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.
Contents

Books

BookKindEditionVersionLast update
  Xenos 1
  Xenos 1Index81.4September 2018
  Imperial Armour: Xenos
  Imperial Armour: XenosIndex8Indomitus 1.0July 2020
  Drukhari
  DrukhariCodex8Indomitus 1.1July 2020
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018
  Psychic Awakening: Phoenix Rising
  Psychic Awakening: Phoenix RisingExpansion8Indomitus 1.0July 2020
  Warhammer Legends: Drukhari
  Warhammer Legends: DrukhariDataslate8December 2019
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

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.

Index: Imperial Armour: Xenos

 Q: What datasheets should I use for Grot Bomb Launchas, Attack Fightas, Fighta-Bommers, Dethrolla Battle Fortresses, Kill Krushas, Raven Strike Fighters, Knarloc Riders, Great Knarlocs and Firestorms?
A:
It is an unfortunate truth that we can’t continue indefinitely to sell and support every model we’ve ever made. As we make new models, and new books to explore their background and rules, we have to stop producing and featuring some older models. But just like many of you, we still treasure our collections of older miniatures, and we still want to be able to use them in games and forge glorious narratives on the tabletop! As such, the datasheets for these classic models can be found below, but they are intended for use in open play or narrative play games; they are not designed or approved for use in matched play games (as they won’t, for example, have any points values).

Note that the Ork datasheets have been updated to have the Dakka! Dakka! Dakka! ability from Codex: Orks.

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: 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: Can the Counter-offensive Stratagem be used to negate a unit fighting last because of the Vexator Mask Artefact?
A:
Yes, the Counter-Offensive Stratagem allows a unit to fight outside of the normal fight order (i.e. the Stratagem does not give a unit the ability to fight first in the Fight phase, it simply instructs you to pick a unit and fight with it next).
 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.
 Q: If the Agents of Vect Stratagem is used to stop a Stratagem from resolving and that Stratagem can only be used once per battle, e.g. Tide of Traitors (see Codex: Chaos Space Marines), does this mean that Stratagem counts as having been used and cannot be used again for the remainder of the battle?
A:
No, as the Stratagem was not resolved it does not count as having been used.
 Q: If the Agents of Vect Stratagem is used to stop a Stratagem from resolving and that Stratagem affects the targeting of an attack, such as Oathbreaker Guidance System (see Codex: Imperial Knights), is the attack lost?
A:
No, normal targeting rules apply and the attack is resolved as normal.
 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.

Expansion: Psychic Awakening: Phoenix Rising

 Q: If Drazhar has charged, does his Murderous Assault ability allow him to fight an additional time before any remaining units that have not charged this turn?
A:
Yes.

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.

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. Each time a Combat Attrition test is taken for a unit with this obsession, it is automatically passed.

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+.

Custom Drukhari Obsessions

There are a great many groups vying for power in the labyrinthine nightmare realm of Commorragh. Each of these has their own particular preferences and practices when it comes to raiding realspace and feeding on the pain and terror of their prey.

Codex: Drukhari describes how the <KABAL>, <WYCH CULT> and <HAEMONCULUS COVEN> keywords can be substituted with the name of your chosen Kabal, Wych Cult and Haemonculus Coven, as well as describing the abilities that units in DRUKHARI Detachments gain. One of these abilities is Drukhari Obsessions. If your chosen Kabal, Wych Cult or Haemonculus Coven does not have an associated obsession in Codex: Drukhari, you can create its Drukhari Obsession by selecting rules from the Kabal Obsessions, Wych Cult Obsessions or Haemonculus Coven Obsessions lists respectively. Unless otherwise stated, your chosen Kabal, Wych Cult or Haemonculus Coven has two Drukhari Obsessions from the relevant list.

If your army is Battle-forged, these rules can only be used to affect units within a DRUKHARI Detachment. Remember that a Detachment that includes any YNNARI unit – other than Yvraine, the Visarch, or the Yncarne – is not a DRUKHARI Detachment.

Kabal Obsessions


Dark Mirth

This Kabal revels in the misfortunes of others. From driving panicking victims into minefields to seeing proud fighters flee in terror, the sinister chuckling of these warriors is often the last thing their victims hear.

Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of any units from your army with this obsession. The first time an enemy unit fails a Morale test in a battle, add 1 to the Leadership characteristic of models from your army with this obsession until the end of that battle.

Deadly Deceivers

Cruel misdirection is this Kabal’s speciality, whether that is seeding the ground before them with torment mines, a feigned retreat leading the foe into an ambush or disappearing from view only to plunge their blade into an enemy’s back.

Units with this obsession can charge in a turn in which they Fell Back. When an enemy unit finishes a charge move within 1" of any units with this obsession, roll one D6; on a 6, that enemy unit suffers 1 mortal wound.

