Hailing from the dark city of Commorragh, the Drukhari are the twisted descendants of the ancient Aeldari whose decadence and cruelty brought about the Fall. These eldritch xenos radiate unrepentant wickedness and towering arrogance, and see all other races in the galaxy as nothing more than livestock to be exploited at will.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team Annual 2019
  Kill Team Annual 2019Expansion81.0December 2019
  Kill Team: Commanders
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: Elites
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: Do I roll to determine the effect of Combat Drugs before or after I choose my kill team?
A:
After.

Drukhari Kill Teams

DRUKHARI models use the Power From Pain ability below. WYCHES in your kill team also use the Combat Drugs ability below. In addition, if every model in your kill team has the DRUKHARI Faction keyword, you can use Drukhari Tactics.


Power From Pain

Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.

Combat Drugs

Models with this ability gain a bonus during the battle depending on the drugs they have taken. Before the battle, roll on the table below to see which combat drug your kill team is using. This bonus applies to all models in your kill team with the Combat Drugs ability.

COMBAT DRUGS
D6BONUS
1Adrenalight: +1 to Attacks characteristic
2Grave Lotus: +1 to Strength characteristic
3Hypex: +2 to Move characteristic
4Painbringer: +1 to Toughness characteristic
5Serpentin: +1 to Weapon Skill characteristic (e.g. WS 3+ becomes WS 2+)
6Splintermind: +2 to Leadership characteristic

Tactics

FIRE AND FADE
Drukhari Tactic
Use this Tactic after a model from your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 7", as if it were the Movement phase.
1 COMMAND POINT
PRAY THEY DON'T TAKE YOU ALIVE
Drukhari Tactic
Use this Tactic if a model from your kill team takes an enemy Leader out of action in the Fight phase. For the remainder of the battle, models in that enemy Leader’s kill team must subtract 1 from their Leadership characteristic.
2 COMMAND POINTS
CRUEL DECEPTION
Drukhari Tactic
Use this Tactic after a model from your kill team Falls Back. That model can still shoot this battle round.
1 COMMAND POINT
TORMENT GRENADE
Drukhari Tactic
Use this Tactic when you choose a model in your kill team to shoot with a phantasm grenade launcher. If an enemy model is hit by any attacks made with that weapon this phase then, in addition to the normal effects, roll 3D6. If the result is higher than the target’s Leadership characteristic, it suffers 1 mortal wound.
2 COMMAND POINTS
FROM OUT OF THE SHADOWS
Drukhari Tactic
Use this Tactic at the end of the Movement phase. Choose up to three MANDRAKE models from your kill team that were set up in Reserve, and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
HYPER STIMM
Drukhari Tactic
Use this Tactic at the start of the battle round. Choose a model from your kill team that has the Combat Drugs ability. Until the end of the battle round, the bonus that model receives from its Combat Drugs is doubled. At the end of the battle round, roll a D6. If you roll a 1, the model suffers a mortal wound.
1 COMMAND POINT
ARCHITECT OF PAIN
Drukhari Tactic
Use this Tactic at the start of the battle round. Choose a model from your kill team that has the Power From Pain ability. Until the end of the battle round, that model treats the current battle round as being 1 higher than it actually is when determining what bonuses it gains from the Power From Pain table.
1 COMMAND POINT
LIGHTNING-FAST REACTIONS
Drukhari Tactic
Use this Tactic when a model from your kill team is chosen as the target of an enemy attack in the Shooting or Fight phase. Your opponent(s) must subtract 1 from hit rolls that target this model for the rest of the phase.
1 COMMAND POINT
BLOODIED GRACE
Drukhari Tactic
Use this Tactic when a WYCH from your kill team would consolidate as part of fighting in the Fight phase. You may move them up to 6", instead of up to 3".
1 COMMAND POINT
HUNT FROM THE SHADOWS
Drukhari Tactic
Use this Tactic when a model from your kill team is chosen as the target of an enemy attack in the Shooting phase and it is obscured. Until the end of the phase, add 1 to that model’s saving throws.
1 COMMAND POINT
THE TASTE OF PAIN
Drukhari Tactic
Use this Tactic when a model from your kill team suffers a flesh wound. Until the end of that phase, add 1 to the Attacks characteristic of that model, and ignore the penalty to that model’s hit rolls from any flesh wounds it has suffered.
1 COMMAND POINT
PROFANE THE RUINS
Drukhari Tactic
Death World Forest Tactic
Use this Tactic at the beginning of the battle round. Choose an Eldritch Ruin. Until the end of the battle round, models from your kill team treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain from the Power From Pain table, whilst they are within 1" of that ruin.
2 COMMAND POINTS
MURDEROUS RIVALRY
Drukhari Tactic
Use this Tactic at the start of the Hammer of Wrath section of the Fight phase. The first time it is your turn to choose a model that charged to fight with, you can instead choose two models from your kill team that ended their charge moves within 4" of each other. You can resolve both models’ attacks before any other player chooses a model to fight with.
2 COMMAND POINTS
ACROBATIC LEAP
Drukhari Tactic
Succubus Tactic
Use this Tactic when you choose a SUCCUBUS from your kill team to move in the Movement phase. For the duration of the phase, that model can move as if it could FLY.
1 COMMAND POINT

