heavy Gunner 6" 6+ 3+ 3 5 3 1 5 4+

Wargear:

  • Long Range Ordinance Maimer

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Techno-advanced Legs: x
Vertical movement is ignored when determining how far this unit can move.
  • Advanced Sight Biotechnology: x
This unit can reroll hit rolls of 1. This unit can reroll all hit rolls if it remained stationary in its previous Movement Phase.

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Heavy Soldier


Techno Gunner Platoon

This unit contains 10 Techno Gunners. It can contain up to 10 additional Techno Gunners, at Power Rating +4. (Power Rating 4).

Name M WS BS S T W A Ld Sv
Techno Gunner 6" 6+ 3+ 3 4 1 1 6 4+

Wargear:

  • Current Blaster

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Bioengineered Hatred: x
If this unit declares a shooting attack against an enemy currently within 3” of an objective marker, increase the Strength characteristic of all its guns by 1.
  • Electrified Earth: x
This unit can declare attacks against units that are outside its line of sight. By declaring an attack against an enemy outside of line of sight, this unit is considered to have Ballistic Skill 6+ for the shooting phase.

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Techno Gunner


Larva Mortar

This unit contains 1 Larva Mortar. It can contain up to 2 additional Larva Mortars, at Power Rating +2 per model. (Power Rating 2).

Name M WS BS S T W A Ld Sv
Larva Mortar 3" 6+ 3+ 2 5 1 1 3 5+

Wargear:

  • Unstable Mortar Platform

Special Rules:

  • Squashed by Heavy weaponry: x
When this unit fires an Unstable Mortar Platform, if the roll to determine the amount of shots from the gun is a 1, the unit is considered to have a Ballistic Skill of 5+ for this shooting phase.
  • Extreme weight: x
When this unit advances, roll 1d3 instead of 1d6.

Options:

  • For 10 points per model, you can upgrade an Unstable Mortar Platform in a Stable Mortar Platform

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Larva


Fire Spewer Team

This unit contains 5 Fire Spewers. It can contain up to 5 additional Fire Spewers, at Power Rating +3. (Power Rating 3).

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

Wargear:

  • Biofire Ejector (short range)
  • Biofire Ejector (long range)
  • Electro Impluse Grenade

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Escalating Heat: x
If a unit is killed by an attack made with a Biofire Ejector in this unit, increase the Strength characteristic of the Biofire Ejector by 1.
  • Volatile: x
If a model in this unit is slain during the Fight Phase, the enemy unit which attacked suffers 1 Mortal Wound.

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Infantry, Soldier, Fire Spewer


Flyers

Queen's Drone

This unit contains a single Queen's Drone. (Power Rating 9).

Name M WS BS S T W A Ld Sv
Queen's Drone 20" 5+ 3+ 6 7 10 3 9 3+

Wargear:

  • Two Bioengineered Nerve Breakers
  • Two High Voltage Rifles
  • Long Range Ordinance Maimer

Special Rules:

  • Technological Genius
  • For the Queen
  • Arthropods
  • Boosted Wings: x
When this model advances, don’t roll 1d6; add 20” to this unit’s movement characteristic instead.
  • Enhanced Senses: x
This model can move and fire Heavy weapons without suffering penalties to his hit rolls. This model can also Advance and fire Assault weapons without taking penalties to his hit rolls.

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Vehicle, Fly, Drone

Dedicated Transports

Hive Carrier

This unit contains a single Hive Carrier. (Power Rating 6).

Name M WS BS S T W A Ld Sv
Carrier 12" 6+ 3+ 5 7 6-10 3 9 3+
Carrier 8" 6+ 4+ 5 7 3-5 d3 9 3+
Carrier 4" 6+ 5+ 5 7 1-2 1 9 3+

Wargear:

  • Semi Automatic ordinance Maimer
  • Two Biofire Ejector

Special Rules:

  • Explodes: x
When this model is destroyed, roll 1d6. On a roll of 6 it explodes, and every unit within 6” suffers 1d3 mortal wounds.
  • Transport: x
This model can transport 12 infantry models.