Disdain for Lesser Beings

This Kabal inhabits some of the highest spires of Commorragh, allowing them to literally look down on their rivals. Convinced of their superiority, these haughty warriors see victory as an absolute certainty, and to flee before their lessers is all but unthinkable

Each time a Combat Attrition test is taken for a unit with this obsession, it is automatically passed.

Meticulous Flayers

This Kabal has turned the act of flaying their foes into an art form. A few well-placed slices are all they need to remove the majority of their victim’s skin before they die in excruciating agony.

Units with this obsession that have the Power From Pain ability always benefit from the Eager to Flay bonus, even during the first battle round. When resolving an attack made with a melee weapon by a model with this obsession against a unit that is not a VEHICLE or TITANIC, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

Mobile Raiders

This Kabal revels in high-speed warfare, riding superior grav-craft to battle so as to ensure they reach the foe before their erstwhile allies do. It is said that even the Reaver gangs of Commorragh are envious of the swiftness of this Kabal’s craft.

Add 3" to the Move characteristic of models with this obsession that can FLY.

Soul Bound

This Kabal has studied the process of dying for countless centuries, experimenting with binding souls to corpses in the hopes of mastering the transition between life and death.

When an Inured to Suffering roll is made for a model with this obsession, re-roll a roll of 1. Units with this obsession that do not have the Power From Pain ability instead gain the Inured to Suffering bonus.

Toxin Crafters

This Kabal is a manufacturer and distributor of many lethal poisons, but they are careful to always maintain a large stockpile of their most potent toxins for their own nefarious use.

When resolving an attack made with a poisoned weapon by a model with this obsession, on an unmodified wound roll of 6 add 1 to the Damage characteristic of that weapon for that attack. This does not apply to Artefacts of Cruelty. For the purposes of this obsession, a poisoned weapon is any weapon that has the Poisoned Weapon ability.

Webway Raiders

The warriors of this Kabal are experts at using multiple webway portals to appear from unexpected quarters. Their enemies find themselves suddenly beset on all sides by swift and deadly fighters.

The Webway Portal Stratagem can be used one additional time per battle for each Detachment (excluding Auxiliary Support Detachments) in your army that contains units with this obsession. The second and any subsequent uses of this Stratagem can only be used to set up units with this obsession in the webway.

Wych Cult Obsessions


Acrobatic Display

This cult favours spectacular gymnastic displays. Its fighters are never still, springing from one foot to the other and flipping over the blows of their foe with ease.

If you select this Wych Cult Obsession you cannot select a second. Whilst a model with this obsession that has an invulnerable save is within 1" of any enemy units, improve its invulnerable save by 1, to a maximum of 3+ (e.g. a 4+ invulnerable save becomes a 3+). Whilst a model with this obsession that does not have an invulnerable save is within 1" of any enemy units, it has a 6+ invulnerable save.

Berserk Fugue

This cult’s warriors enter a killing trance when the moment of combat is joined, ripping their foes apart in a flurry of blows that owes nothing to grace and everything to bestial fury.

When resolving an attack made with a melee weapon by a model with this obsession that made a charge move, was charged or performed a Heroic Intervention this turn, an unmodified hit roll of 6 scores 1 additional hit. You cannot select this obsession if you have already selected the Precise Killers obsession.

Precise Killers

This Wych Cult is known for the meticulous skill of its warriors. Even the thickest armour is no defence against their assault, as blades plunge through eye lenses and slice through vulnerable seams.

When resolving an attack made with a melee weapon by a model with this obsession, on an unmodified wound roll of 6 improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). You cannot select this obsession if you have already selected the Berserk Fugue obsession.

Slashing Impact

The warriors of this Wych Cult are adept at using their bladed armour and equipment as they plunge into the foe to open up veins and slash throats.

After a model with this obsession finishes a charge move, you can select one enemy INFANTRY, BIKER or MONSTER unit within 1" of it and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.

Stimulant Innovators

Not for this cult the banal stimulants of their peers. Its fighters believe in trying ever-more interesting and dangerous concoctions to fuel their displays. From Ambull adrena-gland distillations to pheromonic infusions derived from the Ethereals of the T’au, these warriors will try anything to give themselves an edge over their opponent, the potential for metabolic meltdown only adding to the thrill.

When the Hyperstimm Backlash Stratagem is used on a unit with this obsession, it only costs 1 Command Point instead of 2.

Test of Skill

This Wych Cult is driven to test its blade-craft against the largest and most dangerous foes in the galaxy. They are easily bored by slaughtering lesser foes, but when faced with a truly monstrous foe they attack and dismember it with surprising speed and delight.

When resolving an attack made by a model with this obsession against a MONSTER or VEHICLE unit in which any models have a Wounds characteristic of 10 or more, add 1 to the wound roll.

