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

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1d4chan>Chaledy
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This model may take the '''Prince's Wings''' Upgrade - +25 pts./+2 PL
This model may take the '''Prince's Wings''' Upgrade - +25 pts./+2 PL


'''Keywords''':
'''Keywords:'''
*Faction: {{W40kKeyword|Q'Orl}}
*Faction: {{W40kKeyword|Q'Orl}}
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Royalty}}, {{W40kKeyword|Hive Prince}}
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Royalty}}, {{W40kKeyword|Hive Prince}}
Line 548: Line 548:
</tabs>
</tabs>


'''Keywords''':
'''Keywords:'''
*Faction: {{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*Faction: {{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hive Technologist}}
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hive Technologist}}
Line 615: Line 615:
</div>
</div>


'''Keywords''':
'''Keywords:'''
*Faction: {{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*Faction: {{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hive Commander}}
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hive Commander}}
Line 670: Line 670:
</tabs>
</tabs>


'''Keywords''':
'''Keywords:'''
*Faction: {{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*Faction: {{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Hive Lieutenant}}
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Hive Lieutenant}}
Line 742: Line 742:
</div>
</div>


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Soldier}}, {{W40kKeyword|Gunner}}, {{W40kKeyword|Core}}
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Soldier}}, {{W40kKeyword|Gunner}}, {{W40kKeyword|Core}}


====Hive Soldiers====
====Hive Soldiers====
Line 840: Line 841:
</div>
</div>


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Soldier}}, {{W40kKeyword|Core}}
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Soldier}}, {{W40kKeyword|Core}}
Line 875: Line 876:
</tabs>
</tabs>


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Larvae}}
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Larvae}}
Line 943: Line 944:
</div>
</div>


'''Keywords''':
'''Keywords:'''
*Faction: {{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*Faction: {{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Vanguard}}
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Vanguard}}
Line 950: Line 951:
===Fast Attacks===
===Fast Attacks===
====Winged Q'Orl Soldiers====
====Winged Q'Orl Soldiers====
This unit contains 5 Winged Q'Orl Soldiers ('''Power Rating 3''').
This unit contains 5 Winged Q'Orl Soldiers ('''Power Rating: 3'''). It can include up to 5 additional 5 Winged Q'Orl Soldiers ('''Power Rating: +3''').
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
Line 959: Line 960:


'''Wargear:'''
'''Wargear:'''
*Neuroelectric Rifle
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Neuroelectric Rifle'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Neuroelectric Rifle''' || 24" || Assault 1 || 3 || -1 || 1 || Each hit roll of 6+ with this weapon causes 2 hits instead of 1.
|}</div>
</div>


'''Special Rules:'''
'''Special Rules:'''
*Technological Genius
<tabs>
*For the Queen
<tab name="Arthropods">
*Arthropods
See Army Rules - Universal
*'''Flying Threats:''' ''x''
</tab>
::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.
<tab name="For the Queen">
See Army Rules - Universal
</tab>
<tab name="Flying Threats">
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 on the battlefield that is at least 9” away from enemy models.
</tab>
<tab name="Technological Genius">
See Army Rules - Universal
</tab>
</tabs>


'''Options:'''
'''Options:'''
*Every 5 models an Attack Soldier can replace his Neuroelectric Rifle with a High Voltage Rifle.
Every 5 models, a Hive Soldier may replace its '''Neuroelectric Rifle''' with one of the followings:
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
-'''High Voltage Rifle''' - +2 pts.
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''High Voltage Rifle''' || 24" || Assault 3 || 3 || -2 || 2 || Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
|}</div>
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
-'''Semi-automatic Ordinance Aimer''' - +6 pts.
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Semi-automatic Ordinance Aimer''' || 24" || Rapid Fire 3 || 4 || -2 || D3 || -
|}</div>
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
Every 10 models, one Hive Soldier can take an '''Electric Pulse Grenade''' - free
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! 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 number of shots this weapon fires, increase the AP characteristic of this weapon to -2 for the remaining of the phase.
|}</div>
</div>


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|Swarmhood}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Soldier}}, {{W40kKeyword|Winged Q'Orl Soldiers}}
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Soldier}}, {{W40kKeyword|Winged Q'Orl Soldiers}}




===Heavy Supports===
===Heavy Supports===
====Heavy Gun Squadron====
====Heavy Gunner Squadron====
This unit contains 5 Heavy Gunners ('''Power Rating: 8'''). It can contain up to 5 additional Heavy Gunners ('''Power Rating: 8''').
This unit contains 5 Heavy Gunners ('''Power Rating: 8'''). It can contain up to 5 additional Heavy Gunners ('''Power Rating: +8''').
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
Line 987: Line 1,036:


'''Wargear:'''
'''Wargear:'''
*Long Range Ordinance Maimer
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Long Range Ordinance Aimer'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Long Range Ordinance Aimer''' || 36" || Heavy 2 || 5 || -2 || D3 || -
|}</div>
</div>


'''Special Rules:'''
'''Special Rules:'''
*Technological Genius
<tabs>
*For the Queen
<tab name="Advanced Optical Enhancement">
*Arthropods
This unit can re-roll hit rolls of 1 when making a shooting attack. This unit can re-roll all hit rolls if it remained stationary in its previous Movement Phase.
*'''Techno-advanced Legs:''' ''x''
</tab>
::Vertical movement is ignored when determining how far this unit can move.
<tab name="Arthropods">
*'''Advanced Sight Biotechnology:''' ''x''
See Army Rules - Universal
::This unit can reroll hit rolls of 1. This unit can reroll all hit rolls if it remained stationary in its previous Movement Phase.
</tab>
<tab name="For the Queen">
See Army Rules - Universal
</tab>
<tab name="Techno-enhanced Legs">
Vertical movement is ignored when determining how far this unit can move.
</tab>
<tab name="Technological Genius">
See Army Rules - Universal
</tab>
</tabs>


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|Swarmhood}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Heavy Soldier}}  
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Heavy Gunner}}  




Line 1,013: Line 1,081:


'''Wargear:'''
'''Wargear:'''
*Current Blaster
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Current Blaster'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Current Blaster''' || 40" || Heavy 2 || 5 || -3 || 2 || Every hit roll of 6+ with this weapon generates an extra 2 hit rolls.
|}</div>
</div>


