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• Wargear

The Drukhari are a race of sadistic killers who feed upon the exquisite agony of their victims. From the Dark City of Commorragh, hidden deep within the twisting passages of the webway, their reaver-fleets strike forth in a never-ending search for new souls to torment.

This section contains all of the datasheets that you will need in order to fight battles with your Drukhari miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Drukhari units – these are described below and are referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Xenos 1Index81.4September 2018
  Imperial Armour: XenosIndex81.3November 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018
  DrukhariCodex81.1September 2018

FAQ

Index: Xenos 1

 Q: If an Archon suffers a mortal wound, does its Shadowfield cease to function?
 A
No.
 Q: Can I use the Dodge ability of Wyches or Hekatrix Bloodbrides in the Shooting phase when my unit is shot by an enemy unit firing Pistols if my unit is within 1" of the firing unit?
 A
No.
 Q: If I shoot a haywire blaster at a Vehicle and roll a wound roll of 4, do I still inflict a mortal wound on that unit even though the wound roll might not be high enough to successfully wound it?
 A
Yes.

Codex: Drukhari

 Q: The Voidraven Bomber’s Void Mine rule allows you to pick a unit the Voidraven flew over and roll three D6 for each VEHICLE or MONSTER in the unit, or one D6 for ‘every other model in the unit’. Does this mean ‘every other type of model (other than VEHICLES or MONSTERS)’, or ‘every second model’?
 A
It means the former – roll one D6 for every model in the unit that is not a VEHICLE or a MONSTER. So, for example, if the unit contains 10 INFANTRY models, you would roll ten D6.
 Q: If a model is slain by an ossefactor, and the mortal wound inflicted by the ossefactor’s ability causes another model in that unit to be slain, do I roll again to see if another mortal wound is inflicted?
 A
No.
 Q: If I am playing a matched play organised event that has an upper limit of 3 Detachments per Battle-forged army, what is the maximum number of DRUKHARI Patrol Detachments I can include?
 A
3.

Whilst the Raiding Force ability in Codex: Drukhari mentions Battle-forged armies of 6 or more Detachments, this is designed for narrative play games, or for matched play games with larger (or no) limits on the number of Detachments you can include in your Battle-forged armies. Note that the guidelines provided for organised events in the Warhammer 40,000 rulebook are just that, and the event organiser may wish to modify these guidelines to best suit their event’s needs.
 Q: Can the Vexator Mask relic force a charging unit to attack after all other units have done so?
 A
Yes, unless that chosen unit has an ability that allows it to fight first in the Fight phase, in which case it instead fights as if it didn’t have that ability.
 Q: If a Succubus is given the Serpentin combat drug, does its Weapon Skill characteristic increase to 1+? If so, does the Succubus still hit if a hit roll of 2 is rolled for an attack for a melee weapon and, due to an ability, I have to subtract 1 from that hit roll?
 A
Yes, and yes – only unmodified hit rolls of 1 automatically fail.
 Q: If the only KABAL OF THE BLACK HEART unit in my battle-forged army is in an Auxiliary Support Detachment, but my army includes another DRUKHARI Detachment that is not an Auxiliary Support Detachment, can I still use the Agents of Vect Stratagem?
 A
Yes, so long as the KABAL OF THE BLACK HEART unit is on the battlefield.

Keywords

Throughout this section you will come across keywords that are within angular brackets, specifically <KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN>. These are shorthand for keywords of your own choosing, as described below.

<KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN>

Most Drukhari on the battlefield belong to either a Kabal, Wych Cult or Haemonculus Coven. Some datasheets specify what Kabal, Wych Cult or Haemonculus Coven the unit is drawn from (e.g. Lelith Hesperax has the CULT OF STRIFE keyword, so belongs to the Cult of Strife). Other Drukhari datasheets may have either the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> keyword. When you include such a unit in your army, you must nominate which Kabal, Wych Cult or Haemonculus Coven the unit is from. You then simply replace the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> keyword in every instance on that unit’s datasheet with the name you chose. You can use any of the Kabals, Wych Cults or Haemonculus Covens you have read about, or make up your own.

For example, if you were to include an Archon in your army, and you decided the Archon was from the Kabal of the Black Heart, then their <KABAL> Faction keyword would be changed to KABAL OF THE BLACK HEART and their Overlord ability would then say ‘Re-roll hit rolls of 1 for friendly KABAL OF THE BLACK HEART units that are within 6" of this model.’

Abilities

The following abilities are common to several DRUKHARI units:

Combat Drugs

Chemical stimulants are widely used to heighten combat performance, despite the risk of a deadly and spectacular overdose.

Units with this ability gain a bonus during the battle depending on the drugs injected into their veins. Before the battle, roll on the table below to see which combat drug the unit is using. Alternatively, you can pick the bonus the unit receives, but if you do this you cannot choose a bonus that has already been taken by another unit until all six combat drugs have been taken once each.

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 

Poisoned Weapon

The Drukhari frequently use virulent poisons to slay their prey in excruciating ways.

This weapon wounds on a 4+, unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.

Power From Pain

As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines.

Units 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, wounds are ignored on a roll of 6, and you can re-roll the dice when determining how far a unit Advances or charges.

BATTLE ROUNDBONUS
1Inured to Suffering: Roll a D6 each time a model with this bonus loses a wound. On a 6 the model does not lose that wound. 
2Eager to Flay: You can re-roll the dice when determining how far a unit with this bonus moves when it Advances or charges
3Flensing Fury: Add 1 to hit rolls made for units with this bonus in the Fight phase
4Emboldened by Bloodshed: Units with this bonus automatically pass Morale tests (do not roll the dice). 
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy units that are within 6" of any units with this bonus in the Morale phase

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include DRUKHARI Detachments – that is, any Detachment which includes only DRUKHARI units (as defined below).


Drukhari Units

In the rules described in this section we often refer to ‘DRUKHARI units’ and ‘DRUKHARI Warlords’. This is shorthand for a unit or Warlord that has the DRUKHARI keyword. Note that other Aeldari, such as the Harlequins and Craftworlds, deviate significantly in terms of organisation and fighting styles. These Aeldari cannot make use of any of the rules or abilities listed in this section, and instead have their own rules.

YNNARI is a keyword that some units in this book can gain when taken as part of a Reborn army, as detailed in other publications. If a Detachment includes any YNNARI units, it is no longer a DRUKHARI Detachment and will not gain any of the abilities listed below.

Abilities

All DRUKHARI Detachments (excluding Super-heavy Auxiliary Detachments) gain the following abilities:

Vanguard of the Dark City

When the Drukhari visit their horrors on the denizens of realspace, they do so filled with arrogant assurance of their own superiority, seeing the galaxy’s other inhabitants not as threats but as fodder to fuel the hungering soul of Commorragh.

If your army is Battle-forged, all Troops units in DRUKHARI Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Raiding Force

The fractious animosities that pervade the Dark City are set aside when orchestrating raids upon the worlds of lesser races.

If your Battle-forged army includes at least 3 DRUKHARI Patrol Detachments, you receive +4 Command Points. If your army includes 6 or more DRUKHARI Patrol Detachments, you receive +8 Command Points instead.

Drukhari Obsessions

Over their millennia-long lives, the Drukhari have cultivated highly specific tastes for different types of suffering, and have refined to an art form the methods required to create their preferred flavours of pain.