The Art of Pain

Some Wych Cults elevate gladiatorial battles to another level, creating a spectacle that maims and cripples in order to draw out the moment of the kill, maximising the moment of suffering to heighten the pleasure they derive before the final blade falls.

Whilst units with this obsession that have the Power From Pain ability are within 1" of any enemy units, they treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain from that ability.

Trophy Takers

Taking a token from each defeated foe, the members of this cult are bedecked in patches of flayed skin, bones and skulls that proclaim their many victories.

When your opponent takes a Morale test for a unit in which any models were destroyed as a result of an attack made with a melee weapon by a model with this obsession this turn, they must roll two D6 and discard the lowest result. If both results are the same, discard either of them.

Haemonculus Coven Obsessions


Artists of the Flesh

The masters of this Coven are true masters of this craft, the products of their depraved surgeries emerging tougher and more resilient than those of their rivals.

If you select this Haemonculus Coven Obsession you cannot select a second. When resolving an attack against a unit with this Obsession, subtract 1 from the Damage characteristic of the weapon making that attack (to a minimum of 1).

Dark Harvest

This Coven waits with the patience of a spider, before descending on their victims in great force to gather a harvest of terror and flesh.

After a unit with this obsession finishes a charge move, for each model in that unit you can select one enemy unit within 1" of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.

Dark Technomancers

The products of this Coven are highly sought after, their baleful technologies drawing upon the more unstable and destructive energies of the galaxy. Haemonculi care little if such weapons kill their intended target, or the wielder.

When a unit with this obsession fires Overwatch or is chosen to shoot with, you can choose to enhance any or all of the ranged weapons models in that unit are equipped with. If you do, until the end of the phase, when resolving an attack made with that weapon, add 1 to the wound roll and add 1 to the Damage characteristic of that weapon for that attack. If any unmodified wound rolls of 1 are made for attacks with an enhanced weapon, the firing model suffers 1 mortal wound after shooting with that weapon.

Experimental Creations

Some Haemonculi delight in experimenting on their followers. These monstrous test subjects are intravenously fed a variety of strength-enhancing concoctions, tearing into the enemy to the delight of their master.

Add 1 to the Strength characteristic of all models with this obsession. When resolving an attack made with a poisoned melee weapon by a model with this obsession against a unit that has a lower Toughness characteristic than the attacking model, add 1 to the wound roll. For the purposes of this obsession, a poisoned melee weapon is any melee weapon with the Poisoned Weapon ability.

Hungry for Flesh

The Haemonculi of this Coven are consumed with the need to sate their appetite for fresh flesh – either to gorge themselves upon it or to experiment upon it, according to each individual’s whims.

When a charge roll is made for a unit with this obsession, add 1 to the result.

Master Torturers

The flensing caress and needle-fingered grip of these sadistic monsters finds every pain receptor and hidden weakness of their luckless victims.

When the Torturer’s Craft Stratagem is used on a unit with this obsession, it only costs 1 Command Point instead of 2.

Masters of Mutagens

Fascination with the fragility of their foes genetic structures drives this Coven. Crafting horrific poisons, the Haemonculi put these to spectacular use on the battlefield, the most innocuous wound leading to rapid and explosive mutation.

When resolving an attack made with a poisoned weapon by a model with this obsession against a unit that is not a VEHICLE or TITANIC, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll). 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.

Obsessive Collectors

The members of this Coven compulsively collect samples of all the many races of the galaxy. Their followers absorb fluids and other substances from their defeated foes, invigorating their own ravaged forms.

When an enemy unit is destroyed as a result of an attack made with a melee weapon by a model in a unit from your army with this obsession, you can select one model in the attacking model’s unit to regain up to D3 lost wounds. If the attacking model is a Wrack, you can instead return up to D3 destroyed models to that unit, placing them on the battlefield and in unit coherency (if the models cannot be placed in this way, they are not returned to the battlefield).

Stratagems by Phase

Enemy uses stratagem

AGENTS OF VECT (Kabal of the Black Heart)

Before battle

ALLIANCE OF AGONY

PRIZES FROM THE DARK CITY

During deployment

SCREAMING JETS

WEBWAY PORTAL

Battle Round

At the start of battle round

ARCHITECTS OF PAIN

HYPERSTIMM BACKLASH

INSIDIOUS MISDIRECTION (Kabal of the Poisoned Tongue)

Movement phase

EVISCERATING FLY-BY

ENHANCED AETHERSAILS

CRUEL DECEPTION

FLESHCRAFT

BLACK CORNUCOPIANS (Prophets of Flesh)