'''Special Rules:'''
'''Special Rules:'''
*Technological Genius
<tabs>
*For the Queen
<tab name="Arthropods">
*Arthropods
See Army Rules - Universal
*'''Bioengineered Hatred:''' ''x''
</tab>
::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.
<tab name="Bioengineered Hatred">
*'''Electrified Earth:''' ''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 ranged weapons by 1.
::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.
</tab>
<tab name="Electrified Earth">
This unit can target units that are not in its line of sight. If they do, consider its Ballistic Skill to be of 6+ for the remainder of the Shooting phase.
</tab>
<tab name="For the Queen">
See Army Rules - Universal
</tab>
<tab name="Techno-enhanced Legs">
Vertical movement is ignored when determining how far this unit can move.
</tab>
<tab name="Technological Genius">
See Army Rules - Universal
</tab>
</tabs>


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|Swarmhood}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Techno Gunner}}  
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Techno Gunner}}  




====Larva Mortar====
====Larva Mortars====
This unit contains 1 Larva Mortar. It can contain up to 2 additional Larva Mortars, at Power Rating +2 per model. ('''Power Rating 2''').
This unit contains 1 Larva Mortar and 1 Mortar Attendant ('''Power Rating: 2'''). It can contain 1 additional Larva Mortar and Mortar Attendant ('''Power Rating: +2''') or 2 additional Larva Mortars and Mortar Attendants ('''Power Rating: +2''').
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
Line 1,036: Line 1,126:
|-
|-
| Larva Mortar || 3" || 6+ || 3+ || 2 || 5 || 1 || 1 || 3 || 5+ || 20
| Larva Mortar || 3" || 6+ || 3+ || 2 || 5 || 1 || 1 || 3 || 5+ || 20
|-
| Mortar Attendant || 8" || 4+ || 4+ || 3 || 4 || 1 || 2 || 6 || 4+ || 20
|}
|}


'''Wargear:'''
'''Wargear (Larva Mortar):'''
*Unstable Mortar Platform
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Unstable Mortar Platform'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! 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.
|}</div>
</div>
 
'''Wargear (Mortar Attendant):'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Neuroelectric Rifle'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Neuroelectric Rifle''' || 24" || Assault 1 || 3 || -1 || 1 || Each hit roll of 6+ with this weapon causes 2 hits instead of 1.
|}</div>
</div>
 
'''Special Rules (Larva Mortar):'''
<tabs>
<tab name="Extreme Weight">
When this unit advances, roll 1D3 instead of 1D6.
</tab>
<tab name="Squashed by Heavy Weaponry">
When a model from this unit fires an Unstable Mortar Platform, if the roll to determine the number of shots from the gun is a 1, the model is considered to have a Ballistic Skill of 5+ for the remainder of the Shooting phase.
</tab>
<tab name="Technological Genius">
See Army Rules - Universal
</tab>
</tabs>


'''Special Rules:'''
'''Special Rules (Mortar Attendant):'''
*'''Squashed by Heavy weaponry:''' ''x''
<tabs>
::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.
<tab name="Arthropods">
*'''Extreme weight:''' ''x''
See Army Rules - Universal
::When this unit advances, roll 1d3 instead of 1d6.
</tab>
<tab name="For the Queen">
See Army Rules - Universal
</tab>
<tab name="Technological Genius">
See Army Rules - Universal
</tab>
<tab name="Weapon Attendant">
A {{W40kKeyword|Larva Mortar}} can only fire its weapon if there's at least one {{W40kKeyword|Mortar Attendant}} within 3" of it.
</tab>
</tabs>


'''Options:'''
'''Options:'''
*For 10 points per model, you can upgrade an Unstable Mortar Platform in a Stable Mortar Platform
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
Any Larva Mortar may replace its '''Unstable Mortar Platform''' with a '''Stable Mortar Platform''' - +10 pts.
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Stable Mortar Platform''' || 12"-60" || Heavy 3 || 6 || -2 || 2 || This weapon can be fired at units that are not visible to the bearer.
|}</div>
</div>


'''Keywords''':
'''Keywords (Larva Mortar):'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|Swarmhood}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Larva}}  
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Larvae}}, {{W40kKeyword|Larva Mortar}}
 
'''Keywords (Mortar Attendant):'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Soldier}}, {{W40kKeyword|Mortar Attendant}}, {{W40kKeyword|Character}}




Line 1,078: Line 1,227:
::If a model in this unit is slain during the Fight Phase, the enemy unit which attacked suffers 1 Mortal Wound.
::If a model in this unit is slain during the Fight Phase, the enemy unit which attacked suffers 1 Mortal Wound.


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|Swarmhood}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Soldier}}, {{W40kKeyword|Fire Spewer}}  
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Soldier}}, {{W40kKeyword|Fire Spewer}}  




Line 1,107: Line 1,256:
*'''Technological Genius'''
*'''Technological Genius'''


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Queen's Drone}}
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Queen's Drone}}
Line 1,142: Line 1,291:
'''Transport:''' This model can transport 10 {{W40kKeyword|<Swarmhood>}} {{W40kKeyword|Infantry}} models.
'''Transport:''' This model can transport 10 {{W40kKeyword|<Swarmhood>}} {{W40kKeyword|Infantry}} models.


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*Faction:{{W40kKeyword|Q'Orl}}, {{W40kKeyword|<Swarmhood>}}
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Hive Carrier}}
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Hive Carrier}}
Line 1,186: Line 1,335:
*'''Technological Genius'''
*'''Technological Genius'''


'''Keywords''':
'''Keywords:'''
*Faction:{{W40kKeyword|Q'Orl}}
*Faction:{{W40kKeyword|Q'Orl}}
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Queen}}, {{W40kKeyword|Hive Royalty}}
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Hive Queen}}, {{W40kKeyword|Hive Royalty}}


==Point Costs==
==Point Costs==

Revision as of 10:01, 3 February 2021

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.


Q'Orl Lore

The Q'Orl

Commonly held theory holds the view that the Q'Orl are the evolutionary descendants of the primitive invertebrate lifeforms native to their homeworld of Loqqit. Whilst all are born equal, there are several distinct strains that are developed within the larval nurseries.

This is done through the use of hormonal soups exuded by the queen which is responsible for siring the entirely male race by laying several thousand eggs every day. At an unknown point, they developed space travel capabilities where they created elegant chainships. In time, they developed unbelievably advanced space vessels and became heavily armed, though they lacked Warp travel capability. As they expanded into space, they began placing planetary marker-stones, deep-space monoliths and archaeological sites containing a rich amount of Q'Orl text. These texts all proclaim the announcement of the "Superiority of the Swarmhood", their ownership of select regions of space and their ultimate aim of conquering the Galactic hub. Their empire was known as the Q'Orl Swarmhood and they were centered around their single holy world.