Keywords:

  • Faction:Q'Orl, Swarmhood
  • Vehicle, Transport, Carrier


Lords of War

Hive Queen

This unit contains a single Hive Queen. (Power Rating 20).

Name M WS BS S T W A Ld Sv
Hive Queen 14" 2+ 2+ 7 8 15 6 10 2+

Wargear:

  • Mastodontic Jaws
  • Biofluid Torrent
  • The Queen's Drones

Special Rules:

  • Technological Genius
  • Arthropods
  • Perfected Chitin: x
The Hive Queen has a 4+ Invulnerable save.
  • Supreme Being of the Hive: x
Q’Orl units within 12” of this model are considered to be in range of a Hive Royalty. Also, Q’Orl units within 12” of this model can reroll all failed to hit rolls and 1s to wound rolls.
  • Honor in Death: x
Q’Orl units within 6” of this model can Heroically Intervene for 6” if the Hive Queen is ever declared as the target of a successful charge.
  • Leader of all: x
The Hive Queen can never gain the benefits of a <SWARMHOOD>, but she can be taken in a battle forged army without losing the battle forged bonus

Keywords:

  • Faction:Q'Orl
  • Character, Monster, Queen, Hive Royalty

Point Costs

Units

HQs

Unit Models per unit Points per model (weapons included)
Hive Prince 1 175pts
Q'Orl Commander 1 100pts
Q'Orl High Shaman 1 70pts
Lord Engineer 1 55pts
Q'Orl Slaver 1(+ 0-10 Larva) 45pts

Special Characters

Unit Models per unit Points per model (weapons not included)
x x x

Troops

Unit Models per unit Points per model (weapons not included)
Q'Orl Soldier 10-30 8pts
Q'Orl Gunner 5-15 8pts
Q'Orl Larva 5-30 5pts

Elites

Unit Models per unit Points per model (weapons not included)
Q'Orl Vanguard 3-6 18pts
Q'Orl Technologist 1 40pts
Q'Orl Lieutenant 1(+ 0-10 soldiers) 75pts

Fast Attacks

Unit Models per unit Points per model (weapons not included)
Attack Larva 10-30 6pts
Q'Orl Mechanoid 1-3 90pts
Q'Orl Attack Soldier 5-30 9pts

Heavy Supports

Unit Models per unit Points per model (weapons not included)
Heavy Gun Squadron 5-10 15pts
Techno Gunner Platoon 10-20 9pts
Larva Mortar 1-3 20pts
Fire Spewer Team 5-10 50pts

Flyers

Unit Models per unit Points per model (weapons not included)
Queen's Drone 1 110pts

Transports

Unit Models per unit Points per model (weapons not included)
Hive Carrier 1 80pts

Lords of War

Unit Models per unit Points per model (weapons not included)
Hive Queen 1 400pts

Weapons

Melee Weapons

Weapon Points per weapon
Multi Techno Tool free
Symbiote Staff (melee) free
High Voltage Sabre Leg free
Shielded Chitin free
Mastodontic Jaws free

Ranged Weapons

Weapon Points per weapon
High Control Heavy Spitter 25pts
Energy Megaton Pulse-generator 20pts
Hyper Voltage Rifle Relic
Semi Automatic Ordinance Maimer 15pts
High Voltage Rifle 2pts
Symbiote Staff (ranged) free
Techno Crafter Tool free
Chiritine Ripper free
Neuroelectric Rifle free
Electro Pulse Grenade free
Electro Impulse Grenade free
Short Sticked Sprawler free
High Voltage Control Blaster 10pts
Bioengineered Nerve Breaker 10pts
Long Range Ordinance Maimer free
Current Blaster 10pts
Unstable Mortar Platform free
Stable Mortar Platform 10pts
Biofire Ejector (short range) free
Biofire Ejector (long range) free
Biofluid Torrent free