Psychic phase

CRUCIBLE OF MALEDICTION

Shooting phase

HAYWIRE GRENADE

TORMENT GRENADE

FIRE AND FADE

AN ESOTERIC KILL, DELIVERED FROM AFAR (The Dark Creed)

MASTERS OF THE SHADOWED SKY (Kabal of the Flayed Skull)

NO METHOD OF DEATH BEYOND OUR GRASP (Cult of Strife)

ADMINISTER PUNISHMENT (Coven of Twelve)

Being targeted

HUNT FROM THE SHADOWS

LIGHTNING-FAST REACTIONS

Charge phase

RELEASE THE BEASTS

Enemy Charge phase

CONCEALED BOOBY TRAPS (Cult of the Cursed Blade)

Fight phase

PRAY THEY DON’TTAKE YOU ALIVE

SOUL-TRAP

THE GREAT ENEMY

ONSLAUGHT

THE TORTURER’S CRAFT

ATHLETIC AERIALISTS (Cult of the Red Grief)

NO METHOD OF DEATH BEYOND OUR GRASP (Cult of Strife)

Morale phase

FAILURE IS NOT AN OPTION (Kabal of the Obsidian Rose)

Enemy Morale phase

FREAKISH SPECTACLE


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

By hurling jagged rune-graven orbs into the air, the Drukhari can tear a rent in the skein of reality, flaying a route into the webway through which more of their kin can pour.

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

In preparing a raid upon a shared enemy, even the most bloodthirsty Drukhari will veil their enmity and temporarily halt any assassination attempts, allowing these disparately twisted individuals to work together towards the same gruesome purpose.

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

The Drukhari learnt long ago to orchestrate the agonies of those on the battlefield, preserving and enhancing the suffering of their victims so that they may drink of it at their leisure.

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). This Stratagem cannot affect the same unit more than once per battle round.
1CP

HAYWIRE GRENADE

Drukhari Stratagem

Haywire grenades send out a powerful electromagnetic pulse to debilitate and damage enemy vehicles.

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

The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.

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

A warlord who wants their high status to be known will equip their raiding parties with the most extravagant weaponry.

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

The airborne combatants of a Wych Cult have no need to slow down in order to carry out their slaughter.

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

With practised efficiency, a Haemonculus can re-mould the damaged flesh of his creations.

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

The Drukhari are masters at using hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.

You can use this Stratagem after a Drukhari unit from your army (excluding Aircraft) 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

Commorrite society is founded upon deception, and the Drukhari are quick to use a perceived weakness to annihilate their enemies.

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

The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.

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

A skilled Beastmaster will foster the bloodlust of his creatures right up to the point that it can no longer be contained.

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

Heedless of the brutal effects of overdosing, members of a Wych Cult may take a massive dose of combat drugs to further enhance their combat prowess.

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. This Stratagem cannot affect the same unit more than once per battle round.
1CP

SCREAMING JETS

Drukhari Stratagem

Just as terrifying as a sudden emergence from the webway is the meteoric descent of a Drukhari raiding craft behind enemy lines.

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

The very sight of the mutilated Haemonculi and their creations is enough to break the spirits of even the most stalwart warriors.

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

Over long millennia in Commorragh’s undercity, the Haemonculus Covens have perfected the craft of carving flesh.

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

The denizens of Commorragh live and die in murky twilight, and are expert at using the shadows to their advantage.

Use this Stratagem in your opponent’s Shooting phase, when a Drukhari Infantry unit from your army is selected as the target of an attack. Until the end of the phase, each time a ranged attack is allocated to a model in that unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
1CP

PRAY THEY DON’TTAKE YOU ALIVE

Drukhari Stratagem

Few armies are able to maintain their mettle when the sounds of their leader’s tortured screams fill the air.

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

Soul-traps vary in size and appearance, from pyramidal prisms to jewelled skulls engraved with vampiric runes, but all serve to capture the spirit essence of powerful enemies and empower the bearer with stolen energies.

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

Drukhari raiding craft bear many enhancements that allow for lightning-fast attacks and swift withdrawals.

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

When loosed upon masses of enemies, Incubi will eagerly demonstrate the speed with which they can kill.

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

When released, the souls of psykers tortured unto death that are held within a crucible of malediction spew outward, driving insane any nearby whose minds are attuned to the warp.

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

Upon impact this grenade releases an ochre cloud of phantasmal gas that eats away at the enemy’s psyche.

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

The Supreme Overlord of Commorragh develops countermeasures for every conceivable course of events, and he teaches his Kabalites to bring the enemy’s best-laid plans to ruin.

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 your army does not include a Kabal of the Black Heart Detachment or 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

The Kabalites of the Poisoned Tongue excel at wrong-footing their enemies before an attack is launched.

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

Even when faced with insurmountable odds, the Kabalites of the Obsidian Rose know that anything less than the perfect execution of their deadly art is utterly unacceptable.

