Splinter Weaponry: Unless noted otherwise, weapons with the Splinter rule count as S3 and have the poisoned (4+) rule
1- Bringers of Darkness: The game automatically has the Night Fighting rules for turn 1, and on a 4+ roll the rule is in effect on turn 2 as well.
2- Toxic Menagerie: any Splinter weaponry the warlord or his unit possess needs one less on the die to wound (4+ becomes 3+), to a maximum of 2+.
3- King of Slavers: Any Independent Characters slain by the Warlord in a challenge are worth +1VP
4- Surgical Strike: One use only. Declare at the start of the player's turn. For that shooting phase, all cover saver taken against Darklight weapons are worsened
5- Wealth of Agony: The Warlord starts with two pain token. He can distribute them to other units as he sees fit, but no more than one an be given to a single unit.
6- Webway Ghosts: One use only. Once per game, at the start of the player's Movement phase, the Warlord and his unit can be removed from the table and must immediately re-enter anywhere on the board, using the normal rules for Deep Strike. This ability cannot be used if the Warlord or his unit is engaged in close combat.
-Wyches/Bloodbrides: Dodge- The unnatural agility wyches display in battle confer a 5+ invulnerable save. This is improved to a 4+ in close combat.
-Raider: Gains the rule Piratical Assault- Models embarked on a Raider can disembark and charge after it has moved up to 12 inches in the movement phase. If the Raider has moved more than 6 inches, however, any charges performed after such a movement counts as a disordered charge.
-Incubi: Bloodstone- The baleful energies of a bloodstone can be used to keep entrenched enemies hiding in cover. A unit with a Lkaivex bearing a bloodstone can attack at normal Initiative when charging through cover or difficult terrain.
-Mandrakes: Mandrakes count as being armed with two close-combat weapons. In addition, their spectral natura allows for strikes that often bypass all but the heaviest armor. CC attacks that hit on a 6 are considered to be AP3.
Nightfiend: Mandrake units with a Nightfiend possess the Acute Senses rule.
-Wracks: Wrack units can select one Liquefier for each 4 models in the unit. They also have the Stubborn special rule.
-Hellions: Hellions posses the Jink special rule.
-Scourges: Scourges posses the Move Through Cover special rule.
-Talos Pain Engine, Cronos Parasite Engine: Gain the Fleet special rule.
-Razorwing Fighter, Voidraven Bomber: Gain the Vector Dancer rule.
-Kinetic Matrix (10): Raiders and Venoms equipped with a matrix improve their Jink saves by one (4+ after moving, 3+ when moving flat-out).
-Splinter Cannon: Salvo 3/6
-Shredder (15): Range 18", Salvo 1/2. S6/AP4, Blast, Ignores Cover.
-Phantasm Grenade Launcher: Cost changed to 15 points.
The Penetrating Blade: Lelith's close-combat attacks are considered to be AP2. On a turn in which she charges, her attacks also have the Shred special rule.
-Kheradruakh, The Decapitator (155): Shade Stalker- When arriving from reserves, Kheradruakh can be placed in base contact with one, and no more than one, enemy model, which must be a character. Both models fight as normal in the assault phase using the rules of a Challenge, which cannot be refused. After the combat phase is over, he can test Initiative to disengage as if he possessed the Hit&Run rule.
-Lady Malys: Malys is considered to be a Psyker with a ML of 2. She can choose any one power in the Divination list, but can only use it once per game.
-Succubus: A Succubus can pick two options of close-combat weapons and divide her attacks between both as required, provided none of them are two-handed. Her list includes all wych weapons, plus Agonizers, Venom blades, Electrocorrosive whips and the Huskblade.
Dais of Destruction: Cost is changed to 170 points. The Dais can purchase upgrades from the vehicle wargear list normally.
-Court of the Achon
Sslyth: gains the rule Devoted Bodyguard- Archons can make Look Out Sir! rolls to shift one wound per combat phase to the Sslyth even while engaged in a challenge. The Sslyth must first succeed on an Initiative test in order to absorb the attack.