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===Enslavers=== Enslavers may be taken as an alternative HQ choice for any army. ''Yes, we mean '''any''' army including Tyranids or Necrons!'' '''Points:''' 25 per model {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Enslaver | 3 | 3 | 5 | 5 | 3 | 4 | 1 | 10 | 6+ | Infantry | 1-3 Enslavers |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *'''Deep Strike''' *'''Mind Control''' - Enemy units within 12" of an Enslaver model reduce their leadership by one, though this increases to a reduction of two when within 6" of an enslaver. Models identified as Psychic by any means reduce their leadership by a further one when within these distance (to a maximum -3 to leadership) *'''Enslavement''' - Enslavers get a dice pool for mind control. Each Enslaver contributes 1 dice. Each Enslaver may upgrade to contributing up to 5D6 at an extra +15 pts per D6. Dice are used to control enslaved units and to mind control new ones! The dice pool is used as follows: In the Enslaver's turn it allocates dice to utilising its already enslaved units. Any dice left over can be used to try and take over or control opposing units at the appropriate time in the turn sequence. At the start of the next Enslaver's turn the pool is refilled with the exception of dice that have been left with units to show they are in danger of permanent enslavement (see below). **At the start of the any player turn (the Enslavers or the oppoenents), up to three enslavement dice may be allocated to any enemy unit within 72" of the Enslaver unit, though a dice is consumed per every full 24" distance between the Enslaver unit and its target. Then immediately roll the remaining dice and compare with the target unit's highest leadership score and apply the appropriate result: ***'''Equalling the Leadership''': The target unit can do nothing that turn though this has no additional effect if rolled in the Enslaver's player turn, the opponent must remove one model from the unit for each 6 rolled on the dice to represent infighting β individuals being completely controlled and killing another unit member, ones winning freedom only to be slain by the others, suicidal incidents and so forth. ***'''Beating the Leadership by 1''': The Enslaver can cause the unit to move, this will be an additional move of up to 6" in the Enslaver's turn. The unit can be moved into terrain that is dangerous or difficult for it, but not impassable. If the dice were rolled in the opponent's turn treat this as equalling the Ld of the target. ***'''Beating the Leadership by 2''': The Enslaver can cause the unit to move as above and shoot in the Enslaver's turn, targeting the nearest unit, friend or foe. If the dice were rolled in the opponent's turn treat this as equalling the Ld of the target. ***'''Beating the Leadership by 3+''': The Enslaver can cause the unit to move up to 6", shoot and declare an assault, effectively controlling the unit for the Enslaver's turn. If the dice were rolled in the opponent's turn treat this as equalling the Ld of the target. **'''Permanent Enslavement''': Each time an enemy unit is affected by the Enslavers leave one of the dice from their pool with it. Once three dice have been accumulated the unit becomes fully enslaved and is part of the Enslaver's forces from then on. At this point the accumulated dice are returned to the Enslavers' dice pool. *'''Psychic Lash''' - In close combat, Enslavers add the number of unused & unallocated mind control dice to their base number of attacks. All Enslaver close combat attacks ignore armour saves (but not invulnerable saves).
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