Use this Stratagem in the Morale phase, when a Kabal of the Obsidian Rose unit from your army fails a Morale test, after Combat Attrition tests have been taken for it. 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

The Kabalites of the Flayed Skull view the skies above the battlefield as their rightful territory, and will scour from existence those enemies who dare trespass.

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

The Cult of Strife are well versed in every conceivable method of murder, and after completing one act of slaughter they will often showcase another from their repertoire.

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

After luring their enemies towards them, the Cult of the Cursed Blade detonate hidden charges that riddle the attackers with barbed shards of shrapnel.

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

Wyches of the Red Grief set foot on solid ground only for as long as it takes to butcher the enemy.

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

The Prophets of Flesh have innumerable servants, waves of whom are sent screaming forward during their largest raids.

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

The Coven of the Dark Creed have a well-earned reputation for novel methods of assassination.

Use this Stratagem when you select a DARK CREED unit to shoot with in the Shooting phase. Until the end of the phase, each time you select a target for a weapon a model in that unit is making an attack with, you can ignore the Look Out, Sir rule.
1CP

ADMINISTER PUNISHMENT

Coven of Twelve Stratagem

Amidst the treacherous Coven of Twelve, any opportunity to inflict suffering upon a fellow member is pounced upon eagerly.

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 

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
Parasite’s Kiss
12"
Pistol 2
*
-2
2
Abilities: Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+. 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
Soul-seeker
18"
Pistol 2
*
-1
D3
Abilities: Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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
Spirit-sting
12"
Pistol 3
*
-4
1
Abilities: Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+. 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
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
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
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
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
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
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.
Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
5
Blast pistol
5
Blast pistol
6"
Pistol 1
8
-4
D6
-
15
Blaster
15
Blaster
18"
Assault 1
8
-4
D6
-
Casket of Flensing
Casket of Flensing
12"
Assault 2D6
3
-2
1
This weapon can only be fired once per battle.
This weapon can only be fired once per battle.
Dark lance
Dark lance
36"
Heavy 1
8
-4
D6
Change the weapon’s Type from Heavy to Assault if it is equipped on a VEHICLE.
Change the weapon’s Type from Heavy to Assault if it is equipped on a VEHICLE.
0
Dark scythe
0
Dark scythe
24"
Assault D3
8
-4
D3
Blast
Blast
25
Disintegrator cannon
25
Disintegrator cannon
36"
Assault 3
5
-3
2
-
0
Eyeburst
0
Eyeburst
9"
Assault 4
4
-2
1
-
10
Haywire blaster
10
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.
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.
10
Heat lance
10
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.
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
5
Hexrifle
36"
Heavy 1
4
-1
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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 select a target for this weapon, you can ignore the Look Out, Sir rule. 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
Liquifier gun
10
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
Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+. If a model is slain by this weapon, the model’s unit immediately suffers a mortal wound on a D6 roll of 4+.
Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+. If a model is slain by this weapon, the model’s unit immediately suffers a mortal wound on a D6 roll of 4+.
5
Phantasm grenade launcher
5
Phantasm grenade launcher
18"
Assault D3
1
0
1
Blast. When resolving an attack made with this weapon, if a hit is scored, the target is terrified until the end of the turn. A terrified unit’s Leadership characteristic is reduced by 1.
Blast. When resolving an attack made with this weapon, if a hit is scored, the target is terrified until the end of the turn. A terrified unit’s Leadership characteristic is reduced by 1.
0
Plasma grenade
0
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
0
Pulse-disintegrator
0
Pulse-disintegrator
36"
Assault 6
8
-3
2
-
0
Razorwing missiles
When attacking with this weapon, choose one of the profiles below.
0
Razorwing missiles
When attacking with this weapon, choose one of the profiles below.
 - Monoscythe missile
 - Monoscythe missile
48"
Assault D6
6
0
2
Blast
Blast
 - Necrotoxin missile
 - Necrotoxin missile
48"
Assault 3D3
*
0
1
Blast. Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+.
Blast. Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+.
 - Shatterfield missile
 - Shatterfield missile
48"
Assault D6
7
-1
1
Blast. Re-roll failed wound rolls for this weapon.
Blast. Re-roll failed wound rolls for this weapon.
0
Shardcarbine
0
Shardcarbine
18"
Assault 3
*
0
1
Poisoned Weapon
Poisoned Weapon
10
Shredder
10
Shredder
12"
Assault D6
6
-1
1
Blast. When resolving an attack made with this weapon against an INFANTRY unit, you can re-roll the wound roll.
Blast. When resolving an attack made with this weapon against an INFANTRY unit, you can re-roll the wound roll.
0
Spirit syphon
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.
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
10
Spirit vortex
18"
Assault D6
3
-2
1
Blast. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage characteristic of D3.
Blast. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage characteristic of D3.
Splinter cannon
Splinter cannon
36"
Rapid Fire 3
*
0
1
Poisoned Weapon
Poisoned Weapon
0
Splinter pistol
0
Splinter pistol
12"
Pistol 1
*
0
1
Poisoned Weapon
Poisoned Weapon
0
Splinter pods
0
Splinter pods
18"
Assault 2
*
0
1
Poisoned Weapon
Poisoned Weapon
0
Splinter rifle
0
Splinter rifle
24"
Rapid Fire 1
*
0
1
Poisoned Weapon
Poisoned Weapon
Splinterstorm cannon
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+.
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
5
Stinger pistol
12"
Pistol 1
*
0
1
Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+.
Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+.
10
Stinger pod
10
Stinger pod
24"
Assault 2D6
5
0
1
-