According to one text, four thousand years ago at the end of the 37th Millennium they became afflicted with some form of disease that may be Chaotic in origin. It is speculated that the disease was transmitted originally from Human settlers and may be attributed to Nurgle. During this time, they were assisted against this disease or Chaos by another race which some believe may be the Eldar. After the war was won, the pointy-eared allies demanded payment which was a Q'Orl queen to make an "uncorroded swarm"; possibly a race resistant to disease or Chaos. This saw the Q'Orl dissolve their alliance and defend their queen, though the Eldar conducted a treacherous act that stole away the queen. Despite the loss of the queen, a newly formed queen-egg was laid bringing the reign of the next matriarch, though the Q'Orl never forgave the Eldar for their actions.

At some point, an Administratum colony-ark along with a fleet of ships as part of a seeding project was dispatched into the space held by the Q'Orl Swarmhood. Upon learning of this, the Q'Orl became less than pleased at seeing parts of their territory being held by Human trespassers. In retribution, they massacred an estimated number of thirty thousand pilgrims before a single colony-ark managed to escape and become the only survivor of its fleet.

During the fifth year of Explorator Mari Alitz' travel of Segmentum Pacificus on St Thor's Eve, the colony-ark was encountered in the desolate region of space where they stayed for twenty days, though they never encountered a Q'Orl specimen. At some point, the Swarmhood began capturing a number of members of the Navis Nobilite in Segmentum Pacificus. This included Corchillio Haegrael of House Hagrael, who was implanted with a previously unknown organism in his brain.

In the locality of Maachros System on 0.024.804.M41, the wayward frigate Macharius Memoriem encountered a Chain Ship with the Q'Orl captured Navigator that had been infested with a maggot-strain in his brain. This discovery led to increased security in Fleet Pacificus to prevent the capture of further Navigators.

Q'Orl Anatomy

The Q’Orl are a race of arthropod insectoids that resemble, to an extent, spiders and scorpions from Terra. They have evolved a unique type of cheratin on their bodies that is said to be almost as impervious as Space Marine power armour; this has been proven true when, during an engagement with a Q’Orl scouting group of Soldiers, they were seen shrugging off lasgun fire and being barely scratched by it.

The Q’Orl are born all in the form of larvae that hatch from the eggs their precious Hive Queen lays everyday numbering in the thousands. These larvae are seen as inferior lifeforms by many Q’Orl, because their physiology makes it impossible to determine the strain that will change their evolution into the various classes of a Hive. For this reason, these barely sapient larvae are usually damaged, or straight up killed by the higher ranking Q’Orl inside a hive, deeming them as the only flaw in their evolutionary chain. 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. Larvae that grow with a cracked exoskeleton are always relegated to three possible jobs: Technoengineering, Hive maintenance or low ranking soldiers.

At times, larvae manage to avoid damage while in their early months of evolution and evolve into a Q’Orl with fully formed armour. These exemplars are rare, for Q’Orl simply refuse to understand the importance of larvae in their society. When one does in fact grow to that stage, it is immediately relegated to a much more important social or military job.

Q’Orl Society and Technology

These jobs include internal organization of the Hive, research and development of new technology, higher ranking soldiers and direct submission to the Queen’s orders. Their military path opens up with the position of an elite version of Soldiers, rarely dispatched in the same way normal soldiers are. Eventually, they can be rewarded the position of Lieutenants, Captains or even Princes. Some of the sturdiest Q’Orl are integrated in the Q’Orl Vanguard platoon.

Q’Orl technology is still not fully understood by the Imperium; they have proven themselves to be incredibly advanced technology-wise, lacking only warp travel to become a real problem for the Galaxy itself. Their researches are almost entirely focused on military discoveries and innovations. The Q’Orl utilize a special biofluid that is harvested from the fetal fluids left in the larvae eggs that the Queen produces to power extremely powerful weaponry. This liquid has amazing electrical properties, but it is inert when in its pure form.

When correctly powered through the use of mini batteries implanted directly into Q’Orl weaponry, the liquid 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.

This is used by Q’Orl soldiers in very small doses, because of how little they can get every day. The Neuroelectric rifle is the prime example of this: the basic weapon that most soldiers are equipped with spits out a condensed bullet of this fetal liquid that gets overcharged on launch and, upon colliding with the target, gets splashed over the victim. Once there, the electrical potency of the liquid acts by literally melting almost all material it comes in contact with. When a living creature comes in direct contact with it, they suffer instant paralysis as their nerves combust and liquify under the sheer amperage the bullet brings with it. The High Voltage Rifle is the direct evolution of the Neuroelectric Rifle. It dispatches bigger and more condensed projectiles of bioliquid and is built with a much stronger battery to power it. The effects are the same as the Neuroelectric Rifle, just enhanced to the extremes.

Another favoured weapon of the Q’Orl Swarmhoods is the High Control Heavy Spitter. This gun is rarely picked up, because of its extreme inefficiency when using the fetal biofuel. The way the weapon works is by literally spitting out liters of the liquid in a line to cover entire squads of enemies and frying most living creatures on the spot.

The cuirasse that covers the Q’Orl bodies is slightly resistant to this liquid, and this is because the larvae are born with a miniscule amount of it in their bodies that is used, during development, to create the chitin. Once the Q’Orl discovered this, they also discovered shortly thereafter that the larvae, when electrified through a direct connection to the batteries that aliment their weaponry, become highly unstable. The larvae rarely survive this process, especially because the Q’Orl have discovered that supercharged larvae are highly explosive, and as such they are at times used as living grenades.

The most intelligent of the Q’Orl are almost always relegated to the position of Technoengineer. These Q’Orl 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.

The Queen’s personal army is divided in two major groups: the vanguards and the drones. The Vanguards are the Q’Orl born with the most complete and sturdy chiritin armour possible. As high as 2 meters, they are easily the biggest non-royalty Q’Orl. Highly resilient and extremely powerful, they proudly compare themselves to an immovable wall between the Queen and her enemies. The Drones are Q’Orl born from a very rare strain, which causes them to grow immensely strong wings. These Drones continuously fly around the Queen, never stopping and ever growing stronger, constantly watching for potential threats to instantly annihilate with extremely precise charges and with claws capable of slashing through metal like it was paper. They are not big, barely over a meter, and they utilize the gases produced by the Queen to sustain themselves in their eternal flight over the Queen’s body.

The strain that modifies the Larvae into Drones is not visible in the early stages of a larva cycle. After a week from their hatching, the larva sprout small wings from their backs which are the same that will evolve into the highly resistant ones typical of the Drones. These larvae are instantly brought to the Queen’s presence, and they start getting mutated by her liquid secretions which slightly halts their growth, but also slows their metabolism to a crawl. After just a few more weeks, the larvae begin their eternal flight around the Queen, and will not stop until something kills them.