If your army is Battle-forged, all <KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN> units in a DRUKHARI Detachment gain a Drukhari Obsession, so long as every other unit in their Detachment is from the same Kabal, Wych Cult or Haemonculus Coven (if you include a mix of <KABAL>, <WYCH CULT> and/or <HAEMONCULUS COVEN> units in the same Detachment, none of those units gain an obsession). Note that for this purpose, Lelith Hesperax is a <WYCH CULT> unit and Urien Rakarth is a <HAEMONCULUS COVEN> unit.

The obsession gained depends on <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> that unit is from. For example, a KABAL OF THE BLACK HEART unit with the Drukhari Obsessions ability gains the Thirst for Power obsession.

If you have chosen a Kabal, Wych Cult or Haemonculus Coven that does not feature on these lists, you can choose the Kabal, Wych Cult or Haemonculus Coven Obsession (respectively) that best suits the fighting style and battlefield strategies of the warriors that hail from it.

Blades for Hire

DRUKHARI BEASTS, INCUBI, Mandrakes and Scourges units can be included in a Drukhari Detachment without preventing other units in that Detachment from gaining a Drukhari Obsession. Note, however, that these units listed can never themselves benefit from a Drukhari Obsession.

Matched Play Rules

If you are using a Battle-forged army in a matched play game, the following rules apply:

Court of the Archon

You can only include <KABAL> COURT OF THE ARCHON models in a Detachment that also includes one or more <KABAL> Archons, and you can only include a maximum of 4 COURT OF THE ARCHON models in the same Detachment.

Drukhari Beasts

You can only include DRUKHARI BEAST units in a Detachment that also includes one or more Beastmasters, and you can only include a maximum of 3 DRUKHARI BEAST units in the same Detachment.

Kabal Obsessions

The obsession of a Kabal is usually founded upon the appetites of its Archon. Whatever vices allowed them to ascend the deadly hierarchy of the Dark City are fostered upon until they govern every aspect of their Kabalites’ existence.


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.

Units with this obsession that have the Power From Pain ability treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain. Units with this obsession that do not have the Power From Pain ability instead gain the Inured to Suffering bonus.

Kabal of the Flayed Skull: Slay from the Skies

The Kabalites of the Flayed Skull excel in aerial warfare, using their speed and manoeuvrability to harry the most elusive targets.

Add 3" to the Move characteristic of all models with this obsession that can FLY (if such a model has a minimum and maximum Move characteristic, only add 3" to their maximum one). In addition, enemy units do not receive the benefit to their saving throws for being in cover against attacks made by models with this obsession that can FLY, or by models with this obsession that are embarked upon a TRANSPORT with this obsession that can FLY. Re-roll hit rolls of 1 for such models when attacking with Rapid Fire weapons.

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.

The Range characteristic of all Assault, Rapid Fire and Heavy weapons used by units with this obsession is increased by 6" (this does not apply to Eyebursts (see Medusae) or Artefacts of Cruelty).

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 with this obsession. This does not apply to Artefacts of Cruelty. For the purposes of this obsession, a poisoned weapon is any weapon with the Poisoned Weapon ability.

Wych Cult Obsessions

Wych Cult obsessions arise from the performed slaughters in Commorragh’s arenas. Each Cult has developed its signature style, a practised method of barbarity that continues to enthral the baying crowds.


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.

Increase the Attacks characteristic of models with this obsession by 1 during any turn in which they charged, were charged or made a Heroic Intervention.

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 with this obsession by 1. In addition, when a unit with this obsession fails a Morale test, only one model from that unit must flee.

Cult of the Red Grief: The Speed of the Kill

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

Units with this obsession can charge in the same turn in which they Advanced. In addition, you can re-roll failed charge rolls for units with this obsession.

Haemonculus Coven Obsessions

The obsession of each Haemonculus Coven was developed in the oubliettes and laboratories of the undercity, where over millennia these twisted immortals have indulged themselves in their favoured form of fleshcraft.


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 with this obsession by 1. For example, an Armour Penetration characteristic of 0 becomes -1, an Armour Penetration characteristic of -1 becomes -2, and so on. This does not apply to any Artefacts of Cruelty.

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.

Models in enemy units must subtract 1 from their Leadership characteristic for each unit with this obsession that is within 6" of theirs (to a maximum of -3).

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.

If a model has this obsession, the invulnerable save conferred by its Insensible to Pain ability is increased to 4+.

Stratagems

If your army is Battle-forged and includes any Drukhari Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by the Drukhari on the battlefield.

1CP/3CP

WEBWAY PORTAL

Drukhari Stratagem

Use this Stratagem during deployment if you have not used the Screaming Jets Stratagem this battle. If you spend 1 CP, you can set up one DRUKHARI INFANTRY, BIKER or BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can place two such units in the webway instead. Any units in the webway can emerge at the end of any of your Movement phases – set them up anywhere on the battlefield that is more than 9" from any enemy units. You can only use this Stratagem once.

1CP

ALLIANCE OF AGONY

Drukhari Stratagem

Use this Stratagem before the battle if your Warlord is an Archon. Choose up to one HAEMONCULUS and up to one SUCCUBUS from your army. Generate a Warlord Trait for each character you chose (note that these characters are only regarded as your Warlord for the purposes of these Warlord Traits). You can only use this Stratagem once per battle.

1CP

ARCHITECTS OF PAIN

Drukhari Stratagem

Use this Stratagem at the start of the battle round. Choose a unit from your army that has the Power From Pain ability. Until the end of the battle round, that unit 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. This is cumulative with other, similar effects (such as the Kabal of the Black Heart’s ‘Thirst for Power’ obsession).

1CP

HAYWIRE GRENADE

Drukhari Stratagem

Use this Stratagem before a DRUKHARI model from your army throws a plasma grenade at a VEHICLE unit. Only make a single hit roll for that grenade; if it hits, the enemy unit suffers D3 mortal wounds.

2CP

LIGHTNING-FAST REACTIONS

Drukhari Stratagem

Use this Stratagem when a DRUKHARI INFANTRY, VEHICLE or BIKER unit from your army (excluding Urien Rakarth or a <HAEMONCULUS COVEN> unit) is targeted by a ranged or melee weapon. Subtract 1 from hit rolls made against that unit for the rest of the phase.

1CP/3CP

PRIZES FROM THE DARK CITY

Drukhari Stratagem

Use this Stratagem before the battle. Your army can have one extra Artefact of Cruelty for 1 CP, or two extra Artefacts of Cruelty for 3 CPs. All of the Artefacts of Cruelty that you include must be different and be given to different DRUKHARI CHARACTERS. You can only use this Stratagem once per battle.

1CP

EVISCERATING FLY-BY

Drukhari Stratagem

Use this Stratagem when a <WYCH CULT> unit from your army that can FLY Advances. If that unit moves over any enemy units this phase, choose one of those enemy units and roll a D6 for each model in your unit, adding 1 to the result if the enemy unit you picked is INFANTRY. For each roll of 6+ the enemy unit you chose suffers a mortal wound.

1CP

FLESHCRAFT

Drukhari Stratagem

Use this Stratagem at the end of your Movement phase. Select a <HAEMONCULUS COVEN> MONSTER or Grotesque model from your army that is within 3" of any <HAEMONCULUS COVEN> HAEMONCULUS from your army. The model you selected regains D3 lost wounds.