Aura Tactics

OVERLORD
Drukhari Tactic
Archon Aura Tactic
Use this Tactic at the start of the Shooting phase, if your kill team includes an ARCHON. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
BRIDE OF DEATH
Drukhari Tactic
Succubus Aura Tactic
Use this Tactic at the start of the Fight phase, if your kill team includes a SUCCUBUS. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
MASTER OF PAIN
Drukhari Tactic
Haemonculus Aura Tactic
Use this Tactic at the start of the Movement phase, if your kill team includes a HAEMONCULUS. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, add 1 to the Toughness characteristic of friendly models within 6" of this model.
1 COMMAND POINT
DARK MAJESTY
Drukhari Tactic
Use this Tactic at the start of the battle round, if your kill team includes a COMMANDER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, models from your kill team, within 6" of this model, ignore the penalty to their hit rolls from one flesh wound they have suffered.
1 COMMAND POINT

Drukhari Obsessions

The Sub-factions for models with the DRUKHARI Faction keyword are called Kabals, Wych Cults and Haemonculus Covens, and their Sub-faction abilities are called Drukhari Obsessions. A model’s keywords indicate whether it can be drawn from a KABAL, WYCH CULT or HAEMONCULUS COVEN. If your kill team is Battle-forged and all models in your kill team are drawn from the same Kabal, Wych Cult or Haemonculus Coven, models in the kill team gain the Drukhari Obsession described below, and you can use that Subfaction’s Tactics.

If your kill team is drawn from a Kabal, Wych Cult or Haemonculus Coven that does not have an associated Drukhari Obsession, choose a Drukhari Obsession for the appropriate type of Sub-faction from those listed below that best describes its character and fighting style.

BLADES FOR HIRE
Drukhari models that do not have the KABAL, WYCH CULT or HAEMONCULUS COVEN keywords cannot be drawn from a Kabal, Wych Cult or Haemonculus Coven, but can be included in a Drukhari kill team without preventing other models in that kill team from gaining a Drukhari Obsession. Note, however, that these models can never themselves benefit from a Drukhari Obsession.

KABAL OF THE BLACK HEART: THIRST FOR POWER

Though by far the largest and most influential Kabal, the Black Heart has been taught by Vect to never be satisfied, and to rapaciously pursue ever more power.

Models in your kill team treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain from their Power From Pain ability. Models in your kill team that do not have the Power From Pain ability instead gain the Inured to Suffering bonus.

KABAL OF THE FLAYED SKULL: INESCAPABLE SLAYERS

The Kabalites of the Flayed Skull excel in swift and shockingly violent raids, using their speed and manoeuvrability to harry the most elusive targets.

Models in your kill team do not suffer the penalties to hit rolls for the target of their attacks being obscured or because of intervening terrain.

KABAL OF THE POISONED TONGUE: THE SERPENT’S KISS

The toxin crafters of the Kabal of the Poisoned Tongue tailor their venoms to the targets of a raid, ensuring they will have the most gruesome effect on the victims’ physiologies.

Re-roll wound rolls of 1 made for melee weapons and poisoned weapons used by models in your kill team. For the purposes of this obsession, a poisoned weapon is any weapon that wounds on a particular roll (e.g. on a 4+).

KABAL OF THE OBSIDIAN ROSE: FLAWLESS WORKMANSHIP

Every weapon produced in the workshops of the Kabal of the Obsidian Rose is a masterpiece, equal in accuracy and lethality to the finest armaments of other Kabals.

Models in your kill team do not suffer the penalty to hit rolls for their attacks that target enemy models at long range.

CULT OF STRIFE: THE SPECTACLE OF MURDER

Whether enthralling spectators in the arena or slaughtering their way through an enemy army, the Cult of Strife have developed a penchant for bombastically violent opening manoeuvres.

You can make one additional attack in the Fight phase with a model in your kill team if it charged, was charged or made a pile-in move granted by the Heroic Intervention Commander Tactic in that battle round.

CULT OF THE CURSED BLADE: ONLY THE STRONG WILL THRIVE

There is no place for frailties amongst the Cult of the Cursed Blade, for they teach that weakness exists only to be exploited by the strong. Those Wyches who survive in the Cult’s arena are the physical embodiment of this philosophy.

Increase the Strength characteristic of models from in your kill team by 1. In addition, when you take a Nerve test for a model in your kill team, subtract 1 from the result.

CULT OF THE RED GRIEF: SPEED OF THE KILL

Wyches of the Cult of the Red Grief revel in high-speed murder, and there is fierce competition amongst their ranks as to who can butcher their victims the quickest.

You can re-roll charge rolls for models in your kill team.

