Codex - Q'Orl: /tg/'s 9th Edition
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
- Technological Genious
- 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.
- For the Queen
- Q’ORL units that are within 6” of a Q’ORL ROYALTY unit automatically pass morale and combat attrition tests.
- Arthropods
- When a unit with ability advances, count a roll of 1 and 2 as a roll of 3 to determine the distance it moves.
Detachment Rules
- Nesting the area
- 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
- 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
- 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. The Hive Royalty gained depends upon the Swarmhood they are drawn from, as shown on the following table.
Swarmhoods
- Loqiit - the Queen’s personal army Bio Enhancement
- All Q’Orl units gain 1 Toughness and 1 Strength when within 12” of a Q’ORL ROYALTY unit. In addition, Q’Orl units can ignore lost wounds on a roll of 6+.
- Alakyrr - Assault hive Combat Training
- All Q’Orl units add 1 to their Weapon Skill rolls in the first turn of combat. In addition, all Q’Orl units add 1 to their Attacks characteristic.
- Afelhuk - The Scavenging hive Loyal until the end
- When a model in a Q’Orl 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.
- Gook - Blitz Warfare hive Tactical Exercise
- All Q’Orl units add 6” to their advance rolls instead of rolling a d6.
- Semmiheu - Crafter hive Enhanced Batteries
- Technological Genius is activated on a roll of 5+ for Q’Orl units in this Swarmhood.
Stratagems
- Harden Up (2CP):
- Before the battle you can select one SOLDIER unit in your army. That unit gains the Enhanced Chitin ability for the rest of the battle. (4+ Invulnerable save, 6+ Feel no Pain)
- Queen's Blessing (1|2CP):
- Typical 1|2 extra relics thingy
- Biotechnological Clock setting (1CP):
- Roll a Biotechnological Clock Overdrive check before the battle on an Engineer unit. That unit gains that buff permanently for the rest of the battle. The same buff can be gained again. Reroll results of 6.
- Larva Bomb (1CP):
- 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.
LARVA BOMB - 12” - Heavy d3 - S 4 - AP 0 - D 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):
- Use this stratagem when a LARVA unit in your army is removed from the battle. Place a unit of 10 Larva anywhere you want on the battlefield that is further than 9” away from enemy units.
- Overwhelming Voltage (1CP):
- Select a unit with Voltage weapons. In this shooting phase, the weapons generate one extra hit roll whenever it generates extra hit rolls.
- Marching to safety (1CP):
- 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.
- Setting the webs (1CP):
- 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.
- Enhanced Optics (1CP):
- Use this stratagem 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.
- Heating Up (1CP):
- Select a unit armed with Biofire Ejectors. Increase the Strength of the Biofire Ejectors by 1 for the rest of the battle.
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 Tresures
- Hyper Voltage Rifle
- Replace this unit’s HIGH VOLTAGE RIFLE with a HYPER VOLTAGE RIFLE
- Light Benging Cuirass
- Enemy units that target this model with a ranged attack suffer a -1 penalty to their hit rolls.
- Enhanced Biological Clock
- Model with Biotechnological Clock Overdrive only. You can reroll the result of the Biotechnological Clock Overdrive once per battle round.
- Hyper focused arrays
- Increase the range characteristic of all this model’s ranged weapons by 6”.
- Memento of the Old Queen
- 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.
Queen's Curse Discipline
- Symbiotic Exoskeleton
- Warp Charge 7 - Target a friendly Q’Orl unit within 12” and in line of sight of the Psyker. That unit’s save characteristic is improved by 1, and, when it suffers an unsaved wound, on a roll of 6+ the wound is ignored.
- Psychic Leech
- Warp Charge 6 - Target an enemy PSYKER that is within 12” of the Psyker. Both players roll 2d6. If the enemy PSYKER rolls equal or higher than your roll, no effect takes place; if the enemy PSYKER rolls lower, during his next psychic phase reduce the amount of powers he can manifest by 1.
- Suicidal Overcharge
- Warp Charge 7 - Target a friendly SOLDIER unit. That unit’s weapons add 1 to their Strength characteristic in the next shooting phase, but any hit roll of 1 inflicts a mortal wound on the unit.
- Cursed Youth
- Warp Charge 6 -Target a friendly LARVA unit. That unit can immediately make a full move action, but suffers 1d3 mortal wounds.
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
- 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. Hyper Voltage Rifle 24" Assault 6 4 -3 2 Every hit roll of 5+ with this weapon generates an extra 2 hit rolls. Semi Automatic Ordinance Maimer 24" Rapid Fire 3 4 -2 1d3 - High Voltage Rifle 24" Assault 3 3 -2 2 Every hit roll of 6+ with this weapon generates an extra 2 hit rolls. 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. Electro Pulse Grenade 6" Grenade d6 4 -1 1 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. Short sticked sparkler 12" Pistol 1 3 - 1 Hit rolls of 6+ with this weapon generate one extra hit. High Voltage Control Blaster 24" Assault 3d3 8 -5 3 Damage from this gun spills over to other models in the attacked unit. ' - ' - ' - ' - ' - ' -