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 Hive Royalty unit automatically pass morale and combat attrition tests.
  • Technological Genius: Q'Orl sophisticated technology comes from the unique usage of the biofluid extracted from the eggs the Queen lays. This fluid has an immense electrical potentiality, and when stimulated produces enough current to melt even metals.
If the Strength of an attack made by a Q’Orl unit is more than double the target’s Toughness, the attack automatically wounds the target. In addition, attacks made by Q’Orl units can never suffer negative modifiers to their wound rolls.

Detachment Rules

  • Hive Swarmhood: The ranks inside the Swarmhood are extremely well defined and understood. If a superior 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 Swarmhood, so long as every unit in that Detachment is from the same Swarmhood.
  • 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.
  • Objective Secured: While not able to utilize 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.
  • Royalty of the Swarm: A Q'Orl swarm is made up of uncountable numbers of individuals, all grinding out their own existences as part of the vast machine which is the Q'Orl empire. The Q'Orl royalty however, sit separately to these workings, and instead spend their time overseeing the vast workings before themselves.
Hive Royalty units can be included in a Q'Orl Detachment without preventing other units in that Detachment from gaining a 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, 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, perfecting 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 half a ton of chitin and claws slamming against enemies works very well.
All Alakyrr units add 1 to their Weapon Skill rolls in the Fight Phase in a turn where they charged, were charged or performed a heroic intervention during the previous charge phase. In addition, all Alakyrr units add 1 to their Attacks characteristic.
  • Gook - Blitz Warfare Hive Gook is the only Swarmhood that doesn't have a real place to call home. Gook's Q'Orls are always traveling 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. In addition, Heavy weapons used by Gook units in a turn in which they advanced become Assault weapons instead.
  • Loqiit - The Queen’s Personal Army The original Swarmhood and the current location of the new Queen. This is where 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 Hive Royalty. In addition, Loqiit units can ignore lost wounds on a roll of 6+. However, when Loqiit units are more than 12" away from a Hive Royalty unit then roll a D6 at the start of each turn for that unit; on a 4+ that unit suffers D3 mortal wounds.
  • 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.
Change the Technological Genius special rule for Semmiheu units to read:
"If the Strength of an attack made by a Q’Orl unit is more than double the target’s Toughness, the attack automatically wounds the target. In addition, attacks made by Q’Orl units can never suffer negative modifiers to their wound rolls and always wound on a wound roll of 5+ or better."

Stratagems

Battle Tactics Stratagems

  • 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 Larvae within 6" of the Hive Queen and more than 1” away from any enemy unit.

Epic Deeds Stratagems

Requisition Stratagems

  • Biotechnological Clock setting (1CP): Q’Orl Technologists need to implant in their bodies a machine, inches away from their heart, which pumps pheromones in the bloodstream. 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't be gained again. Re-roll results of 6.
  • Harden Up (3CP): Because of their harsh life, larvae often end up growing scarred, damaged, and are unable to fully form their empowered chitinous exterior. This is partially the reason why Q’Orls 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.
Enhanced Chitin: This unit has a 4+ Invulnerable save. In addition, roll a die each time this model would lose a wound; on a 6 the wound is not lost.
  • 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 maneuverability 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.

Strategic Ploy Stratagems

  • 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.
  • Marching to safety (2 CP): Q'Orl soldiers feel much safer when close to a superior because they believe 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 one Soldier unit in your army, if that unit is within 6" of a friendly HQs unit, then it automatically passes any Morale and Combat Attrition test. If it's more than 6" away from such unit, and it's not within Engagement Range of an enemy, it can move 3” towards the nearest friendly HQs unit. This unit cannot enter the Engagement Range of an enemy unit.

Wargear Stratagems

  • 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.
  • Heating Up (1CP): The Biofire Ejectors are both hated and loved by the Q'Orl Fire Spewers: who doesn't 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. Engineers love this weapon so much that they spend extreme lengths 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.
  • 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.

Swarmhood Specific

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

Warlord Traits

Universal

  • 1: Digging Deep: Enemy tacticians have found themselves by outmaneuvered by some Q'Orl warlords, who used their underlings to dig them tunnels in order to redistribute their significant firepower, to their opponent's detriment.
At the start of the first battle round, but before the first turn begins, you can remove your Warlord from the battlefield along with 1 other friendly Q'Orl unit and set them up again following normal deployment rules.
  • 2: Genetically Re-Sculpted Chitin: x
Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). If an attack made against this warlord would have a damage characteristic of 1 to begin with then the attack subtracts 1 from its wound roll.
  • 3: High Royalty: x
Friendly Q'Orl units within 12" of this model count as being within 6" of a Hive Royalty unit for the purposes of For the Queen Universal rule. In addition, Friendly Q'Orl units within 12" of this unit count as being 2 models instead of 1 while using their Objective Secured Detachment rule.
  • 4: Leading from the Front of the Swarm: x
During the fight phase in which your warlord charged, was charged, or performed a heroic intervention during the previous charge phase then your warlord's attack characteristic is increased by 2. In addition, hit rolls of 6+ made by your warlord in the fight phase count as 2 hits instead of 1. If your warlord already possesses such an ability/weapon with such an ability then it instead adds 1 to its hit rolls when using that ability/weapon.
  • 5: Royal Heritage: '
Hive Royalty unit only. This Warlord can be equipped with two Queen's Treasures instead of only one. It may not get a second Warlord trait after getting this Trait.
  • 6: Technological Tinkering: x
Your warlord may reroll all dice during the shooting phase when determining the number of shots they fire with their weapons.

Swarmhood Specific

  • Afelhuk - Maximum Efficency There are those warlords who look upon the vast swarms of soldiers who die at their command, and look at them not as lost numbers in a grinding battle, but instead as a potential boon to further the hive.
Roll a D6 each time a friendly Afelhuk Infantry unit is slain within 6” of this unit; on a 4+ this unit regains 1 previously lost wound. If this unit has no missing wounds then instead add 1 to its saving throws until the end of the current turn.
  • Alakyrr - x x
x
  • Gook - Hyperactive Mind and Body x
Add 6” to your warlords movement characteristic and adds 1 to its saving throws in a until the following movement phase if it advanced in the current movement phase. However, your warlord must always advance during your movement phase, and if there is ever a situation in which they cannot advance during the movement phase then they automatically suffer D6 mortal wounds.
  • Loqiit - Grown Special x
Add 1 to this warlords Strength, Toughness and Wounds characteristics.
  • Semmiheu - Master of Creativity x
This unit may only have 1 Melee and 1 Ranger weapon equipped. However, during each shooting and fight phase you may change what weapons this unit is equipped with to any other weapon in the Q'Orl: /tg/'s 9th Edition. However, if this unit becomes equipped with a weapon it would not normally have access to then roll a D6; on a 4+ this unit suffers a mortal wound.