THE PROPHETS OF FLESH: CONNOISSEURS OF PAIN

The Prophets of Flesh have modified their own bodies and those of their servants to an extraordinary extent – so much so that few weapons their enemies bring to bear against them can inflict damage greater than that they have already endured.

Models in your kill team with the Insensible to Pain ability have an invulnerable save of 4+ (rather than 5+).

THE DARK CREED: DISTILLERS OF FEAR

The Coven of the Dark Creed has perfected every method of inducing terror, to the extent that their mere presence fills the minds of their enemies with nightmarish dread.

When an opponent takes a Nerve test for a model from their kill team, they must add 1 to the test for each of your models (other than shaken models) that is within 3" of that model.

COVEN OF TWELVE: BUTCHERS OF FLESH

The practice of internecine assassinations that exists amongst the Coven of Twelve ensures that weapons and wits are kept razor-sharp at all times, and only those members who are master flesh-carvers survive long.

Improve the Armour Penetration characteristic of all melee weapons used by a model in your kill team by 1. For example, an Armour Penetration characteristic of 0 becomes -1, an Armour Penetration characteristic of -1 becomes -2, and so on.


Datasheets


Kabalite Warrior

NAME  M WS BS S T W A Ld Sv Max  
Kabalite Warrior
Kabalite Warrior 7" 3+ 3+ 3 3 1 1 7 5+ -  
Kabalite Gunner
Kabalite Gunner 7" 3+ 3+ 3 3 1 1 7 5+ 2  
Sybarite
Sybarite 7" 3+ 3+ 3 3 1 2 8 5+ 1  
This model is armed with a splinter rifle.
Up to two Kabalite Warriors in your kill team can be Kabalite Gunners, and one Kabalite Warrior in your kill team can be a Sybarite.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
2
Blast pistol
2
Blast pistol
6"
Pistol 1
8
-4
D6
-
0
Splinter pistol
0
Splinter pistol
12"
Pistol 1
*
0
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
3
Blaster
3
Blaster
18"
Assault 1
8
-4
D6
-
4
Dark lance
4
Dark lance
36"
Heavy 1
8
-4
D6
-
1
Phantasm grenade launcher
1
Phantasm grenade launcher
18"
Assault D3
1
0
1
If a model is hit by one or more phantasm grenade launchers, subtract 1 from its Leadership characteristic until the end of the battle round.
If a model is hit by one or more phantasm grenade launchers, subtract 1 from its Leadership characteristic until the end of the battle round.
1
Shredder
1
Shredder
12"
Assault D6
6
-1
1
When attacking an INFANTRY model, re-roll failed wound rolls for this weapon.
When attacking an INFANTRY model, re-roll failed wound rolls for this weapon.
3
Splinter cannon
3
Splinter cannon
36"
Rapid Fire 3
*
0
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
0
Splinter rifle
0
Splinter rifle
24"
Rapid Fire 1
*
0
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
2
Agoniser
2
Agoniser
Melee
Melee
*
-2
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
2
Power sword
2
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Kabalite Gunner in your kill team may replace their splinter rifle with a splinter cannon or dark lance.
 • One Kabalite Gunner in your kill team may replace their splinter rifle with a shredder or blaster.
 • A Sybarite may take a power sword or agoniser.
 • A Sybarite may take a phantasm grenade launcher.
 • A Sybarite may replace their splinter rifle with a splinter pistol or a blast pistol.
ABILITIES
ABILITIES
Power From Pain
SPECIALISTS
SPECIALISTS
Leader (Sybarite only), Sniper (Gunner only), Comms, Scout, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
DRUKHARI
KEYWORDS
KEYWORDS
AELDARI, KABAL, INFANTRY, KABALITE WARRIOR


Wych

NAME  M WS BS S T W A Ld Sv Max  
Wych
Wych 8" 3+ 3+ 3 3 1 2 7 6+ -  
Wych Fighter
Wych Fighter 8" 3+ 3+ 3 3 1 2 7 6+ 3  
Hekatrix
Hekatrix 8" 3+ 3+ 3 3 1 3 8 6+ 1  
This model is armed with a splinter pistol, Hekatarii blade and plasma grenades.
Up to three Wyches in your kill team can be Wych Fighters, and one Wych in your kill team can be a Hekatrix.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
2
Blast pistol
2
Blast pistol
6"
Pistol 1
8
-4
D6
-
0
Splinter pistol
0
Splinter pistol
12"
Pistol 1
*
0
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
1
Phantasm grenade launcher
1
Phantasm grenade launcher
18"
Assault D3
1
0
1
If a model is hit by one or more phantasm grenade launchers, subtract 1 from its Leadership characteristic until the end of the battle round.
If a model is hit by one or more phantasm grenade launchers, subtract 1 from its Leadership characteristic until the end of the battle round.
0
Plasma grenade
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
2
Agoniser
2
Agoniser
Melee
Melee
*
-2
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
0
Hekatarii blade
0
Hekatarii blade
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
2
Hydra gauntlets
2
Hydra gauntlets
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed wound rolls for this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed wound rolls for this weapon.
2
Power sword
2
Power sword
Melee
Melee
User
-3
1
-
2
Razorflails
2
Razorflails
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed hit rolls for this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed hit rolls for this weapon.
2
Shardnet and impaler
2
Shardnet and impaler
Melee
Melee
User
-1
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Wych Fighter may replace their splinter pistol and Hekatarii blade with hydra gauntlets, razorflails, or a shardnet and impaler.
 • A Hekatrix may replace their Hekatarii blade with a power sword or agoniser.
 • A Hekatrix may take a phantasm grenade launcher.
 • A Hekatrix may replace their splinter pistol with a blast pistol.
ABILITIES
ABILITIES
Power From Pain, Combat Drugs
Dodge: This model has a 4+ invulnerable save in the Fight phase.
No Escape: If an INFANTRY model within 1" of any enemy models with this ability would Fall Back, the controlling players roll off. The model that would Fall Back can only do so if the player controlling it wins the roll-off.
SPECIALISTS
SPECIALISTS
Leader (Hekatrix only), Combat, Scout, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
DRUKHARI
KEYWORDS
KEYWORDS
AELDARI, WYCH CULT, INFANTRY, WYCH