1CP

FIRE AND FADE

Drukhari Stratagem

Use this Stratagem after a DRUKHARI unit from your army shoots in your Shooting phase. The unit can immediately move up to 7" as if it were the Movement phase (it cannot Advance as part of this move). However, it cannot charge in the same turn that it does so.

2CP

CRUEL DECEPTION

Drukhari Stratagem

Use this Stratagem if a DRUKHARI unit from your army Falls Back. That unit can still shoot and charge this turn.

1CP

THE GREAT ENEMY

Drukhari Stratagem

Use this Stratagem when a DRUKHARI unit from your army is chosen to fight. Until the end of the phase, re-roll failed wound rolls for attacks made by this unit that target SLAANESH units.

1CP

RELEASE THE BEASTS

Drukhari Stratagem

Use this Stratagem at the start of your Charge phase. Choose a Beastmaster from your army. Until the end of the phase you can re-roll failed charge rolls for units of DRUKHARI BEASTS from your army if they are within 6" of that Beastmaster when the roll is made.

2CP

HYPERSTIMM BACKLASH

Drukhari Stratagem

Use this Stratagem at the start of the battle round. Choose a unit from your army that has the Combat Drugs ability. Until the end of the battle round, the bonus that unit receives from its Combat Drugs is doubled. At the end of the battle round, roll a D6 for each model in that unit. For each roll of 1, that unit suffers a mortal wound. If you use this Stratagem on a model that has the Stimm Addict Warlord Trait and/or the Phial Bouquet Artefact of Cruelty, all its bonuses are doubled but it automatically suffers D3 mortal wounds at the end of the battle round.

1CP

SCREAMING JETS

Drukhari Stratagem

Use this Stratagem during deployment if you have not used the Webway Portal Stratagem this battle. You can set up a DRUKHARI VEHICLE from your army that can FLY in the sky instead of placing it on the battlefield. It can descend at the end of any of your Movement phases – set it up anywhere on the battlefield more than 9" from any enemy models. If you use this Stratagem on a TRANSPORT, all units embarked inside it remain so when it is set up in the sky.

1CP

FREAKISH SPECTACLE

Drukhari Stratagem

Use this Stratagem when an enemy unit fails a Morale test within 6" of Urien Rakarth or a <HAEMONCULUS COVEN> unit from your army. One additional model flees from the enemy unit.

2CP

THE TORTURER’S CRAFT

Drukhari Stratagem

Use this Stratagem before Urien Rakarth or a <HAEMONCULUS COVEN> unit from your army fights in the Fight phase. Until the end of the phase, you can re-roll failed wound rolls for that unit.

1CP

HUNT FROM THE SHADOWS

Drukhari Stratagem

Use this Stratagem when a DRUKHARI INFANTRY unit from your army that is receiving the benefit of cover is targeted in the Shooting phase. Until the end of that phase, add 2 to that unit’s saving throws instead of only adding 1 (this does not affect invulnerable saving throws).

1CP

PRAY THEY DON’TTAKE YOU ALIVE

Drukhari Stratagem

Use this Stratagem if a DRUKHARI unit from your army slays the enemy Warlord in the Fight phase. For the remainder of the battle, every model in the enemy army subtracts 1 from its Leadership characteristic.

1CP

SOUL-TRAP

Drukhari Stratagem

Use this Stratagem when an Archon from your army kills an enemy CHARACTER in the Fight phase. Increase the Attacks, Strength and Leadership characteristics of that Archon by 1 for the remainder of the battle.

1CP

ENHANCED AETHERSAILS

Drukhari Stratagem

Use this Stratagem when a Raider or a Ravager from your army Advances. Add 8" to that model’s Move characteristic for that phase instead of rolling a dice.

1CP

ONSLAUGHT

Drukhari Stratagem

Use this Stratagem before an INCUBI unit from your army fights in the Fight phase. Until the end of the phase, each time you roll an unmodified hit roll of 6 for a model in this unit, that attack scores 2 hits instead of 1.

2CP

CRUCIBLE OF MALEDICTION

Drukhari Stratagem

Use this Stratagem in your Psychic phase. Select a HAEMONCULUS from your army and roll a D6 for each PSYKER unit within 12" of it; on a 4+ the unit being rolled for suffers D3 mortal wounds. You can only use this Stratagem once per battle.

1CP

TORMENT GRENADE

Drukhari Stratagem

Use this Stratagem before a model from your army fires a phantasm grenade launcher. If an enemy unit is hit by an attack made with this weapon this phase, then, in addition to the usual effects, roll 3D6. If the result is higher than the highest Leadership characteristic in the enemy unit, it suffers D3 mortal wounds.

4CP

AGENTS OF VECT

Kabal of the Black Heart Stratagem

Use this Stratagem just after your opponent has spent CPs to use a Stratagem, but before the effects of that Stratagem are resolved. Roll a D6; on a 1 your opponent’s Stratagem is resolved as normal. On a 2-5 your opponent’s CPs are refunded, but the Stratagem they were using is not resolved and cannot be attempted again this phase. On a 6 the Stratagem they were attempting to use is not resolved, cannot be attempted again this phase and the CPs spent are lost. This Stratagem cannot be used if there are no KABAL OF THE BLACK HEART units from your army on the battlefield, and cannot be used to affect Stratagems used ‘before the battle’ or ‘during deployment’.

2CP

INSIDIOUS MISDIRECTION

Kabal of the Poisoned Tongue Stratagem

Use this Stratagem at the start of the first battle round, but before the first turn has begun. Pick up to 3 KABAL OF THE POISONED TONGUE units from your army that are on the battlefield; immediately remove these units from the battlefield and then set them up again as described in the Deployment section of your mission (if you redeploy a TRANSPORT, all units embarked inside it remain so when it is set up again). You can only use this Stratagem once per battle.

1CP

FAILURE IS NOT AN OPTION

Kabal of the Obsidian Rose Stratagem

Use this Stratagem when a KABAL OF THE OBSIDIAN ROSE unit from your army fails a Morale test. Select which models will flee, but before removing them, each can either shoot as if it were the Shooting phase or make a single close combat attack as if it were the Fight phase. If any enemy models are slain by these attacks, none of the models flee from your unit. If no enemy models were slain, the fleeing models are removed as normal.

1CP

MASTERS OF THE SHADOWED SKY

Kabal of the Flayed Skull Stratagem

Use this Stratagem when you select a KABAL OF THE FLAYED SKULL unit to shoot with in the Shooting phase. Until the end of the phase, add 1 to hit rolls made for this unit’s attacks that target units that can FLY.

3CP

NO METHOD OF DEATH BEYOND OUR GRASP

Cult of Strife Stratagem

Use this Stratagem just after a CULT OF STRIFE unit from your army has destroyed an enemy unit in either the Shooting or Fight phase (if used in the Fight phase, use this Stratagem after the attacking unit has consolidated). If the enemy unit was destroyed in the Shooting phase, your unit can immediately shoot an additional time this phase. If the enemy unit was destroyed in the Fight phase, your unit can immediately fight an additional time this phase.

1CP

CONCEALED BOOBY TRAPS

Cult of the Cursed Blade Stratagem

Use this Stratagem when an enemy unit finishes a charge move within 1" of a CULT OF THE CURSED BLADE unit from your army that is wholly on or within a terrain feature. Roll a dice; on a 4+ that enemy unit suffers D3 mortal wounds.