Wargear

Melee Weapons

  • High Voltage Sabre Leg:
Weapon Range Type S AP D Abilities
High Voltage Sabre Leg Melee Melee +1 0 1 Each hit roll of 5+ with this weapon causes 2 hits instead of 1.
  • Mastodontic Jaws:
Weapon Range Type S AP D Abilities
Mastodontic Jaws Melee Melee x2 -4 4 -
  • Multi Techno Tool:
Weapon Range Type S AP D Abilities
Multi Techno Tool Melee Melee User 0 1 Each hit roll of 5+ with this weapon causes 2 hits instead of 1.
  • Ramming Chitin:
Weapon Range Type S AP D Abilities
Ramming Chitin Melee Melee x2 -1 D3 When attacking with this weapon, subract 1 from the hit roll.
  • Sparkler Needle:
Weapon Range Type S AP D Abilities
Sparkler Needle Melee Melee User 0 1 -
  • The Queen's Talons:
Weapon Range Type S AP D Abilities
The Queen's Talons Melee Melee User -2 2 Each hit roll of 5+ with this weapon causes 2 hits instead of 1.

Ranged Weaponry

  • Bioengineered Nerve Breaker:
Weapon Range Type S AP D Abilities
Bioengineered Nerve Breaker 24" Assault 3D3 4 0 1 Blast.
  • 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.
  • Biofluid Torrent:
Weapon Range Type S AP D Abilities
Biofluid Torrent 24" Assault D6 6 -3 2 Blast.
Biofluid Rain 36" Assault 3D6 6 -3 2 Blast. This weapon can be fired at units that are not visible to the bearer.
  • Chiritine Ripper:
Weapon Range Type S AP D Abilities
Chiritine Ripper 6" Pistol D6 3 -4 1 -
  • Current Blaster:
Weapon Range Type S AP D Abilities
Current Blaster 40" Heavy 2 5 -3 1 Every hit roll of 6+ with this weapon generates an extra 2 hit rolls.
  • Energy Megaton Pulse-generator:
Weapon Range Type S AP D Abilities
Energy Megaton Pulse-generator 18" Assault 2 7 -3 D6 If the target is within half of this weapon’s range, add 2 to this weapon's Damage characteristic.
  • Grenade Weaponry:
Weapon Range Type S AP D Abilities
Electric Pulse Grenade 6" Grenade D6 4 -1 1 Blast. If a 6 is rolled to determine the number of shots this weapon fires, increase the AP characteristic of this weapon to -2 for the remaining of the phase.
Electric Impulse Grenade 6" Grenade 1 10 -5 3 This weapon only hits on an unmodified hit roll of 6.
  • High Control Heavy Spitter:
Weapon Range Type S AP D Abilities
High Control Heavy Spitter 36" Heavy 2D6 4 -3 3 Blast. Double this weapon's Strength characteristic if the target is a Vehicle.
  • 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 Aimers:
Weapon Range Type S AP D Abilities
Semi-automatic Ordinance Aimer 24" Rapid Fire 3 4 -2 D3 -
Long Range Ordinance Aimer 36" Heavy 2 5 -2 D3 -
  • Sparkler Needle:
Weapon Range Type S AP D Abilities
Sparkler Needle 12" Pistol 1 3 0 1 Each hit roll of 6+ with this weapon causes 2 hits instead of 1.
  • Techno Crafter Tool:
Weapon Range Type S AP D Abilities
Techno Crafter Tool 24" Rapid Fire 2 4 -2 D3 Double this weapon's Strength characteristic if the target is a Vehicle.
  • Voltage Weaponry:
Weapon Range Type S AP D Abilities
Neuroelectric Rifle 24" Assault 1 3 -1 1 Each hit roll of 6+ with this weapon causes 2 hits instead of 1.
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.
High Voltage Control Blaster 24" Heavy 1 8 -5 3 Damage in excess from this weapon carries over to other models in the targeted unit.

Queen's Treasures

  • Enhanced Biological Clock: Some Engineers get the honor of receiving enhanced Biological Clocks directly by their Queen.
High Technologist only. The bearer of this relic may reroll dice rolled for the Biotechnological Clock Overdrive special rule. If the same value is rolled twice as a result of the reroll then the bearer gains the benefit of that roll for the rest of the battle.
  • Hyper Focused Arrays: Through the usage of a special tube made by condensed bioliquid, it is possible to put much more power behind each bioliquid bullet shot.
Increase the Range characteristic of all this model’s ranged weapons by 6” and enemy units do not gain the benefit of cover against ranged attacks made by this unit.
  • Hyper Voltage Rifle: A unique relic from the past Reign. This was built with the use of the last gift from the old Queen: a strange stone, which continuously produces small amounts of her bioliquid. The difference in strength is absolutely immense.
This Relic replaces a 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 Bending Cuirass: Some Q'Orl are granted a single bath in the Queen's bioliquid. This causes them immense pain, as their exoskeleton almost melts from the pure electrical shock the bath gives them. Those who survive, emerge with a shiny white cuirass, which bends the light that touches it in ways that make the Q'Orl barely visible to inexperienced eyes.
Enemy units targeting this model with a ranged attack suffer a -1 penalty to their hit rolls. If the firing enemy unit is within 6" of the bearer of this relic then any missed attacks hit the firing unit instead.
  • The Limpet Crown: A lesser form of Q'Orl rather than a relic, this creature clamps itself on the skull of the bearer and drills tendrils into its brain. This invasive procedure gives the host access to the creature's senses and memories which it carries from previous bearers. However, the crown still has a sense of self-preservation, and will abandon its host to their fate and flee if death is near, in a process which is even more traumatic than its original merging.
The bearer of this relic adds 1 to all their hit and wound rolls. However, when the bearer of this relic drops below a quarter of their maximum wound count (rolling up as necessary) then the bearer losses this relic. When they do so roll a D6; on a 2+ the bearer suffers 1 mortal wound, on a roll of 6 they suffer D3 mortal wounds instead.
  • Memento of the Old Queen: A piece of the old Queen's exoskeleton, left in the hands of the Grand Warrior Kurrik while he was attempting to stop alone the Aeldari from stealing her away.
Roll a die each time you or your opponent use a Stratagem; on a 6 you gain one Command Point.
  • Mechandendrite Cloak: x
The bearer of this relic subtract 1 from all armor save throws they make. However, they gain a 4+ Invulnerable save and roll a D6 for every enemy unit within 3" of this unit at the start of each fight phase; on a 4+ that unit suffers 1 mortal wound.

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.