Grotesque

NAME  M WS BS S T W A Ld Sv Max  
Grotesque
Grotesque 7" 3+ 6+ 5 5 4 4 8 6+ -  
This model is armed with a monstrous cleaver and flesh gauntlet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
4
Liquifier gun
4
Liquifier gun
8"
Assault D6
3
D3
1
Each time this weapon is fired, roll a D3 to determine its AP for those attacks. For example, if you rolled a 1, this weapon would have an AP of -1. This weapon automatically hits its target.
Each time this weapon is fired, roll a D3 to determine its AP for those attacks. For example, if you rolled a 1, this weapon would have an AP of -1. This weapon automatically hits its target.
0
Flesh gauntlet
0
Flesh gauntlet
Melee
Melee
User
0
1
Each time you roll a wound roll of 6+ for this weapon the target suffers a mortal wound in addition to any other damage.
Each time you roll a wound roll of 6+ for this weapon the target suffers a mortal wound in addition to any other damage.
0
Monstrous cleaver
0
Monstrous cleaver
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its monstrous cleaver with a liquifier gun.
ABILITIES
ABILITIES
Power From Pain
Insensible To Pain: This model has a 5+ invulnerable save.
SPECIALISTS
SPECIALISTS
Combat, Demolitions, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
DRUKHARI
KEYWORDS
KEYWORDS
AELDARI, HAEMONCULUS COVEN, INFANTRY, GROTESQUE


Incubus

NAME  M WS BS S T W A Ld Sv Max  
Incubus
Incubus 7" 3+ 3+ 3 3 1 3 8 3+ -  
Klaivex
Klaivex 7" 3+ 3+ 3 3 2 4 9 3+ 1  
This model is armed with a klaive.
One Incubus in your kill team can be a Klaivex.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Klaive
0
Klaive
Melee
Melee
+1
-3
1
-
ABILITIES
ABILITIES
Power From Pain
Tormentors: Your opponents must add 1 to Nerve tests taken for models that are within 3" of any enemy models with this ability.
Lethal Precision: Add 2 to the Damage characteristic of a close combat attack made by a Klaivex if the wound roll for the attack is 6+.
SPECIALISTS
SPECIALISTS
Leader (Klaivex only), Combat, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
DRUKHARI
KEYWORDS
KEYWORDS
AELDARI, INFANTRY, INCUBUS


Mandrake

NAME  M WS BS S T W A Ld Sv Max  
Mandrake
Mandrake 8" 3+ 3+ 4 3 1 3 7 7+ -  
Nightfiend
Nightfiend 8" 3+ 3+ 4 3 1 4 8 7+ 1  
This model is armed with a glimmersteel blade and baleblast.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Glimmersteel blade
0
Glimmersteel blade
Melee
Melee
User
-1
1
-
0
Baleblast
0
Baleblast
18"
Assault 2
4
-1
1
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • One Mandrake in your kill team can be a Nightfiend.
ABILITIES
ABILITIES
Power From Pain
Shrouded From Sight: Subtract 1 from the hit rolls for attacks that target this model. In addition, this model has a 5+ invulnerable save.
SPECIALISTS
SPECIALISTS
Leader (Nightfiend only), Combat, Scout, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
DRUKHARI
KEYWORDS
KEYWORDS
AELDARI, INFANTRY, MANDRAKE