2CP

ATHLETIC AERIALISTS

Cult of the Red Grief Stratagem

Use this Stratagem just before a CULT OF THE RED GRIEF INFANTRY unit consolidates. Instead of moving towards the nearest enemy, the unit consolidates up to 6" towards the nearest CULT OF THE RED GRIEF TRANSPORT from your army. If all models in the unit end this move within 3" of the Transport, the unit may immediately embark upon it (if it has sufficient capacity remaining) as if it were the Movement phase, and can do so even if they disembarked from the Transport during the same turn.

2CP

BLACK CORNUCOPIANS

Prophets of Flesh Stratagem

Use this Stratagem at the end of your Movement phase. Pick a unit of PROPHETS OF FLESH Wracks from your army and remove it from the battlefield, then set it up again at its full starting strength wholly within 6" of the edge of the battlefield and more than 9" from any enemy models.

2CP

AN ESOTERIC KILL, DELIVERED FROM AFAR

The Dark Creed Stratagem

Use this Stratagem when you select a DARK CREED unit to shoot with in the Shooting phase. Until the end of the phase, models in that unit can target enemy CHARACTERS even if they are not the closest enemy unit.

1CP

ADMINISTER PUNISHMENT

Coven of Twelve Stratagem

Use this Stratagem when you select a COVEN OF TWELVE unit from your army to shoot with in the Shooting phase. Until the end of the phase, models in that unit can target enemy units that are within 1" of friendly COVEN OF TWELVE units, but each time you roll a hit roll of 1 for such an attack, it is instead resolved against one of your COVEN OF TWELVE units that is within 1" of the target (you decide which). For weapons that hit automatically, roll a D6 for each hit; on a 1-3 that hit is resolved against one of your units, and on a 4+ that hit is resolved against the target. This Stratagem cannot be used if the shooting unit is itself within 1" of an enemy unit.


Warlord Traits

If a DRUKHARI CHARACTER is your Warlord, they can generate a Warlord Trait from the appropriate table below (depending on whether they have the <KABAL>, <WYCH CULT> or <HAEMONCULUS COVEN> keyword) instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table to randomly generate a Warlord Trait, or you can select the one that best suits their temperament and preferred style of waging war.

Kabal Warlord Traits


D3WARLORD TRAIT
1

HATRED ETERNAL

The Warlord is disgusted by the younger races that infest the galaxy, sickened by the unwashed and unrefined multitudes. They will take any opportunity to exterminate such vermin, revelling in every unworthy life they and their followers extinguish.

You can re-roll failed wound rolls for this Warlord.

2

SOUL THIRST

In place of a soul this Warlord plays host to a howling chasm of horror and madness. They must swallow thousands of souls each day to stave off complete degeneration, yet this thirst lends them a lethal ferocity.

Add 1 to this Warlord’s Attacks characteristic in any turn in which they charged, were charged or made a Heroic Intervention. In addition, this Warlord regains 1 lost wound each time they slay an enemy model in the Fight phase.

3

ANCIENT EVIL

So long has this Warlord lived, steeped in horror and cruelty, that they are now shrouded in a malefic aura capable of paralysing their foes with fear.

The opposing player must roll an extra dice when taking Morale tests for units within 3" of this Warlord and use the highest result.


Wych Cult Warlord Traits


D3WARLORD TRAIT
1

QUICKSILVER FIGHTER

This Warlord strikes with preternatural speed, slaying their foes before they even realise the fight has begun.

This Warlord always fights first in the Fight phase, even if they didn’t charge. If the enemy has units that charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

2

STIMM ADDICT

Though it dramatically reduces their lifespan, this Warlord is addicted to using artificial stimulants to boost their combat effectiveness.

Before the battle, when determining the bonus this Warlord receives from its Combat Drugs ability, roll two dice instead of one and apply both results (duplicate results are cumulative). Alternatively, you can pick two different bonuses to apply to this Warlord.

3

PRECISION BLOWS

This Warlord is adept at slaying their victims in stunning displays of violence, every blow placed perfectly to maim, dismember or decapitate.

Each time you roll a wound roll of 6+ for this Warlord in the Fight phase, the target suffers a mortal wound in addition to the normal damage.


Haemonculus Coven Warlord Traits


D3WARLORD TRAIT
1

MASTER REGENESIST

Not content with limiting their work to the flesh of others, this ancient Warlord has experimented on their own body for many centuries. The combination of countless excruciating surgeries and untested elixirs have borne dark fruit, and now their flesh regenerates at a frightening rate.

This Warlord regains D3 lost wounds at the start of each of your turns.

2

MASTER NEMESINE

Out of a twisted scientific curiosity, this Warlord knows a variety of ways to kill every realspace species they have ever discovered. There is no weak point unknown to them, and no nerve cluster they cannot excise with their scalpels.

Add 1 to wound rolls made for this Warlord in the Fight phase.

3

MASTER ARTISAN

This Warlord is not only gifted in the arts of fleshcraft and mettalosculpture, but also in the more metaphysical arts. Irrespective of the medium they work with, all of their creations are works of dark genius.

Re-roll Inured to Suffering rolls of 1 for friendly <HAEMONCULUS COVEN> models within 6" of this Warlord.


Kabal, Wych Cult and Haemonculus Coven Warlord Traits

If you wish, you can pick a Warlord Trait from the list below instead of using one of the three Drukhari Warlord Traits tables, but only if your Warlord is from the relevant Kabal, Wych Cult or Haemonculus Coven.

