WARLOCK CONCLAVE KILL TEAMS

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1 WARLOCK CONCLAVE KILL TEAMS Warlock Conclave Special Rules: Brotherhood of psykers: Fighters in a Warlock Conclave kill team may always use the highest leadership of any member of the kill team when testing to manifest a psychic power, they may however never use a fighter s leadership who is downed. Using a Warlock Conclave Kill Team: A Warlock Conclave kill team follows all the normal rules for kill teams with the following exceptions: Eldar psychic runes: When equipping fighters in a Warlock conclave kill team, as well as equipment lists, each warlock will have access to purchase psychic abilities from the Eldar psychic runes list. Warlock initiates: When a warlock initiate has completed 3 missions they do not gain any additional stats, however they may now manifest psychic abilities from the same runes as a warlock. Manifesting psychic powers: To use a rune of battle or fate in a game a fighter from a warlock conclave kill team must pass a leadership test. A fighter may attempt to use a psychic power during any phase in their turn, at the beginning of that phase. You must nominate when you are attempting to manifest a psychic power. However if they fail the leadership test then they may not do anything else in that phase, e.g if they fail in the shooting phase they may no longer shoot but can still fight in combat, if the fail in the movement phase they may no longer move but can still shoot and fight. Eldar psychic abilities cannot be used in the hand to hand combat phase. A fighter in a warlock conclave may attempt to cast each of their psychic once a turn, but any ability after the first suffers a -1 to leadership. Purchasing runes: If a fighter is to purchase a rune during the campaign and already has their maximum number of runes, they must elect to destroy a rune to replace the new one with, it is lost in the campaign and must be purchased again if you want to use it.

2 SEER (leader): 220pts Seer Wargear: A Seer has a combat blade and Rune armour. In addition a Seer can be armed with items chosen from the Warlock Hand to hand, pistols, grenades and miscellaneous equipment lists as well as 3 psychic runes from either runes of battle or runes of fate. Conclave: A Seer may use the line of sight a range from any other member of a warlock conclave kill team when manifesting psychic powers. WARLOCK (trooper): 80pts Warloc k Wargear: A Warlock has a combat blade and rune armour. In addition a Warlock can be armed with items chosen from the Warlock Hand to hand, pistols, grenades and miscellaneous equipment lists as well as 1 psychic rune from runes of battle. WARLOCK INITIATE (new recruit): 50pts Initiate Wargear: A Warlock Initiate has a combat blade. In addition a Warlock Initiate can be armed with items chosen from the Warlock Hand to hand, pistols and miscellaneous equipment. WARLOCK DISCIPLE (specialist): 100pts Discipl e Wargear: A Warlock Initiate has a combat blade and rune armour. In addition a Warlock Initiate can be armed with items chosen from the Warlock Hand to hand, pistols, grenades and miscellaneous equipment lists as well as 2 psychic runes from either runes of battle or runes of fate.

3 WARLOCK CONCLAVE WEAPON AND EQUIPMENT LIST: Grenades: Plasma grenades (25pts) Miscellaneous: Warp shard (10pts) Ghost helm** (100pts) Rune armour (40pts) Phoenix gem** (50pts) Hand to hand weapons: Combat blade (5pts) Witchblade (25pts) Witch staff (25pts) Singing spear* (90pts) Pistols: Shuriken pistol (35pts) Eldar psychic Runes: Runes of fate: Guide (20pts) Executioner (30pts) Doom (40pts) Will of Asuryan (25pts) Fortune (30pts) Mind war (50pts) Eldritch storm (50pts) Runes of battle: Conceal/Reveal (20pts)