Wrack

NAME  M WS BS S T W A Ld Sv Max  
Wrack
Wrack 7" 3+ 3+ 3 4 1 2 7 6+ -  
Wrack Gunner
Wrack Gunner 7" 3+ 3+ 3 4 1 2 7 6+ 2  
Acothyst
Acothyst 7" 3+ 3+ 3 4 1 3 8 6+ 1  
This model is armed with Haemonculus tools.
Up to two Wracks in your kill team can be Wrack Gunners, and one Wrack in your kill team can be an Acothyst.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
1
Stinger pistol
1
Stinger pistol
12"
Pistol 1
*
0
1
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
1
Hexrifle
1
Hexrifle
36"
Heavy 1
4
-1
1
A model firing a hexrifle does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
A model firing a hexrifle does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
4
Liquifier gun
4
Liquifier gun
8"
Assault D6
3
D3
1
Each time this weapon is fired, roll a D3 to determine its AP for those attacks. For example, if you rolled a 1, this weapon would have an AP of -1. This weapon automatically hits its target.
Each time this weapon is fired, roll a D3 to determine its AP for those attacks. For example, if you rolled a 1, this weapon would have an AP of -1. This weapon automatically hits its target.
5
Ossefactor
5
Ossefactor
24"
Assault 1
*
-3
1
This weapon always wounds on a roll of 2+. If a model is taken out of action by an attack made by this weapon, roll a D6 for each model within 2" of that model. On a roll of 5+ that model suffers a mortal wound.
This weapon always wounds on a roll of 2+. If a model is taken out of action by an attack made by this weapon, roll a D6 for each model within 2" of that model. On a roll of 5+ that model suffers a mortal wound.
1
Agoniser
1
Agoniser
Melee
Melee
*
-2
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
3
Electrocorrosive whip
3
Electrocorrosive whip
Melee
Melee
*
-2
2
This weapon always wounds on a roll of 4+.
This weapon always wounds on a roll of 4+.
0
Flesh gauntlet
0
Flesh gauntlet
Melee
Melee
User
0
1
Each time you roll a wound roll of 6+ for this weapon the target suffers a mortal wound in addition to any other damage.
Each time you roll a wound roll of 6+ for this weapon the target suffers a mortal wound in addition to any other damage.
0
Haemonculus tools
0
Haemonculus tools
Melee
Melee
*
0
1
This weapon always wounds on a roll of 4+.
This weapon always wounds on a roll of 4+.
1
Mindphase gauntlet
1
Mindphase gauntlet
Melee
Melee
User
0
2
-
2
Scissorhand
2
Scissorhand
Melee
Melee
*
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a roll of 4+.
Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a roll of 4+.
1
Venom blade
1
Venom blade
Melee
Melee
*
0
1
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Wrack Gunner may take a liquifier gun or ossefactor.
 • An Acothyst may take a hexrifle, liquifier gun or stinger pistol.
 • An Acothyst may replace its Haemonculus tools with an agoniser, electrocorrosive whip, flesh gauntlet, mindphase gauntlet, scissorhand or venom blade.
ABILITIES
ABILITIES
Power From Pain
Insensible To Pain: This model has a 5+ invulnerable save.
SPECIALISTS
SPECIALISTS
Leader (Acothyst only), Heavy (Gunner only), Combat, Demolitions, Medic, Veteran, Zealot
FACTION KEYWORDS
FACTION KEYWORDS
DRUKHARI
KEYWORDS
KEYWORDS
AELDARI, HAEMONCULUS COVEN, INFANTRY, WRACK


Commanders


Archon

NAME  M WS BS S T W A Ld Sv Max  
Archon
Archon 8" 2+ 2+ 3 3 5 5 9 5+ 1  
This model is armed with a splinter pistol and huskblade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
10
Blast pistol
10
Blast pistol
6"
Pistol 1
8
-4
D6
-
0
Splinter pistol
0
Splinter pistol
12"
Pistol 1
*
0
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
0
Agoniser
0
Agoniser
Melee
Melee
*
-2
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
0
Huskblade
0
Huskblade
Melee
Melee
+1
-2
D3
-
0
Power sword
0
Power sword
Melee
Melee
User
-3
1
-
0
Venom blade
0
Venom blade
Melee
Melee
*
0
1
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its huskblade with an agoniser, power sword or venom blade.
 • This model may replace its splinter pistol with a blast pistol.
ABILITIES
ABILITIES
Power From Pain
Shadowfield: This model has a 2+ invulnerable save, which cannot be re-rolled for any reason. The first time this invulnerable save is failed the shadowfield ceases to function for the remainder of the battle.
SPECIALISTS
SPECIALISTS
Ferocity, Leadership, Logistics, Melee, Shooting, Stealth, Strategist
TACTICS
TACTICS
Overlord
FACTION KEYWORDS
FACTION KEYWORDS
DRUKHARI
KEYWORDS
KEYWORDS
AELDARI, KABAL, COMMANDER, INFANTRY, ARCHON