KABAL, WYCH CULT or HAEMONCULUSTRAIT
Kabal of the Black HeartLabyrinthine Cunning: The Archons of the Kabal of the Black Heart have minds like steel traps, assimilating every detail of a situation. There is no circumstance they cannot turn to their benefit, nor any vagary of fate that can take them by surprise.
Whilst your Warlord is on the battlefield, roll a D6 each time you or your opponent spends a Command Point to use a Stratagem; you gain one Command Point for each roll of 6. 
Kabal of the Poisoned TongueTowering Arrogance: The Archons of the Kabal of the Poisoned Tongue are aloof in the extreme and have nothing but scorn for their foes. Such is the power of their conviction that their underlings will stand their ground no matter the odds.
Friendly KABAL OF THE POISONED TONGUE units can use this Warlord’s Leadership whilst they are within 12" of them. 
Kabal of the Obsidian RoseDeathly Perfectionist: The Archons of the Kabal of the Obsidian Rose are all skilled weaponsmiths, and have a reputation for perfectionism in their craftsmanship. Their personal armaments are the finest examples of their Kabal.
Increase the Damage characteristic of weapons (other than Artefacts of Cruelty) used by this Warlord by 1. 
Kabal of the Flayed SkullFamed Savagery: The Archons of the Kabal of the Flayed Skull are renowned for their savagery, slaying their foes and removing the skin from their skulls before their corpse has even hit the floor.
Increase this Warlord’s Strength and Attacks characteristics by 1 during any turn in which they charged, were charged or made a Heroic Intervention
Cult of StrifeBlood Dancer: The Succubi of the Cult of Strife are renowned for their expertise at close-quarters combat within the arenas of Commorragh. The skill they display before the baying crowds on the blood-soaked sands is equally as deadly on the battlefield.
Each time you roll a hit roll of 6+ for this Warlord in the Fight phase, that hit scores 3 hits instead of 1. 
Cult of Red GriefHyper-swift Reflexes: The Succubi of the Cult of the Red Grief believe the best defence is simply not to be there when the opponent’s blade falls. Such are their reflexes that they dodge blows with supernatural speed.
Add 1 to invulnerable saving throws made for this Warlord. 
Cult of the Cursed BladeTreacherous Deceiver: The Succubi of the Cult of the Cursed Blade are cunning and treacherous, exploiting any opportunity to wrongfoot and deceive their foes before striking them with concealed weapons.
Each time you roll an unmodified saving throw of 6 for this Warlord in the Fight phase, the enemy unit that made that attack suffers a mortal wound after it has resolved all of it attacks. 
Prophets of FleshDiabolical Soothsayer: Many Haemonculi of the Prophets of Flesh dabble in soothsaying, despite the prohibition on psychic activity that pervades Commorragh. The insights they gain by doing so give them a great advantage before launching a realspace raid.
Once per battle, you can re-roll a single hit roll, wound roll, saving throw or damage roll for your Warlord. In addition, if your army is Battle-forged, roll a D3 before the battle begins; you gain a number of additional Command Points equal to the result. 
The Dark CreedFear Incarnate: The twisted Haemonculi of the Dark Creed have orchestrated the terror of others for so long that they exude an insanity-inducing aura so powerful that their mere presence is enough to drive their foes into such depths of despair that their hearts stop beating.
Roll 2D6 for each enemy unit that is within 3" of your Warlord at the start of the Fight phase. If the result exceeds the highest Leadership characteristic in that unit, it suffers a mortal wound
Coven of TwelveScarlet Epicurean: The Haemonculi of the Coven of Twelve have been slain and resurrected so many times that there are few methods of death they are not intimately familiar with. Unless they wish to experience a new fatality, they are notoriously difficult to kill.
Reduce all damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against a weapon that inflicts 3 damage, he will only lose 2 wounds. 

Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.

NAMED CHARACTERWARLORD TRAIT
Lelith HesperaxBlood Dancer 
Urien RakarthDiabolical Soothsayer 
DrazharHatred Eternal 

Tactical Objectives

D66Result
11Take Them Alive! 
12Fear and Terror 
13Death by a Thousand Cuts 
14Trophy Hunter 
15There Is No Escape 
16Pain, In All Its Forms 

The Drukhari view the lesser races with hateful contempt, and they launch raids to sow the greatest amount of fear, torment and suffering throughout the worlds of realspace.

If your army is led by a DRUKHARI Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Drukhari player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Drukhari Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.

11
TAKE THEM ALIVE!
Drukhari

Commorragh is always in need of fresh slaves. Close with the prey and capture them alive.

Score 1 victory point if at least one enemy INFANTRY unit was destroyed during the Fight phase this turn. If an enemy Infantry CHARACTER was slain during the Fight phase this turn, score D3 victory points instead.

12
FEAR AND TERROR
Drukhari

Sow terror and panic in the ranks of your foes. Drink in their fear like a fine wine.

Score 1 victory point if at least one enemy unit failed a Morale test during this turn.

13
DEATH BY A THOUSAND CUTS
Drukhari

Strike and fade! Watch the enemy’s army weaken and die as you bleed it one warrior at a time.

Score 1 victory point if at least one model was destroyed from at least three different enemy units during this turn. If at least one model was destroyed from 6 or more different enemy units during this turn, score D3 victory points instead.

14
TROPHY HUNTER
Drukhari

The lords of Commorragh demand a trophy, either a bauble from the field of battle or the head of an enemy champion.

When this Tactical Objective is generated, your opponent must nominate one objective marker and one CHARACTER from their army. Score 1 victory point if you control this objective marker and/or the nominated character has been slain.

15
THERE IS NO ESCAPE
Drukhari

No enemy can hide from our sight. Murder any who would seek to escape the kiss of our blades.

Score 1 victory point if at least one enemy unit that was completely on or within terrain at the start of the turn was destroyed this turn.

16
PAIN, IN ALL ITS FORMS
Drukhari

Revel in the suffering of others, unleash pain in all its forms.

Score 1 victory point if at least one enemy unit was destroyed in both the Shooting and Fight phases of this turn. If at least two enemy units were destroyed in each of these phases, score D3 victory points instead. If at least one of these units was destroyed by a <KABAL> unit, one by a <WYCH CULT> unit and one by a <HAEMONCULUS COVEN> unit, score D3+3 victory points instead.


Artefacts of Cruelty

The spires of High Commorragh and the oubliettes of the undercity are replete with tools of esoteric cruelty. Amongst these are artefacts that, through their ability to inflict untold suffering on those who oppose their bearer, exemplify the exquisite craftsmanship and dark science of the Drukhari.

If your army is led by a DRUKHARI Warlord, then before the battle you may give one of the following Artefacts of Cruelty to a DRUKHARI CHARACTER. Named characters such as Urien Rakarth already have one or more artefacts and cannot be given any of the following artefacts.

Note that some weapons replace one of the character’s existing weapons or items of wargear. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon or item of wargear that is being replaced. Write down any Artefacts of Cruelty your characters have on your army roster.

PARASITE’S KISS

Thought to be the finest splinter pistol ever crafted, this weapon spits out crystalline darts bound with psycho-vampiric circuitry. Upon biting into flesh, the target’s very soul is leeched, and transferred back to the gun’s wielder. As the luckless victim withers like rotten fruit, their killer flushes with vigour.

Model with a splinter pistol only. The Parasite’s Kiss replaces the bearer’s splinter pistol and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Parasite’s Kiss
12"
Pistol 2
*
-2
2
Abilities: Poisoned Weapon. Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. Each time this weapon kills an enemy model, the bearer regains 1 lost wound.

SOUL-SEEKER

The Soul-seeker fires splinters of toxic spirit stones, each of which shatters upon impact to create clouds of empaphagic vapours.

KABAL OF THE POISONED TONGUE Archon with splinter pistol only. Soul-seeker replaces the model’s splinter pistol and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Soul-seeker
18"
Pistol 2
*
-1
D3
Abilities: Poisoned Weapon. Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. This weapon can target enemy units that are not visible to the firer and can target enemy CHARACTERS even if they are not the closest enemy model. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.

SPIRIT-STING

The needles fired by Spirit-sting are loaded with dew collected from a sconce at the bottom of the Chasm of Echoes. When injected, it causes the victims fears to manifest physically, bursting from their brain in an explosion of gore before dissipating into vapour.

DARK CREED Haemonculus with stinger pistol only. Spirit-sting replaces the bearer’s stinger pistol and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Spirit-sting
12"
Pistol 3
*
-4
1
Abilities: Poisoned Weapon. Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. Invulnerable saves cannot be taken against this weapon.

THE ANIMUS VITAE

The Animus Vitae appears to be a smooth orb, until it is thrown at the feet of a victim and explodes into a lashing tangle of barbed wires that wrap around its prey. Slowly and spitefully, the Animus Vitae begins to constrict, cutting through armour, flesh and bone until its victim’s agonised cries become desperate screams. All the while the foul weapon radiates this agony, saturating the battlefield with pain so that the bearer and his kin can drink it in like a potent draught.