0
Storm vortex projector
When attacking with this weapon, choose one of the profiles below:
0
Storm vortex projector
When attacking with this weapon, choose one of the profiles below:
 - Blast
 - Blast
24"
Heavy 2D6
6
0
1
Blast. If any models are slain in the target unit, it may not Advance in the following turn.
Blast. If any models are slain in the target unit, it may not Advance in the following turn.
 - Beam
 - Beam
36"
Heavy D6
8
-4
D6
Blast. If any models are slain in the target unit, it may not Advance in the following turn.
Blast. If any models are slain in the target unit, it may not Advance in the following turn.
15
Twin liquifier gun
15
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.
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
0
Twin splinter rifle
24"
Rapid Fire 2
*
0
1
Poisoned Weapon
Poisoned Weapon
0
Void lance
0
Void lance
36"
Assault 1
9
-4
D6
-
0
Voidraven missiles
When attacking with this weapon, choose one of the profiles below.
0
Voidraven missiles
When attacking with this weapon, choose one of the profiles below.
 - Implosion missile
 - Implosion missile
48"
Assault D3
6
-3
1
Blast
Blast
 - Shatterfield missile
 - Shatterfield missile
48"
Assault D6
7
-1
1
Blast. Re-roll failed wound rolls for this weapon.
Blast. Re-roll failed wound rolls for this weapon.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
5
Agoniser
5
Agoniser
Melee
Melee
*
-2
1
Poisoned Weapon
Poisoned Weapon
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.
0
Beastmaster’s scourge
0
Beastmaster’s scourge
Melee
Melee
+1
0
1
-
0
Bladevanes
0
Bladevanes
Melee
Melee
4
-1
1
-
5
Chain-flails
5
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.
Make 2 hit rolls for each attack with this weapon. You can re-roll failed wound rolls for this weapon.
0
Clawed fists
0
Clawed fists
Melee
Melee
User
-1
2
-
0
Claws and talons
0
Claws and talons
Melee
Melee
User
0
1
-
0
Demiklaives
When the bearer fights, select one of the profiles below.
0
Demiklaives
When the bearer fights, select one of the profiles below.
 - Single blade
 - Single blade
Melee
Melee
+1
-3
1
-
 - Dual blades
 - Dual blades
Melee
Melee
User
-2
1
When the bearer fights with dual blades, it can make 2 additional attacks with this weapon.
When the bearer fights with dual blades, it can make 2 additional attacks with this weapon.
0
Dire scythe blade
0
Dire scythe blade
Melee
Melee
8
-2
1
-
5
Electrocorrosive whip
5
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+.
This weapon wounds on a 4+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
5
Flesh gauntlet
5
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.
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
0
Glimmersteel blade
Melee
Melee
User
-1
1
-
0
Haemonculus tools
0
Haemonculus tools
Melee
Melee
*
0
1
Poisoned Weapon
Poisoned Weapon
0
Hekatarii blade
0
Hekatarii blade
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Hellglaive
0
Hellglaive
Melee
Melee
+1
0
2
-
5
Huskblade
5
Huskblade
Melee
Melee
+1
-2
D3
-
5
Hydra gauntlets
5
Hydra gauntlets
Melee
Melee
User
-1
1
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, you can re-roll the wound roll.
When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon, you can re-roll the wound roll.
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.
5
Impaler
5
Impaler
Melee
Melee
User
-1
2
-
0
Klaive
0
Klaive
Melee
Melee
+1
-3
1
-
5
Macro-scalpel
5
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.
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
Mane of barbs and hooks
Melee
Melee
User
0
1
Each time Lelith Hesperax fights, she can make 2 additional attacks with this weapon.
Each time Lelith Hesperax fights, she can make 2 additional attacks with this weapon.
5
Mindphase gauntlet
5
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.
Penetrating blade
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.
If Lelith Hesperax is armed with two penetrating blades, each time she fights she can make 1 additional attack with them.
5
Power lance
5
Power lance
Melee
Melee
+2
-1
1
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
0
Razor feathers
0
Razor feathers
Melee
Melee
User
-1
1
-
5
Razorflails
5
Razorflails
Melee
Melee
User
-1
1
When the bearer fights, it makes D3 additional attack with this weapon. When resolving an attack made with this weapon, you can re-roll the hit roll.
When the bearer fights, it makes D3 additional attack with this weapon. When resolving an attack made with this weapon, you can re-roll the hit roll.
10
Scissorhand
10
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.
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
0
Scythevanes
Melee
Melee
4
-1
1
-
0
Shaimeshi blade
0
Shaimeshi blade
Melee
Melee
*
0
1
Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+. 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.
Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+. 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.
10
Shardnet and impaler
10
Shardnet and impaler
Melee
Melee
User
-1
2
When the bearer fights, it makes 1 additional attack with this weapon. When an opponent makes a No Escape roll (see below) for an enemy unit within 3" of the bearer, they roll one D3, instead of one D6.
When the bearer fights, it makes 1 additional attack with this weapon. When an opponent makes a No Escape roll (see below) for an enemy unit within 3" of the bearer, they roll one D3, instead of one D6.
0
Sharpened prow blade
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).
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).
5
Shock prow
5
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.
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
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.
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
0
Sslyth battle-blade
Melee
Melee
User
-1
1
-
5
Stunclaw
5
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.
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
15
Talos gauntlet
Melee
Melee
+2
-3
D3
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.
0
The Executioner’s Demiklaives
When the bearer fights, select one of the profiles below.
0
The Executioner’s Demiklaives
When the bearer fights, select one of the profiles below.
 - Single blade
 - Single blade
Melee
Melee
+1
-3
2
-
 - Dual blades
 - Dual blades
Melee
Melee
User
-2
2
When the bearer fights with dual blades, it can make 2 additional attacks with this weapon.
When the bearer fights with dual blades, it can make 2 additional attacks with this weapon.
5
Venom blade
5
Venom blade
Melee
Melee
*
0
1
Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+.
Poisoned Weapon. Each time an attack is made with this weapon against a unit without the Vehicle or Titanic keyword, it wounds the target on a wound roll of 2+, instead of 4+.