Haemonculus

NAME  M WS BS S T W A Ld Sv Max  
Haemonculus
Haemonculus 7" 2+ 2+ 3 4 5 5 8 6+ 1  
This model is armed with a stinger pistol and Haemonculus tools.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Stinger pistol
0
Stinger pistol
12"
Pistol 1
*
0
1
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
0
Haemonculus tools
0
Haemonculus tools
Melee
Melee
*
0
1
This weapon always wounds on a roll of 4+.
This weapon always wounds on a roll of 4+.
5
Ichor injector
5
Ichor injector
Melee
Melee
User
-1
1
The bearer can only make a single attack with this weapon each time it fights. You can re-roll failed wound rolls for this weapon. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
The bearer can only make a single attack with this weapon each time it fights. You can re-roll failed wound rolls for this weapon. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may take an ichor injector.
ABILITIES
ABILITIES
Power From Pain
Insensible To Pain: This model has a 5+ invulnerable save.
SPECIALISTS
SPECIALISTS
Ferocity, Fortitude, Logistics, Melee, Strength
TACTICS
TACTICS
Master of Pain
FACTION KEYWORDS
FACTION KEYWORDS
DRUKHARI
KEYWORDS
KEYWORDS
AELDARI, HAEMONCULUS COVEN, COMMANDER, INFANTRY, HAEMONCULUS


Succubus

NAME  M WS BS S T W A Ld Sv Max  
Succubus
Succubus 8" 2+ 2+ 3 3 5 4 8 6+ 1  
This model is armed with an agoniser and archite glaive.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Agoniser
0
Agoniser
Melee
Melee
*
-2
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
0
Archite glaive
0
Archite glaive
Melee
Melee
+2
-3
1
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
ABILITIES
ABILITIES
Power From Pain, Combat Drugs
Lightning Dodge: This model has a 4+ invulnerable save.
No Escape: Roll off if an INFANTRY model within 1" of any enemy models with this ability would Fall Back. The model that would Fall Back can only do so if the player controlling it wins the roll-off.
SPECIALISTS
SPECIALISTS
Ferocity, Melee, Stealth
TACTICS
TACTICS
Acrobatic Leap, Bride of Death
FACTION KEYWORDS
FACTION KEYWORDS
DRUKHARI
KEYWORDS
KEYWORDS
AELDARI, WYCH CULT, COMMANDER, INFANTRY, SUCCUBUS

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Baleblast
0
Baleblast
18"
Assault 2
4
-1
1
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
2..10
Blast pistol
2..10
Blast pistol
6"
Pistol 1
8
-4
D6
-
3
Blaster
3
Blaster
18"
Assault 1
8
-4
D6
-
4
Dark lance
4
Dark lance
36"
Heavy 1
8
-4
D6
-
1
Hexrifle
1
Hexrifle
36"
Heavy 1
4
-1
1
A model firing a hexrifle does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
A model firing a hexrifle does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
4
Liquifier gun
4
Liquifier gun
8"
Assault D6
3
D3
1
Each time this weapon is fired, roll a D3 to determine its AP for those attacks. For example, if you rolled a 1, this weapon would have an AP of -1. This weapon automatically hits its target.
Each time this weapon is fired, roll a D3 to determine its AP for those attacks. For example, if you rolled a 1, this weapon would have an AP of -1. This weapon automatically hits its target.
5
Ossefactor
5
Ossefactor
24"
Assault 1
*
-3
1
This weapon always wounds on a roll of 2+. If a model is taken out of action by an attack made by this weapon, roll a D6 for each model within 2" of that model. On a roll of 5+ that model suffers a mortal wound.
This weapon always wounds on a roll of 2+. If a model is taken out of action by an attack made by this weapon, roll a D6 for each model within 2" of that model. On a roll of 5+ that model suffers a mortal wound.
1
Phantasm grenade launcher
1
Phantasm grenade launcher
18"
Assault D3
1
0
1
If a model is hit by one or more phantasm grenade launchers, subtract 1 from its Leadership characteristic until the end of the battle round.
If a model is hit by one or more phantasm grenade launchers, subtract 1 from its Leadership characteristic until the end of the battle round.
0
Plasma grenade
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
1
Shredder
1
Shredder
12"
Assault D6
6
-1
1
When attacking an INFANTRY model, re-roll failed wound rolls for this weapon.
When attacking an INFANTRY model, re-roll failed wound rolls for this weapon.
3
Splinter cannon
3
Splinter cannon
36"
Rapid Fire 3
*
0
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
0
Splinter pistol
0
Splinter pistol
12"
Pistol 1
*
0
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
0
Splinter rifle
0
Splinter rifle
24"
Rapid Fire 1
*
0
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
0..1
Stinger pistol
0..1
Stinger pistol
12"
Pistol 1
*
0
1
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0..2
Agoniser
0..2
Agoniser
Melee
Melee
*
-2
1
This weapon wounds on a 4+.
This weapon wounds on a 4+.
0
Archite glaive
0
Archite glaive
Melee
Melee
+2
-3
1
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
3
Electrocorrosive whip
3
Electrocorrosive whip
Melee
Melee
*
-2
2
This weapon always wounds on a roll of 4+.
This weapon always wounds on a roll of 4+.
0
Flesh gauntlet
0
Flesh gauntlet
Melee
Melee
User
0
1
Each time you roll a wound roll of 6+ for this weapon the target suffers a mortal wound in addition to any other damage.
Each time you roll a wound roll of 6+ for this weapon the target suffers a mortal wound in addition to any other damage.
0
Glimmersteel blade
0
Glimmersteel blade
Melee
Melee
User
-1
1
-
0
Haemonculus tools
0
Haemonculus tools
Melee
Melee
*
0
1
This weapon always wounds on a roll of 4+.
This weapon always wounds on a roll of 4+.
0
Hekatarii blade
0
Hekatarii blade
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Huskblade
0
Huskblade
Melee
Melee
+1
-2
D3
-
2
Hydra gauntlets
2
Hydra gauntlets
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed wound rolls for this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed wound rolls for this weapon.
5
Ichor injector
5
Ichor injector
Melee
Melee
User
-1
1
The bearer can only make a single attack with this weapon each time it fights. You can re-roll failed wound rolls for this weapon. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
The bearer can only make a single attack with this weapon each time it fights. You can re-roll failed wound rolls for this weapon. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
0
Klaive
0
Klaive
Melee
Melee
+1
-3
1
-
1
Mindphase gauntlet
1
Mindphase gauntlet
Melee
Melee
User
0
2
-
0
Monstrous cleaver
0
Monstrous cleaver
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0..2
Power sword
0..2
Power sword
Melee
Melee
User
-3
1
-
2
Razorflails
2
Razorflails
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed hit rolls for this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon. You can re-roll failed hit rolls for this weapon.
2
Scissorhand
2
Scissorhand
Melee
Melee
*
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a roll of 4+.
Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a roll of 4+.
2
Shardnet and impaler
2
Shardnet and impaler
Melee
Melee
User
-1
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0..1
Venom blade
0..1
Venom blade
Melee
Melee
*
0
1
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
Combat Drugs
Models with this ability gain a bonus during the battle depending on the drugs they have taken. Before the battle, roll on the table below to see which combat drug your kill team is using. This bonus applies to all models in your kill team with the Combat Drugs ability.