Q'Orl Wargear List

Advanced Techno Weapons

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

Basic Techno Weapons

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

Units

HQs

Hive Prince

This unit contains 1 Hive Prince (Power Rating: 11). Only one Hive Prince can be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Hive Prince 8" 2+ 2+ 6 7 8 4 10 2+ 225

Wargear:

High Control Heavy Spitter

Weapon Range Type S AP D Abilities
High Control Heavy Spitter 36" Heavy 2D6 4 -3 3 Blast. Double this weapon's Strength characteristic if the target is a Vehicle.

Multi Techno Tool

Weapon Range Type S AP D Abilities
Multi Techno Tool Melee Melee User 0 1 Each hit roll of 5+ with this weapon causes 2 hits instead of 1.

Semi-automatic Ordinance Aimer

Weapon Range Type S AP D Abilities
Semi-automatic Ordinance Aimer 24" Rapid Fire 3 4 -2 D3 -

Special Rules: <tabs> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="Dangerous Pride"> 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. </tab> <tab name="Direct Servant of the Queen"> Units within 12" of this model count as being under the effect of the For the Queen special rule, instead of only 6". </tab> <tab name="Enhanced Chitin"> This Unit has a 4+ Invulnerable save. In addition, roll a die each time this model would lose a wound; on a 6 the wound is not lost. </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Minor Lifeforms"> 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. </tab> <tab name="Prince of the Hive"> Friendly Q'Orl units within 6" of this unit can re-roll hit rolls of 1. </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Upgrades: <tabs> <tab name="Prince's Wings"> Increase this model's Movement characteristic to 12" and add the Fly keyword to its datasheet. </tab> </tabs>

Options:

This model may replace its Semi-automatic Ordinance Aimer with two High Voltage Rifles - free

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

This model may take the Prince's Wings Upgrade - +25 pts./+2 PL

Keywords:

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


Hive Technologist

This unit contains 1 Hive Technologist (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Hive Technologist 6" 3+ 2+ 3 4 4 2 9 3+ 80

Wargear:

High Voltage Rifle

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

Techno Crafter Tool

Weapon Range Type S AP D Abilities
Techno Crafter Tool 24" Rapid Fire 2 4 -2 D3 Double this weapon's Strength characteristic if the target is a Vehicle.

Special Rules: <tabs> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="Biological Clock Overdrive"> At the beginning of each friendly or enemy Command Phase, roll a die. For the remainder of the turn, the High Engineer gains one of the following buffs based on the number rolled:

1) +3” Movement
2) Improve WS and BS by 1
3) +2 Strength
4) +2 Toughness
5) +4 Attacks
6) Roll 2d6 and gain two bonuses instead of 1, if the result is 6 again, re-roll the die.

</tab> <tab name="Deafening the Machine Spirits"> Once per battle round, select a friend or an enemy Vehicle unit. If it's friendly, consider its Weapon Skill and Ballistic Skill as one point better; if it's enemy, consider them one point worse instead. </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Keywords:

  • Faction: Q'Orl, <Swarmhood>
  • HQ, Character, Infantry, Hive Technologist


Hive Commander

This unit contains 1 Hive Commander. (Power Rating: 6).

Name M WS BS S T W A Ld Sv Pts/model
Hive Commander 8" 3+ 2+ 5 6 5 3 9 3+ 110

Wargear:

High Voltage Rifle

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

Semi-automatic Ordinance Aimer

Weapon Range Type S AP D Abilities
Semi-automatic Ordinance Aimer 24" Rapid Fire 3 4 -2 D3 -

Special Rules: <tabs> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="Enhanced Chitin"> This Unit has a 4+ Invulnerable save. In addition, roll a die each time this model would lose a wound; on a 6 the wound is not lost. </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> <tab name="Violent Training"> Friendly Q'Orl units within 6” of this model can re-roll hit rolls of 1 during the Shooting phase. </tab> </tabs>

Options:

This model may replace its Semi-automatic Ordinance Aimer with two High Voltage Rifles - free

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

Keywords:

  • Faction: Q'Orl, <Swarmhood>
  • HQ, Character, Infantry, Hive Commander


Hive Lieutenant

This unit contains 1 Hive Lieutenant (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Hive Lieutenant 8" 4+ 4+ 3 4 2 3 8 4+ 80

Wargear:

High Voltage Rifle

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

-High Voltage Sabre Leg

Weapon Range Type S AP D Abilities
High Voltage Sabre Leg Melee Melee +1 0 1 Each hit roll of 5+ with this weapon causes 2 hits instead of 1.

Special Rules: <tabs> <tab name="Accompanying Superior"> When this unit is deployed, it can be deployed alongside any other Troop unit. </tab> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Quick Fire"> Neuroelectric Rifles fired by friendly <Swarmhood> units within 6" of this model count as Assault 2 and generate 2 extra hits on a hit roll of 5+ instead of 6+. </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Keywords:

  • Faction: Q'Orl, <Swarmhood>
  • HQ, Infantry, Character, Hive Lieutenant


Troops

Hive Gunners

This unit contains 5 Hive Gunners (Power Rating: 2). It can contain up to 5 additional Hive Gunners (Power Rating: +2) or up to 10 additional Hive Gunners (Power Rating: +4).

Name M WS BS S T W A Ld Sv Pts/model
Hive Gunner 6" 5+ 3+ 3 4 1 1 6 4+ 9

Wargear:

-Neuroelectric Rifle

Weapon Range Type S AP D Abilities
Neuroelectric Rifle 24" Assault 1 3 -1 1 Each hit roll of 6+ with this weapon causes 2 hits instead of 1.

Special Rules: <tabs> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="Bioengineered Hatred"> If this unit declares a shooting attack against an enemy currently within 3” of an objective marker, increase the Strength characteristic of all its ranged weapons by 1. </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Options:

Every 5 models, a Hive Gunner can replace his Neuroelectric Rifle with one of the followings:

-High Voltage Rifle - +2 pts.

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

-Semi-automatic Ordinance Aimer - +6 pts.

Weapon Range Type S AP D Abilities
Semi-automatic Ordinance Aimer 24" Rapid Fire 3 4 -2 D3 -

One Hive Gunner in the unit can take a Battery Carrier - +6 pts.

Battery Carrier: Improve the Ap characteristic of Neuroelectric Rifles and High Voltage Rifles in this unit by 1.

Keywords:

  • Faction:Q'Orl, <Swarmhood>
  • Troops, Infantry, Soldier, Gunner, Core


Hive Soldiers

This unit contains 9 Hive Soldiers and a Hive Warrior (Power Rating: 4). It can contain up to 10 additional Hive Soldiers (Power Rating: +4) or up to 20 additional Hive Soldiers (Power Rating: +8).

