Apologies for the delay : been at work redefining busy for bees.
..or something.
Lords of the Black Crusade ;
Abaddon the despolier,
then 4 Chaos Lords or sorcerors-- entitled Lord : Ravager, Deceiver, Corruptor and Purgator ( they use 1 from each god but that nots strictly needed.)
1 unit of chosen or termies.
Whilst the lords are on the table they may each unleash an asset : Corruptor--hold at all costs, deceiver--careful planning, ravager-- indiscriminate bombardment, Purgator-- corrupt and despoil
The Eye opens : As long as Abaddon is on the table he may call down supportting fire from the Planet Killer-- orbital strike type thingy.
Hounds of Huron :
1 lord on a bike
3 + squads of bikers of at least 5 models.
Strike force deployment.
They get flank march and once per game the lord and units close enough can assault after turboboosting, must make dangerous terrain tests though.
Skulltakers cohort of blood ;
Skulltaker
8 units of 'letters with icon and instrument
All count as just 1 unit for deployment. Skulltaker arrives first, rest can use him like an icon when they
DS.
Units within 12" of Skulltaker gain unholy might and fury of khorne, a 6 to wound inflicts
ID on the target regardless of T. Once per game Skulltaker may unleash " Blood thirst of Khorne" asset.
Assets :
Daemon :
Blood thirst of Khorne:
cast by herald or 'thirster.
2d6 X3 range, all non vehicle units may not shoot and must move towards the closest eemy unit. they run and count ashaving fleet.
Plaguestorm-- see above.
Mirage of Tzeentch.
Herald or
LoC : 24" range, in the enemy shooting phase you control it's shooting and can shot what you want-- fine to control a titan and have it vape it's own infantry for example.
Grand pavane of Slaanesh : Herald of
KoS,
2d6 X4 range, all enemy units in range hit by Pavane of Slaanesh automatically.
major posession : 3+ a
GD arriving by
DS that turn posesses an enemy
IC instead-- swap the models-- opponents choice however. 1 or 2 eats one of your own instead.
Chaos marines :
Chaos altar: 12" range all invulnerable saves are +1 or you gain a 6+ one.
Corrupt and despoil : in the assault phase you may despoil an objective. This objective no longer counts.
Indiscriminate bombardment : 3 orbital strikes :first chosen by you, then your opponent, then you again.
daemon shell : bolter weapon only, 1 shot. Becomes : R24",
Str 
, AP2, Assault 1, 7" blast, gets hot. A 1 then on the hot roll puts a D hit on the firer !
Necrons ;
. Doomsday Phalanx. 1 .
3+ monoliths, 1 must be designated the Doomsday Monolith-- they use that extended one from the earlier books.
Rules :
The Doom. mono has a 4+ cover save.
It also has a " Gauss obliterator" : range 72, S9, AP3, Ordnance1, 7" blast gauss. When it fires this it may not use it's portal in the same turn.
"Energy grid" At the start of the shooting phase each monolith within 122 of the Doom one can forgo using their power matrix and charge up the Gauss obliterator. For each monolith that does this the Doom Mono may shoot the obliterator again. each shot can be at a new target.
2. Resurrection War Cell
1 Lord and 3-5 10 strong Immortals.
All have to be within or come on within 6" of the lord.
"Awaken Tomb" each move phase roll
d6 ;
1 Nothing !
2 d3 scarab swarms
3
d6 scarab swarms
4 1 tomb spyder
5 1 tomb spyder and
d6 swarms
6 d3 tomb spyders and
2d6 swarms
New models form a new unit and
DS onto the board.
YOU HAVE
TO HAVE THE MODELS ! ( Well DUH ! )
Also grants the "reconstruction scarabs " asset ( see later...)
3. Stormcaller War Cell
1 Lord and 3-6 3 strong wraith squads.
The 6" deployment thing.
Phase disruption-- icons homers etc within 24" of the lord don't work. Any models that
DS within this area suffer a
DS mishap on a 4+.
Ethereal tempest-- all wraiths within 12" of the lord increase their Invulnerable save to 2+
Call lightning : 24" range, S7,
AP-,
Apoc. barrage 2 rending.
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Assets ;
Subvert Machine :
Own shooting phase, pick 1 enemy vehicle or super heavy within 24" of a lord. You mat then shoot 1 weapon from that vehicle as you like. After this has been resolved the vehicle suffers d3 glancing hits that ignores power fields and void shields.
Cannabilse technology :
When a necron unit destroys a vehicle/super heavy in assault.
Roll for each unit involved +2 if the target was a super heavy. On a 4+ the unit regains it full strength.
Reconstruction scarabs:
Start of necron turn when making repair rolls ;
EACH turn pick 1 necron unit, this unit gets
WBB on a 2+ and counts as being in res. orb range.
*collpases with RSI in wrists*
... NO ! From typing.. honest !