COMBAT DRUGS
D6BONUS
1Adrenalight: +1 to Attacks characteristic
2Grave Lotus: +1 to Strength characteristic
3Hypex: +2 to Move characteristic
4Painbringer: +1 to Toughness characteristic
5Serpentin: +1 to Weapon Skill characteristic (e.g. WS 3+ becomes WS 2+)
6Splintermind: +2 to Leadership characteristic

The DRUKHARI keyword is used in following Drukhari datasheets:

Datasheet
• Wych
• Incubus
• Wrack
Commander
• Archon
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.

The WYCH keyword is used in following Drukhari datasheets:

Datasheet
• Wych
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The MANDRAKE keyword is used in following Drukhari datasheets:

Datasheet
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The WYCH keyword is used in following Drukhari datasheets:

Datasheet
• Wych
Consolidate
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.

The SUCCUBUS keyword is used in following Drukhari datasheets:

Commander
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.

The ARCHON keyword is used in following Drukhari datasheets:

Commander
• Archon
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The SUCCUBUS keyword is used in following Drukhari datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The HAEMONCULUS keyword is used in following Drukhari datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The COMMANDER keyword is used in following Drukhari datasheets:

Commander
• Archon
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.

The KABAL keyword is used in following Drukhari datasheets:

Datasheet
Commander
• Archon

The WYCH CULT keyword is used in following Drukhari datasheets:

Datasheet
• Wych
Commander

The HAEMONCULUS COVEN keyword is used in following Drukhari datasheets:

Datasheet
• Wrack
Commander
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Does not include wargear
Does not include wargear
Does not include wargear

Blast pistol used in following datasheets:

Datasheets
• Wych
2
Commanders
• Archon
10
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.

You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Splinter pistol used in following datasheets:

Datasheets
• Wych
0
Commanders
• Archon
0
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Phantasm grenade launcher used in following datasheets:

Datasheets
• Wych
1
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Agoniser used in following datasheets:

Datasheets
• Wych
2
• Wrack
1
Commanders
• Archon
0
• Succubus
0
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Power sword used in following datasheets:

Datasheets
• Wych
2
Commanders
• Archon
0
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.

The DRUKHARI keyword is used in following Drukhari datasheets:

Datasheet
• Wych
• Incubus
• Wrack
Commander
• Archon

The AELDARI keyword is used in following Drukhari datasheets:

Datasheet
• Wych
• Incubus
• Wrack
Commander
• Archon

The KABAL keyword is used in following Drukhari datasheets:

Datasheet
Commander
• Archon

The INFANTRY keyword is used in following Drukhari datasheets:

Datasheet
• Wych
• Incubus
• Wrack
Commander
• Archon
Does not include wargear
Does not include wargear
Does not include wargear
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Roll-offs
Some rules instruct players to roll off. To do so, each player rolls a D6 (or 2D6 if there are more than two players), and whoever scores highest wins the roll-off. In the case of a tie, those players re-roll their dice – if the second and subsequent rolls are also tied, keep on rolling until a winner is determined; this is the only time players can re-roll a re-roll.