The Animus Vitae has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Animus Vitae
6"
Grenade 1
-
-
-
Abilities: You can only use this weapon once per battle. If it hits, the target suffers D3 mortal wounds. If any enemy models are slain by this weapon then, for the remainder of the turn, friendly units with the Power from Pain ability treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain, so long as they remain within 6" of the bearer. This is cumulative with other, similar effects.

THE ARMOUR OF MISERY

Crafted using psycho-empathic shards of poisoned wraithbone, this armour emanates crippling waves of dread, causing foes to quail.

KABAL OF THE OBSIDIAN ROSE Archon only. The wearer has a 3+ Save characteristic. In addition, subtract 1 from hit rolls for attacks that target the wearer in the Fight phase.

THE BLOOD GLAIVE

Forged by Organghast the Haemomancer, the Blood Glaive absorbs the viscera of those victims it slays, sloughing off parts of its blade that have become nicked in battle and using the freshly harvested gore to re-hone the crimson edge.

CULT OF THE RED GRIEF Succubus with archite glaive only. The Blood Glaive replaces the bearer’s archite glaive and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Blood Glaive
Melee
Melee
+3
-3
D3

THE DJIN BLADE

Forged from an unknown alloy, the Djin Blade reflects an idealised reflection of whoever looks at it. Though the blade lends its wielder incredible prowess, it will feed off their essence until it turns upon them. On that day the wielder’s reflection shifts into something malefic, the true face of the Djin leering out at them before it turns their heart to ash and their soul to drifting cinders.

Archon with a huskblade only. The Djin Blade replaces the bearer’s huskblade and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Djin Blade
Melee
Melee
+1
-3
D3
Abilities: Each time the bearer fights, it can make 2 additional attacks with this weapon. Roll a D6 at the end of each Fight phase in which the bearer attacked using this weapon; on a 1 they suffer a mortal wound.

THE FLENSING BLADE

The necro-ionised metal of the Flensing Blade draws fleshy tissue towards it whilst simultaneously repelling bone, chitin and inorganic armour. This allows its wielder to expertly carve samples of skin, fat and musculature from his victims for his experiments.

COVEN OF TWELVE Haemonculus only. The Flensing Blade replaces the model’s Haemonculus tools and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Flensing Blade
Melee
Melee
*
-2
D3
Abilities: Poisoned Weapon. Add 1 to wound rolls made for this weapon, unless it is targeting a VEHICLE. Increase this weapon’s Damage characteristic to 3 when attacking enemy CHARACTERS.

THE HELM OF SPITE

The Drukhari look down upon those who use psychic witchery. Not only do they tempt the gaze of She Who Thirsts, but they also risk the wrath of Asdrubael Vect. Through necessity, the Drukhari’s psychic abilities have atrophied, leaving them vulnerable to the warpcraft of their foes. The Helm of Spite redresses this balance, shielding its wearer from harm and setting up a field of violent psionic feedback.

The bearer can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. In addition, each time the bearer makes a successful Deny the Witch test, the psyker that attempted to manifest that power suffers Perils of the Warp.

THE NIGHTMARE DOLL

Should the owner of the Nightmare Doll be harmed in battle, his injuries are absorbed by this creature. If its owner is riddled with bullets, tiny holes appear in the thing’s writhing body whilst its master remains whole. Should the Haemonculus be hit by a decapitating strike, the foe’s blade will pass through his gnarled neck without leaving so much as a scratch.

Haemonculus only. Whenever you make an Inured to Suffering roll for the bearer, that wound is not lost on a roll of 4+ instead of 6.

THE OBSIDIAN VEIL

Utilising the same night-shield technology as Drukhari attack craft, the Obsidian Veil projects a broad-spectrum displacement field around its bearer, surrounding them in a cloud of murky shadow.

KABAL OF THE FLAYED SKULL Archon only. The first time this model fails its invulnerable save and its shadowfield ceases to function, it immediately gains a 4+ invulnerable save for the remainder of the battle.

THE PHIAL BOUQUET

Worn decoratively on the wrist or shoulder, the Phial Bouquet contains a cocktail of artisanal combat drugs that is decanted into the Succubus’ spinal column over the course of a battle.

CULT OF STRIFE Succubus only. Roll a D6 at the start of each battle round to randomly determine a Combat Drug. Until the start of the next battle round, this model gains that bonus in addition to any other Combat Drug bonuses they have (duplicate results are cumulative).

THE TRIPTYCH WHIP

Created in the nascent days of Commorragh’s arenas, the Triptych Whip is a fusion of three masterfully balanced agonisers. Since then it has been borne by only a handful of Succubi, passed down to one skilled enough to slay its bearer in gladiatorial combat.

Succubus with agoniser only. The Triptych Whip replaces the bearer’s agoniser and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Triptych Whip
Melee
Melee
*
-2
1
Abilities: Poisoned Weapon. Each time the bearer fights, it can make 3 additional attacks with this weapon.

THE VEXATOR MASK

Fashioned from the flayed face of a Shadowseer, this mask plays tricks on the mind. Those who approach it find themselves staring into the face of their most respected leader, a cherished parent, or even their lover. The moment of hesitation this affords is enough for the wearer to plunge a surgical blade into the gawping viewer’s heart.

PROPHETS OF FLESH Haemonculus only. Enemy units cannot fire overwatch at the bearer. In addition, at the start of each Fight phase, select an enemy unit within 6" of the bearer. That unit cannot fight until all other units that are able to have done so. If the unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other unit have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.

TRAITOR’S EMBRACE

The Traitor’s Embrace comprises a pair of metal rods that are sewn into the skin. At the moment of death, these rods cause their bearer’s bones to explode outward, rapidly growing into a jagged cage.

CULT OF THE CURSED BLADE Succubus only. Roll a D6 if the bearer is slain in the Fight phase. On a 2+ the unit that killed this model suffers D6 mortal wounds after it has finished making all of its attacks.

WRIT OF THE LIVING MUSE

When intoned, the words of Vect embossed upon this iron tablet invigorate the members of his Kabal.

KABAL OF THE BLACK HEART Archon only. Re-roll wound rolls of 1 for friendly KABAL OF THE BLACK HEART units within 6" of the bearer.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Wych Cult Weapons). When this is the case, the unit may take any item from the appropriate list below.