4 Destructor/Renewer (30pts) Embolden/Horrify (20pts) Enhance/Drain (10pts) Protect/Jinx (30pts) Quicken/Restrain (30pts) Empower/Enervate (25pts) *= Cannot be used by warlock initiates **= Seer only Hand to hand weapons: Witchblade: WEAPONS AND EQUIPMENT Range Strength Damage Save modifier Special Close combat As user 1-1 Parry A fighter equipped with a witchblade may re roll to wound in combat. Witchstaff: Range Strength Damage Save modifier Special Close combat As user A fighter equipped with a witch staff may re roll to wound in combat, models suffering a wound from a witch staff must pass a toughness test or lose all remaining wounds. Singing spear: Range Strength Damage Save modifier Special Close combat As user A fighter equipped with a singing spear may re roll to wound in combat. A singing spear may also be thrown in the shooting phase like any normal shooting attack with the following profile: A fighter throwing a singing spear in the shooting phase may re roll to wound.

5 Pistols: Shuriken pistol: Sustained fire: 1 dice Runes of Fate: Guide: Range 24. Target fighter may re roll to hit rolls in the shooting phase. Executioner: Shooting attack with the following profile (have to roll to hit as normal after generating this power) Poisoned: This attack wounds targets on a 2+ regardless on toughness. Doom: Range 24. Any fighters targeting the affected unit with shooting, melee or damaging psychic abilities may re roll failed to wound rolls. Will of Asuryan: Any model within 12 of the user of this rune are immune to fear. Fortune: Range 24. Target may re roll failed saving throws. Mind war: Shooting attack with the following profile (have to roll to hit as normal after generating this power) Both the target and the user of this ability roll 1d6 and add their leadership. If there is a draw, the target unit has their WS and BS reduced by 1 for the remainder of this turn. If the user wins the target takes an automatic wound using the above profile. Eldritch storm: Shooting attack with the following profile (have to roll to hit as normal after generating this power)

6 Large blast. Runes of battle: Conceal/Reveal. Conceal: Fighters targeting this fighter with shooting attacks are at a further -1 to hit penalty. Reveal: An enemy fighter within 12 and line of sight reduce their cover save by 1. E.g a model in hard cover counts as being in light, a model in light cover counts as being in the open. (cannot be cast on the same target more than once) Destructor/Renewer. Destructor: Shooting attack with the following profile (have to roll to hit as normal after generating this power) Template Template Renewer: A fighter within 12 and line of sight recovers from being pinned. Embolden/Horrify Embolden: Target within 12 and line of sight recovers from fleeing, even if not in cover. Horrify: Target unit within 12 and line of sight takes a panic test. (cannot be cast on the same target more than once) Enhance/Drain Enhance: The user of the rune gains +1 attack and initiative. Drain: Target unit within 12 and line of sight loses -1 attack and initiative (to a minimum of 1) (cannot be cast on the same target more than once) Protect/Jinx Protect: The user of this rune gains +1 to their rune armour save. Jinx: Target within 12 and line of sight loses -1 from their armour save (cannot be cast on the same

7 target more than once). Quicken/Restrain Quicken: The user of this rune gains +2 movement Restrain: Target unit within 12 and line of sight loses -2 movement (cannot be cast on the same target more than once) Empower/Enervate Empower: The user of this rune gains +1 strength Enervate: Target unit within 12 and line of sight loses -1 strength (cannot be cast on the same target more than once) Armour: Rune armour: Confers a 5+ invulnerable save Miscellaneous: Ghosthelm: A fighter equipped with a ghost helm may re roll failed leadership tests when manifesting psychic powers. Phoenix gem: When a fighter equipped with a phoenix gem is first taken out of action, roll a d6. On a roll of a 1 they are taken out of action as normal, on a 2-6 place the large blast marker over the centre of the model, any model directly under the blast is hit by a strength 5 hit with a -2 save modifier. The fighter remains in the game with 1 wound remaining and the power gem is destroyed for the remainder of the campaign. Warp Shard: One use. Can use this to allow a fighter to re roll a failed leadership test when manifesting psychic powers. SKILLS Role Combat Ferocity Guerrilla Agility Muscle Shooting Stealth Trooper x x Specialist x X x Leader x x x X X X

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