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

Wargear:

-High Voltage Sabre Leg

Weapon Range Type S AP D Abilities
High Voltage Sabre Leg Melee Melee +1 0 1 Each hit roll of 5+ with this weapon causes 2 hits instead of 1.

-Neuroelectric Rifle

Weapon Range Type S AP D Abilities
Neuroelectric Rifle 24" Assault 1 3 -1 1 Each hit roll of 6+ with this weapon causes 2 hits instead of 1.

Special Rules: <tabs> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Options:

The Hive Warrior may replace his Neuroelectric Rifle with a High Voltage Rifle - +2 pts.

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

Every 10 models, a Hive Soldier may replace its Neuroelectric Rifle with one of the followings:

-High Voltage Rifle - +2 pts.

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

-Semi-automatic Ordinance Aimer - +6 pts.

Weapon Range Type S AP D Abilities
Semi-automatic Ordinance Aimer 24" Rapid Fire 3 4 -2 D3 -

Every 10 models, one Hive Soldier can take an Electric Pulse Grenade - free

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 number of shots this weapon fires, increase the AP characteristic of this weapon to -2 for the remaining of the phase.

One Hive Soldier in the unit can take a Battery Carrier - +6 pts.

Battery Carrier: Improve the Ap characteristic of Neuroelectric Rifles and High Voltage Rifles in this unit by 1.

Keywords:

  • Faction:Q'Orl, <Swarmhood>
  • Troops, Infantry, Soldier, Core


Q'Orl Larvae

This unit contains 5 Q'Orl Larvae (Power Rating: 1). It can contain up to 5 additional Q'Orl Larvae (Power Rating: +1), up to 10 additional Q'Orl Larvae (Power Rating: +4), up to 15 additional Q'Orl Larvae (Power Rating: +6), up to 20 additional Q'Orl Larvae (Power Rating: +8) or up to 25 additional Q'Orl Larvae (Power Rating: +10).

Name M WS BS S T W A Ld Sv Pts/model
Q'Orl Larva 5" 6+ 5+ 2 2 1 1 3 6+ 5

Wargear:

-Sparkler Needle

Weapon Range Type S AP D Abilities
Sparkler Needle Melee Melee User 0 1 -
Sparkler Needle 12" Pistol 1 3 0 1 Each hit roll of 6+ with this weapon causes 2 hits instead of 1.

Special Rules: <tabs> <tab name="Weak but Numerous"> During the Morale phase, instead of rolling morale for the unit, roll a d6 for each Larva model that was removed this turn. 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. </tab> </tabs>

Keywords:

  • Faction:Q'Orl, <Swarmhood>
  • Troops, Infantry, Larvae


Elites

Q'Orl Vanguard

This unit contains 3 Q'Orl Vanguards (Power Rating: 5). It can contain up to 3 additional Q'Orl Vanguards (Power Rating: +5).

Name M WS BS S T W A Ld Sv Pts/model
Q'Orl Vanguard 7" 3+ 3+ 4 5 4 3 8 4+ 35

Wargear:

High Voltage Rifle

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

Ramming Chitin

Weapon Range Type S AP D Abilities
Ramming Chitin Melee Melee x2 -1 D3 When attacking with this weapon, subract 1 from the hit roll.

Special Rules: <tabs> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Intimidating Presence"> When an enemy unit declares a charge against this unit, reduce the charge distance by 2”. In addition, units within 12" of this unit, other than Hive Royalty, suffer a penalty of 2 to their Leadership characteristic. </tab> <tab name="Shielded Chitin"> This unit has a 5+ Invulnerable save. In addition, roll a die each time a model from this unit suffers a wound; on a 6 that wound is not lost. </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Options:

Any model in the unit can replace its High Voltage Rifle with a Semi-automatic Ordinance Aimer - +4 pts.

Weapon Range Type S AP D Abilities
Semi-automatic Ordinance Aimer 24" Rapid Fire 3 4 -2 D3 -

Keywords:

  • Faction: Q'Orl, <Swarmhood>
  • Elites, Infantry, Vanguard


Fast Attacks

Winged Q'Orl Soldiers

This unit contains 5 Winged Q'Orl Soldiers (Power Rating: 3). It can include up to 5 additional 5 Winged Q'Orl Soldiers (Power Rating: +3).

Name M WS BS S T W A Ld Sv Pts/model
Winged Q'Orl Soldier 12" 5+ 3+ 3 4 1 2 6 4+ 9

Wargear:

-Neuroelectric Rifle

Weapon Range Type S AP D Abilities
Neuroelectric Rifle 24" Assault 1 3 -1 1 Each hit roll of 6+ with this weapon causes 2 hits instead of 1.

Special Rules: <tabs> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Flying Threats"> 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 on the battlefield that is at least 9” away from enemy models. </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Options: Every 5 models, a Hive Soldier may replace its Neuroelectric Rifle with one of the followings:

-High Voltage Rifle - +2 pts.

Weapon Range Type S AP D Abilities
High Voltage Rifle 24" Assault 3 3 -2 2 Each hit roll of 6+ with this weapon causes 3 hits instead of 1.

-Semi-automatic Ordinance Aimer - +6 pts.

Weapon Range Type S AP D Abilities
Semi-automatic Ordinance Aimer 24" Rapid Fire 3 4 -2 D3 -

Every 10 models, one Hive Soldier can take an Electric Pulse Grenade - free

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 number of shots this weapon fires, increase the AP characteristic of this weapon to -2 for the remaining of the phase.

Keywords:

  • Faction:Q'Orl, <Swarmhood>
  • Fast Attacks, Infantry, Fly, Soldier, Winged Q'Orl Soldiers


Heavy Supports

Heavy Gunner Squadron

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

Name M WS BS S T W A Ld Sv Pts/model
Heavy Gunner 6" 6+ 3+ 3 5 3 1 5 4+ 32

Wargear:

-Long Range Ordinance Aimer

Weapon Range Type S AP D Abilities
Long Range Ordinance Aimer 36" Heavy 2 5 -2 D3 -

Special Rules: <tabs> <tab name="Advanced Optical Enhancement"> This unit can re-roll hit rolls of 1 when making a shooting attack. This unit can re-roll all hit rolls if it remained stationary in its previous Movement Phase. </tab> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Techno-enhanced Legs"> Vertical movement is ignored when determining how far this unit can move. </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Keywords:

  • Faction:Q'Orl, <Swarmhood>
  • Heavy Supports, Infantry, Heavy Gunner


Techno Gunner Platoon

This unit contains 5 Techno Gunners (Power Rating: 5). It can contain up to 5 additional Techno Gunners (Power Rating: +5).