Other Wargear

OTHER WARGEAR
ABILITIES 
2
Chain-snares
Re-roll hit rolls of 1 for a model with chain-snares whenever it attacks with its bladevanes.
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
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.
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).
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.
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.
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.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Dakka! Dakka! Dakka!

Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.

Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
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 
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The Kabal of the Black Heart keyword is used in following Drukhari datasheets:

4CP

AGENTS OF VECT

Kabal of the Black Heart Stratagem

The Supreme Overlord of Commorragh develops countermeasures for every conceivable course of events, and he teaches his Kabalites to bring the enemy’s best-laid plans to ruin.

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 your army does not include a Kabal of the Black Heart Detachment or 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

TIDE OF TRAITORS

Chaos Space Marines Stratagem

The galaxy is filled with pathetic wretches who give themselves willingly to Chaos for the chance to win power and glory.

Use this Stratagem at the end of your Movement phase. If you do, pick a unit of Chaos Cultists and remove it from the battlefield. You can then set it up again wholly within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength. You can only use this Stratagem once per battle.
3CP

OATHBREAKER GUIDANCE SYSTEM

Imperial Knights Stratagem

The Noble houses claim that the machine spirits of their shieldbreaker missiles can scent dishonour, hunting out those who would hide behind their thralls and explosively punishing them for their cowardice.

Use this Stratagem before choosing a target for a shieldbreaker missile in your Shooting phase. When you select a target for that shieldbreaker missile, you can ignore the Look Out, Sir rule.

The <Haemonculus Coven> keyword is used in following Drukhari datasheets:

Troops
Dedicated Transport
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.

The Drukhari and Beast keywords are used in following Drukhari datasheets:

The Incubi keyword is used in following Drukhari datasheets:

Elites

The <Kabal> and Court of the Archon keywords are used in following Drukhari datasheets:

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
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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 roll of 1 always fails.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved 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+.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.

The Drukhari and Biker keywords are used in following Drukhari datasheets:

Fast Attack

The Beast keyword is used in following Drukhari datasheets:

1CP/3CP

WEBWAY PORTAL

Drukhari Stratagem

By hurling jagged rune-graven orbs into the air, the Drukhari can tear a rent in the skein of reality, flaying a route into the webway through which more of their kin can pour.

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.
2CP

HYPERSTIMM BACKLASH

Drukhari Stratagem

Heedless of the brutal effects of overdosing, members of a Wych Cult may take a massive dose of combat drugs to further enhance their combat prowess.

