Running a 12 player planetary campaign for the kids at the school I teach at. Was looking for some insight on how these would be rules(and points)wise. I won't go to deep into the background, but there is a large chasm that has opened on the planet leading straight to the warp, meaning lots of random encounter battles with these suckers. They are only intended to be used between 600-800 points.

0-1 Astral Shardkeeper (100 pts)
WS BS S T W I A Ld Sv
4 4 4 4 2 5 3 10 4++

Jump Infantry

All enemy units within 24" must pass a leadership test to shoot or run. If they fail they cannot assault in the following assault phase.

Warp bolt: 18" S6 AP1 Assault 2 (melta)



Astral Spectre (1-3) (30 pts per model)

WS BS S T W I A Ld Sv
3 3 3 3 1 3 1 9 4++

Infantry
Deep Strike
Scout
Warp breath: S4 AP2 Assault 1 (template)


Astral Hound [3-10] (18 pts per model)

WS BS S T W I A Ld Sv
4 - 4 4 1 5 2 8 5++

Beasts

Each roll of 1 to hit them in close combat allows them to make 1 further attack at the end of combat (after powerfists, etc)



Wanderers [10-20] (6 pts per model)

WS BS S T W I A Ld Sv
4 3 4 3 1 4 1 5 5++

Slow and purposeful

For every 5 wanderers, you may choose

Mind shock mortars - 15 pts
24" Heavy 1 Large Blast
Anyone hit must pass a leadership test on 3D6 or suffer a wound, no armour or cover saves allowed (fearless models must test on 2D6)

Mind flayers - 10 pts
24" Poisoned 2+ AP- Heavy 4



The Possessed [10-30] (5 pts per model)

WS BS S T W I A Ld Sv
2 - 3 2 1 2 2 5 -

Fleet
Rage
Furious Charge



0-1 The Wretched (200 pts)

WS BS S T W I A Ld Sv
9 - 8 6 4 6 6 9 3++

Monstrous Creature
Preferred enemy
Fleet



So what do you reckon? They are not intended to be too OP, nor an easy fight for them.. (and it is intentional that Daemons will get an easy fight against them)