Name M WS BS S T W A Ld Sv Pts/model
Techno Gunner 6" 6+ 3+ 3 4 1 1 6 4+ 20

Wargear:

-Current Blaster

Weapon Range Type S AP D Abilities
Current Blaster 40" Heavy 2 5 -3 2 Every hit roll of 6+ with this weapon generates an extra 2 hit rolls.

Special Rules: <tabs> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="Bioengineered Hatred"> If this unit declares a shooting attack against an enemy currently within 3” of an objective marker, increase the Strength characteristic of all its ranged weapons by 1. </tab> <tab name="Electrified Earth"> This unit can target units that are not in its line of sight. If they do, consider its Ballistic Skill to be of 6+ for the remainder of the Shooting phase. </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Techno-enhanced Legs"> Vertical movement is ignored when determining how far this unit can move. </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Keywords:

  • Faction:Q'Orl, <Swarmhood>
  • Heavy Supports, Infantry, Techno Gunner


Larva Mortars

This unit contains 1 Larva Mortar and 1 Mortar Attendant (Power Rating: 2). It can contain 1 additional Larva Mortar and Mortar Attendant (Power Rating: +2) or 2 additional Larva Mortars and Mortar Attendants (Power Rating: +2).

Name M WS BS S T W A Ld Sv Pts/model
Larva Mortar 3" 6+ 3+ 2 5 1 1 3 5+ 20
Mortar Attendant 8" 4+ 4+ 3 4 1 2 6 4+ 20

Wargear (Larva Mortar):

-Unstable Mortar Platform

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.

Wargear (Mortar Attendant):

-Neuroelectric Rifle

Weapon Range Type S AP D Abilities
Neuroelectric Rifle 24" Assault 1 3 -1 1 Each hit roll of 6+ with this weapon causes 2 hits instead of 1.

Special Rules (Larva Mortar): <tabs> <tab name="Extreme Weight"> When this unit advances, roll 1D3 instead of 1D6. </tab> <tab name="Squashed by Heavy Weaponry"> When a model from this unit fires an Unstable Mortar Platform, if the roll to determine the number of shots from the gun is a 1, the model is considered to have a Ballistic Skill of 5+ for the remainder of the Shooting phase. </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> </tabs>

Special Rules (Mortar Attendant): <tabs> <tab name="Arthropods"> See Army Rules - Universal </tab> <tab name="For the Queen"> See Army Rules - Universal </tab> <tab name="Technological Genius"> See Army Rules - Universal </tab> <tab name="Weapon Attendant"> A Larva Mortar can only fire its weapon if there's at least one Mortar Attendant within 3" of it. </tab> </tabs>

Options:

Any Larva Mortar may replace its Unstable Mortar Platform with a Stable Mortar Platform - +10 pts.

Weapon Range Type S AP D Abilities
Stable Mortar Platform 12"-60" Heavy 3 6 -2 2 This weapon can be fired at units that are not visible to the bearer.

Keywords (Larva Mortar):

  • Faction:Q'Orl, <Swarmhood>
  • Heavy Supports, Beast, Larvae, Larva Mortar

Keywords (Mortar Attendant):

  • Faction:Q'Orl, <Swarmhood>
  • Heavy Supports, Infantry, Soldier, Mortar Attendant, Character


Fire Spewer Team

This unit contains 5 Fire Spewers (Power Rating: 5). It can contain up to 5 additional Fire Spewers (Power Rating: 5).

Name M WS BS S T W A Ld Sv Pts/model
Fire Spewer 6" 6+ 3+ 3 5 2 1 5 4+ 20

Wargear:

  • Biofire Ejector (short range)
  • Biofire Ejector (long range)
  • Electric 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>
  • Elites, Infantry, Soldier, Fire Spewer


Flyers

Queen's Drones Swarm

This unit contains 1 Queen's Drone (Power Rating: 8). It can include 1 additional Queen's Drone (Power Rating: +8) or 2 additional Queen's Drones (Power Rating: +16).

Name M WS BS S T W A Ld Sv Pts/model
Queen's Drone 20" 5+ 3+ 6 7 10 3 9 3+ 150

Wargear:

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

Special Rules:

  • Arthropods
  • Boosted Wings: x
When this model Advances, increase its Move characteristic by 20" until the end of the phase – do not roll a dice.
  • Enhanced Senses: x
This model can Advance and fire Assault weapons without taking penalties to his hit rolls.
  • For the Queen
  • Technological Genius

Keywords:

  • Faction:Q'Orl, <Swarmhood>
  • Flyer, Monster, Fly, Queen's Drone


Dedicated Transports

Hive Carrier Swarm

This unit contains 1 Hive Carrier (Power Rating: 6). It can include 1 additional Hive Carrier (Power Rating: +6) or 2 additional Hive Carriers (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Hive Carrier * 6+ * 5 7 6-10 * 9 3+ 110
Remaining W M WS A
6-10+ 12" 3+ 3
3-5 8" 4+ D3
1-2 4" 5+ 1

Wargear:

  • Semi-Automatic Ordinance Maimer
  • Two Biofire Ejector

Special Rules:

  • Explodes: When this model is destroyed, roll 1d6. On a roll of 6 it explodes, and every unit within 6” suffers D3 mortal wounds.
  • Technological Genius

Transport: This model can transport 10 <Swarmhood> Infantry models.

Keywords:

  • Faction:Q'Orl, <Swarmhood>
  • Dedicated Transport, Vehicle, Transport, Hive Carrier


Lords of War

Hive Queen

This unit contains a single Hive Queen. (Power Rating 25). Only one Hive Queen can be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Hive Queen * * 2+ 9 9 35 * 10 2+ 500
Remaining W M WS A
17-35+ 14" 2+ 6
9-16 11" 2+ 2D3
1-8 8" 2+ D3

Wargear:

  • Bioengineered Nerve Breaker
  • Biofluid Rain
  • Mastodontic Jaws
  • The Queen's Talons

Special Rules:

  • Arthropods
  • Honor in Death (Aura): x
Q'Orl Core 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.
  • Perfected Chitin: x
This unit has a 4+ invulnerable save. In addition, roll a die each time this model would lose a wound; on a 5+ the wound is not lost.
  • Supreme Being of the Hive (Aura): x
Q'Orl units within 12” of this model are considered to be in range of the For the Queen special rule. Also, Q'Orl units within 12” of this model can re-roll all failed to-hit rolls and 1s to wound rolls.
  • Technological Genius

Keywords:

  • Faction:Q'Orl
  • Lord of War, Monster, Titanic, Hive Queen, Hive Royalty

Point Costs

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