WYCH CULT WEAPONS

 • Hydra gauntlets

 • Razorflails

 • Shardnet and impaler

TOOLS OF TORMENT

 • Hexrifle

 • Liquifier gun

 • Stinger pistol

WEAPONS OF TORTURE

 • Agoniser

 • Electrocorrosive whip

 • Flesh gauntlet

 • Mindphase gauntlet

 • Scissorhand

 • Venom blade

VEHICLE EQUIPMENT

 • Chain-snares

 • Grisly trophies

 • Phantasm grenade launcher1

 • Shock prow1

1 Cannot be equipped on a Venom.


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Baleblast
18"
Assault 2
4
-1
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.
10
Blast pistol
6"
Pistol 1
8
-4
D6
-
17
Blaster
18"
Assault 1
8
-4
D6
-
Casket of Flensing
12"
Assault 2D6
3
-2
1
This weapon can only be fired once per battle.
20
Dark lance
36"
Heavy 1
8
-4
D6
Change the weapon’s Type from Heavy to Assault if it is equipped on a VEHICLE.
0
Dark scythe
24"
Assault D3
8
-4
D3
-
0
Darklight grenade
6"
Grenade D6
4
-1
1
-
15
Disintegrator cannon
36"
Assault 3
5
-3
2
-
0
Eyeburst
9"
Assault 4
4
-2
1
-
8
Haywire blaster
24"
Assault D3
4
-1
1
If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers a mortal wound in addition to any other damage. If the wound roll is 6+, inflict D3 mortal wounds instead of 1.
12
Heat lance
18"
Assault 1
6
-5
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5
Hexrifle
36"
Heavy 1
4
-1
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
11
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.
7
Ossefactor
24"
Assault 1
*
-3
1
Poisoned Weapon. Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. If a model is slain by this weapon, the model’s unit immediately suffers a mortal wound on a D6 roll of 4+.
3
Phantasm grenade launcher
18"
Assault D3
1
0
1
If a unit is hit by one or more phantasm grenade launchers, subtract 1 from its Leadership characteristic until the end of the turn.
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
0
Pulse-disintegrator
36"
Assault 6
8
-3
2
-
0
Razorwing missiles
When attacking with this weapon, choose one of the profiles below.
 - Monoscythe missile
48"
Assault D6
6
0
2
-
 - Necrotoxin missile
48"
Assault 3D3
*
0
1
Poisoned Weapon. Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE.
 - Shatterfield missile
48"
Assault D6
7
-1
1
Re-roll failed wound rolls for this weapon.
0
Shardcarbine
18"
Assault 3
*
0
1
Poisoned Weapon
8
Shredder
12"
Assault D6
6
-1
1
When attacking an INFANTRY unit, re-roll failed wound rolls for this weapon.
0
Spirit syphon
8"
Assault D6
3
-2
1
This weapon automatically hits its target. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage characteristic of D3.
10
Spirit vortex
18"
Assault D6
3
-2
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage characteristic of D3.
10
Splinter cannon
36"
Rapid Fire 3
*
0
1
Poisoned Weapon
0
Splinter pistol
12"
Pistol 1
*
0
1
Poisoned Weapon
0
Splinter pods
18"
Assault 2
*
0
1
Poisoned Weapon
0
Splinter rifle
24"
Rapid Fire 1
*
0
1
Poisoned Weapon
Splinterstorm cannon
36"
Rapid Fire 6
*
0
1
This weapon wounds on a 4+, unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
5
Stinger pistol
12"
Pistol 1
*
0
1
Poisoned Weapon. Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE.
15
Stinger pod
24"
Assault 2D6
5
0
1
-
0
Storm vortex projector
When attacking with this weapon, choose one of the profiles below:
 - Blast
24"
Heavy 2D6
6
0
1
If any models are slain in the target unit, it may not Advance in the following turn.
 - Beam
36"
Heavy D6
8
-4
D6
If any models are slain in the target unit, it may not Advance in the following turn.
22
Twin liquifier gun
8"
Assault 2D6
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.
0
Twin splinter rifle
24"
Rapid Fire 2
*
0
1
Poisoned Weapon
0
Void lance
36"
Assault 1
9
-4
D6
-
10
Voidraven missiles
When attacking with this weapon, choose one of the profiles below.
 - Implosion missile
48"
Assault D3
6
-3
1
-
 - Shatterfield missile
48"
Assault D6
7
-1
1
Re-roll failed wound rolls for this weapon.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Agoniser
Melee
Melee
*
-2
1
Poisoned Weapon
0
Archite glaive
Melee
Melee
+2
-3
1
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Beastmaster’s scourge
Melee
Melee
+1
0
1
-
0
Bladevanes
Melee
Melee
4
-1
1
-
3
Chain-flails
Melee
Melee
User
0
1
Make 2 hit rolls for each attack with this weapon. You can re-roll failed wound rolls for this weapon.
0
Clawed fists
Melee
Melee
User
-1
2
-
0
Claws and talons
Melee
Melee
User
0
1
-
8
Demiklaives
Each time this model fights, choose one of the profiles below.
 - Single blade
Melee
Melee
+1
-3
1
-
 - Dual blades
Melee
Melee
User
-2
1
A model attacking with dual blades can make 2 additional attacks with them each time it fights.
0
Dire scythe blade
Melee
Melee
8
-2
1
-
6
Electrocorrosive whip
Melee
Melee
*
-2
2
This weapon wounds on a 4+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
3
Flesh gauntlet
Melee
Melee
User
0
1
Each time you roll a wound roll of 6+ for this weapon, other than against VEHICLES, the target suffers a mortal wound in addition to any other damage.
0
Glimmersteel blade
Melee
Melee
User
-1
1
-
0
Haemonculus tools
Melee
Melee
*
0
1
Poisoned Weapon
0
Hekatarii blade
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Hellglaive
Melee
Melee
+1
0
2
-
6
Huskblade
Melee
Melee
+1
-2
D3
-
4
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.
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.
5
Impaler
Melee
Melee
User
-1
2
-
0
Klaive
Melee
Melee
+1
-3
1
-
4
Macro-scalpel
Melee
Melee
+1
-2
2
If a model is equipped with two macro-scalpels, each time it fights it can make 1 additional attack with them.
Mane of barbs and hooks
Melee
Melee
User
0
1
Each time Lelith Hesperax fights, she can make 2 additional attacks with this weapon.
4
Mindphase gauntlet
Melee
Melee
User
0
2
-
3
Monstrous cleaver
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Penetrating blade
Melee
Melee
User
-4
1
If Lelith Hesperax is armed with two penetrating blades, each time she fights she can make 1 additional attack with them.
4
Power lance
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
Razor feathers
Melee
Melee
User
-1
1
-
4
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.
8
Scissorhand
Melee
Melee
*
-1
1
This weapon wounds on a 4+, unless it is targeting a VEHICLE, in which case it wounds on a 6+. Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Scythevanes
Melee
Melee
4
-1
1
-
0
Shaimeshi blade
Melee
Melee
*
0
1
Poisoned Weapon. Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. Each time you roll a wound roll of 6+ for this weapon, other than against a VEHICLE, the target suffers a mortal wound in addition to any other damage.
5
Shardnet and impaler
Melee
Melee
User
-1
2
Each time the bearer fights, it can make 1 additional attack with this weapon. If an INFANTRY unit is affected by the No Escape ability whilst it is within 3" of an enemy model armed with this weapon, the unit’s controlling player rolls a D3 instead of a D6 when making the roll-off.
0
Sharpened prow blade
Melee
Melee
User
-1
2
You can make a maximum of one combat attack with a sharpened prow blade each turn (any remaining attacks must be made with a different weapon).
1
Shock prow
Melee
Melee
User
-1
1
You can make a maximum of one close combat attack with a shock prow each turn (any remaining attacks must be made with a different melee weapon). If the bearer charged this turn, successful attacks with this weapon have a Damage characteristic of D3 instead of 1.
0
Spirit-leech tentacles
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage characteristic of D3.
0
Sslyth battle-blade
Melee
Melee
User
-1
1
-
4
Stunclaw
Melee
Melee
+1
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.
15
Talos gauntlet
Melee
Melee
+2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Venom blade
Melee
Melee
*
0
1
Poisoned Weapon. Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Chain-snares
Re-roll hit rolls of 1 for a model with chain-snares whenever it attacks with its bladevanes.
3
Cluster Caltrops
Roll a D6 for each enemy unit within 1" of any models with cluster caltrops in a unit that Falls Back – on a 4+ that unit suffers a mortal wound.
3
Grav-talon
After this unit has completed a charge move, roll a D6 for each of its models with a grav-talon that is within 1" of an enemy unit – on a 4+ that unit suffers a mortal wound.
2
Grisly trophies
Roll a D6 each time a model flees from a unit that is within 6" of any enemy models with grisly trophies. For each roll of 6, one additional model flees that unit (these cannot cause additional models to flee).
5
Spirit Probe
Re-roll wound rolls of 1 for DRUKHARI units in the Fight phase whilst they are within 6" of any friendly Cronos with a spirit probe. In addition, if a Cronos with a spirit probe inflicts one or more unsaved wounds in the Fight phase, you can pick a friendly DRUKHARI unit within 6" of it that is not a VEHICLE. The unit you pick regains 1 lost wound.
10
Splinter Racks
If this model has splinter racks, then each time a model that is embarked upon it shoots a splinter pistol or splinter rifle and you roll a 6+ to hit with that weapon, it scores 2 hits instead of 1. This does not apply to Artefacts of Cruelty.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.
Combat Drugs