The WYCH CULT keyword is used in following Drukhari datasheets:

Datasheet
• Wych
Commander
Does not include wargear

Liquifier gun used in following datasheets:

Datasheets
• Grotesque
4
• Wrack
4
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Flesh gauntlet used in following datasheets:

Datasheets
• Grotesque
0
• Wrack
0
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The HAEMONCULUS COVEN keyword is used in following Drukhari datasheets:

Datasheet
• Wrack
Commander
Does not include wargear
Does not include wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Does not include wargear
Does not include wargear
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Does not include wargear
Does not include wargear
Does not include wargear

Stinger pistol used in following datasheets:

Datasheets
• Wrack
1
Commanders
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Haemonculus tools used in following datasheets:

Datasheets
• Wrack
0
Commanders

Venom blade used in following datasheets:

Datasheets
• Wrack
1
Commanders
• Archon
0
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
LevelPoints per model*
156
271
386
4111
* Does not include wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The ARCHON keyword is used in following Drukhari datasheets:

Commander
• Archon
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
OVERLORD
Drukhari Tactic
Archon Aura Tactic
Use this Tactic at the start of the Shooting phase, if your kill team includes an ARCHON. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

The COMMANDER keyword is used in following Drukhari datasheets:

Commander
• Archon
LevelPoints per model*
130
235
350
470
* Does not include wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The HAEMONCULUS keyword is used in following Drukhari datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
MASTER OF PAIN
Drukhari Tactic
Haemonculus Aura Tactic
Use this Tactic at the start of the Movement phase, if your kill team includes a HAEMONCULUS. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, add 1 to the Toughness characteristic of friendly models within 6" of this model.
1 COMMAND POINT
LevelPoints per model*
148
263
378
4103
* Does not include wargear
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Power From Pain
Models with this ability gain a bonus depending upon which battle round it is, as shown in the table below. Note that all bonuses are cumulative; for example, in the second battle round, the model ignores wounds on a roll of 6, and you can re-roll the dice when determining how far the model Advances or charges.

POWER FROM PAIN
BATTLE
ROUND
BONUS
1Inured to Suffering: Roll a D6 each time this model loses a wound; on a 6 that wound is not lost.
2Eager to Flay: You can re-roll the dice when determining how far this model moves when it Advances or charges.
3Flensing Fury: Add 1 to hit rolls for this model in the Fight phase.
4Emboldened by Bloodshed: Re-roll failed Nerve tests for this model.
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy models that are within 6" of any models from your kill team with this bonus.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Roll-offs
Some rules instruct players to roll off. To do so, each player rolls a D6 (or 2D6 if there are more than two players), and whoever scores highest wins the roll-off. In the case of a tie, those players re-roll their dice – if the second and subsequent rolls are also tied, keep on rolling until a winner is determined; this is the only time players can re-roll a re-roll.

The SUCCUBUS keyword is used in following Drukhari datasheets:

Commander
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.
ACROBATIC LEAP
Drukhari Tactic
Succubus Tactic
Use this Tactic when you choose a SUCCUBUS from your kill team to move in the Movement phase. For the duration of the phase, that model can move as if it could FLY.
1 COMMAND POINT

The SUCCUBUS keyword is used in following Drukhari datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
BRIDE OF DEATH
Drukhari Tactic
Succubus Aura Tactic
Use this Tactic at the start of the Fight phase, if your kill team includes a SUCCUBUS. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

Baleblast used in following datasheets:

Datasheets
• Mandrake
0
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Blaster used in following datasheets:

Datasheets
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Dark lance used in following datasheets:

Datasheets
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Hexrifle used in following datasheets:

Datasheets
• Wrack
1
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Ossefactor used in following datasheets:

Datasheets
• Wrack
5
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Plasma grenade used in following datasheets:

Datasheets
• Wych
0
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Shredder used in following datasheets:

Datasheets
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Splinter cannon used in following datasheets:

Datasheets
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Splinter rifle used in following datasheets:

Datasheets
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Archite glaive used in following datasheets:

Commanders
• Succubus
0
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

Electrocorrosive whip used in following datasheets:

Datasheets
• Wrack
3

Glimmersteel blade used in following datasheets:

Datasheets
• Mandrake
0

Hekatarii blade used in following datasheets:

Datasheets
• Wych
0

Huskblade used in following datasheets:

Commanders
• Archon
0

Hydra gauntlets used in following datasheets:

Datasheets
• Wych
2

Ichor injector used in following datasheets:

Commanders

Klaive used in following datasheets:

Datasheets
• Incubus
0

Mindphase gauntlet used in following datasheets:

Datasheets
• Wrack
1

Monstrous cleaver used in following datasheets:

Datasheets
• Grotesque
0

Razorflails used in following datasheets:

Datasheets
• Wych
2
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

Scissorhand used in following datasheets:

Datasheets
• Wrack
2

Shardnet and impaler used in following datasheets:

Datasheets
• Wych
2
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