Chemical stimulants are widely used to heighten combat performance, despite the risk of a deadly and spectacular overdose.

Units with this ability gain a bonus during the battle depending on the drugs injected into their veins. Before the battle, roll on the table below to see which combat drug the unit is using. Alternatively, you can pick the bonus the unit receives, but if you do this you cannot choose a bonus that has already been taken by another unit until all six combat drugs have been taken once each.

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 KABAL OF THE BLACK HEART keyword is used in following Drukhari datasheets:

Elites
• Medusae
• Sslyth
• Ur-Ghul
HQ
• Archon
Dedicated Transport
• Raider
• Venom
Heavy Support
• Ravager
• Reaper

The <KABAL> keyword is used in following Drukhari datasheets:

Elites
• Medusae
• Sslyth
• Ur-Ghul
HQ
• Archon
Dedicated Transport
• Raider
• Venom
Heavy Support
• Ravager
• Reaper

The <WYCH CULT> keyword is used in following Drukhari datasheets:

Fast Attack
• Reavers
Dedicated Transport
• Raider
• Venom
Troops
• Wyches
Heavy Support
• Reaper

The <HAEMONCULUS COVEN> keyword is used in following Drukhari datasheets:

Heavy Support
• Cronos
• Talos
• Reaper
Elites
HQ
Dedicated Transport
• Raider
• Venom
Troops
• Wracks
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The DRUKHARI and BEAST keywords are used in following Drukhari datasheets:

Fast Attack

The INCUBI keyword is used in following Drukhari datasheets:

HQ
• Drazhar
Elites
• Incubi

The <KABAL> and COURT OF THE ARCHON keywords are used in following Drukhari datasheets:

Elites
• Medusae
• Sslyth
• Ur-Ghul
Power From Pain

As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines.

Units 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, wounds are ignored on a roll of 6, and you can re-roll the dice when determining how far a unit Advances or charges.

BATTLE ROUNDBONUS
1Inured to Suffering: Roll a D6 each time a model with this bonus loses a wound. On a 6 the model does not lose that wound. 
2Eager to Flay: You can re-roll the dice when determining how far a unit with this bonus moves when it Advances or charges
3Flensing Fury: Add 1 to hit rolls made for units with this bonus in the Fight phase
4Emboldened by Bloodshed: Units with this bonus automatically pass Morale tests (do not roll the dice). 
5+Mantle of Agony: Subtract 1 from the Leadership characteristic of enemy units that are within 6" of any units with this bonus in the Morale phase
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
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 its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Poisoned Weapon

The Drukhari frequently use virulent poisons to slay their prey in excruciating ways.

This weapon wounds on a 4+, unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.

The DRUKHARI and INFANTRY keywords are used in following Drukhari datasheets:

The DRUKHARI and BIKER keywords are used in following Drukhari datasheets:

Fast Attack
• Reavers

The BEAST keyword is used in following Drukhari datasheets:

Fast Attack

The HAEMONCULUS keyword is used in following Drukhari datasheets:

HQ

The SUCCUBUS keyword is used in following Drukhari datasheets:

HQ

The DRUKHARI and VEHICLE keywords are used in following Drukhari datasheets:

Dedicated Transport
• Raider
• Venom
Heavy Support
• Ravager
• Reaper
Flyers

The DRUKHARI and CHARACTER keywords are used in following Drukhari datasheets:

HQ
• Archon
• Drazhar
Elites

The <HAEMONCULUS COVEN> and MONSTER keywords are used in following Drukhari datasheets:

Heavy Support
• Cronos
• Talos

The HAEMONCULUS and <HAEMONCULUS COVEN> keywords are used in following Drukhari datasheets:

HQ
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The TRANSPORT keyword is used in following Drukhari datasheets:

Dedicated Transport
• Raider
• Venom
Heavy Support
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.

The KABAL OF THE POISONED TONGUE keyword is used in following Drukhari datasheets:

Elites
• Medusae
• Sslyth
• Ur-Ghul
HQ
• Archon
Dedicated Transport
• Raider
• Venom
Heavy Support
• Ravager
• Reaper

The KABAL OF THE OBSIDIAN ROSE keyword is used in following Drukhari datasheets:

Elites
• Medusae
• Sslyth
• Ur-Ghul
HQ
• Archon
Dedicated Transport
• Raider
• Venom
Heavy Support
• Ravager
• Reaper

The KABAL OF THE FLAYED SKULL keyword is used in following Drukhari datasheets:

Elites
• Medusae
• Sslyth
• Ur-Ghul
HQ
• Archon
Dedicated Transport
• Raider
• Venom
Heavy Support
• Ravager
• Reaper

The CULT OF STRIFE keyword is used in following Drukhari datasheets:

Fast Attack
• Reavers
Dedicated Transport
• Raider
• Venom
Troops
• Wyches
Heavy Support
• Reaper

The CULT OF THE CURSED BLADE keyword is used in following Drukhari datasheets:

Fast Attack
• Reavers
Dedicated Transport
• Raider
• Venom
HQ
Troops
• Wyches
Heavy Support
• Reaper

The CULT OF THE RED GRIEF and INFANTRY keywords are used in following Drukhari datasheets:

Elites
Fast Attack
HQ
Troops
• Wyches

The THE DARK CREED keyword is used in following Drukhari datasheets:

Heavy Support
• Cronos
• Talos
• Reaper
Elites
HQ
Dedicated Transport
• Raider
• Venom
Troops
• Wracks

The COVEN OF TWELVE keyword is used in following Drukhari datasheets:

Heavy Support
• Cronos
• Talos
• Reaper
Elites
HQ
Dedicated Transport
• Raider
• Venom
Troops
• Wracks
GRENADE

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds as the forces of the Daemon-haunted warp claw at their mind. If the psyker is slain by Perils of the Warp, the power they were attempting to manifest automatically fails and each unit within 6" immediately suffers D3 mortal wounds, as the psyker is dragged into the warp or else detonates in a burst of empyric feedback.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.
Army List
• Wracks
• Wyches
Dedicated Transport
• Raider
• Venom
Fast Attack
• Reavers
Heavy Support
• Cronos
• Ravager
• Talos
• Reaper
© Vyacheslav Maltsev 2013-2018