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. This Stratagem cannot affect the same unit more than once per battle round.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
2CP

THE TORTURER’S CRAFT

Drukhari Stratagem

Over long millennia in Commorragh’s undercity, the Haemonculus Covens have perfected the craft of carving flesh.

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.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.

The Haemonculus keyword is used in following Drukhari datasheets:

The Succubus keyword is used in following Drukhari datasheets:

1CP

ALLIANCE OF AGONY

Drukhari Stratagem

In preparing a raid upon a shared enemy, even the most bloodthirsty Drukhari will veil their enmity and temporarily halt any assassination attempts, allowing these disparately twisted individuals to work together towards the same gruesome purpose.

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/3CP

PRIZES FROM THE DARK CITY

Drukhari Stratagem

A warlord who wants their high status to be known will equip their raiding parties with the most extravagant weaponry.

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.

The Drukhari and Vehicle keywords are used in following Drukhari datasheets:

Dedicated Transport

The Transport keyword is used in following Drukhari datasheets:

Dedicated Transport
Heavy Support
1CP

SCREAMING JETS

Drukhari Stratagem

Just as terrifying as a sudden emergence from the webway is the meteoric descent of a Drukhari raiding craft behind enemy lines.

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

ARCHITECTS OF PAIN

Drukhari Stratagem

The Drukhari learnt long ago to orchestrate the agonies of those on the battlefield, preserving and enhancing the suffering of their victims so that they may drink of it at their leisure.

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). This Stratagem cannot affect the same unit more than once per battle round.

The Kabal of the Poisoned Tongue keyword is used in following Drukhari datasheets:

2CP

INSIDIOUS MISDIRECTION

Kabal of the Poisoned Tongue Stratagem

The Kabalites of the Poisoned Tongue excel at wrong-footing their enemies before an attack is launched.

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

EVISCERATING FLY-BY

Drukhari Stratagem

The airborne combatants of a Wych Cult have no need to slow down in order to carry out their slaughter.

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

ENHANCED AETHERSAILS

Drukhari Stratagem

Drukhari raiding craft bear many enhancements that allow for lightning-fast attacks and swift withdrawals.

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.
2CP

CRUEL DECEPTION

Drukhari Stratagem

Commorrite society is founded upon deception, and the Drukhari are quick to use a perceived weakness to annihilate their enemies.

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

The <Haemonculus Coven> and Monster keywords are used in following Drukhari datasheets:

Heavy Support

The Haemonculus and <Haemonculus Coven> keywords are used in following Drukhari datasheets:

1CP

FLESHCRAFT

Drukhari Stratagem

With practised efficiency, a Haemonculus can re-mould the damaged flesh of his creations.

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.
2CP

BLACK CORNUCOPIANS

Prophets of Flesh Stratagem

The Prophets of Flesh have innumerable servants, waves of whom are sent screaming forward during their largest raids.

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

CRUCIBLE OF MALEDICTION

Drukhari Stratagem

When released, the souls of psykers tortured unto death that are held within a crucible of malediction spew outward, driving insane any nearby whose minds are attuned to the warp.

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

HAYWIRE GRENADE

Drukhari Stratagem

Haywire grenades send out a powerful electromagnetic pulse to debilitate and damage enemy vehicles.

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.
1CP

TORMENT GRENADE

Drukhari Stratagem

Upon impact this grenade releases an ochre cloud of phantasmal gas that eats away at the enemy’s psyche.

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.
1CP

FIRE AND FADE

Drukhari Stratagem

The Drukhari are masters at using hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.

You can use this Stratagem after a Drukhari unit from your army (excluding Aircraft) 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.

The The Dark Creed keyword is used in following Drukhari datasheets:

Troops
Dedicated Transport
2CP

AN ESOTERIC KILL, DELIVERED FROM AFAR

The Dark Creed Stratagem

The Coven of the Dark Creed have a well-earned reputation for novel methods of assassination.

Use this Stratagem when you select a DARK CREED unit to shoot with in the Shooting phase. Until the end of the phase, each time you select a target for a weapon a model in that unit is making an attack with, you can ignore the Look Out, Sir rule.

The Kabal of the Flayed Skull keyword is used in following Drukhari datasheets:

1CP

MASTERS OF THE SHADOWED SKY

Kabal of the Flayed Skull Stratagem

The Kabalites of the Flayed Skull view the skies above the battlefield as their rightful territory, and will scour from existence those enemies who dare trespass.

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.

The Cult of Strife keyword is used in following Drukhari datasheets:

3CP

NO METHOD OF DEATH BEYOND OUR GRASP

Cult of Strife Stratagem

The Cult of Strife are well versed in every conceivable method of murder, and after completing one act of slaughter they will often showcase another from their repertoire.

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.

The Coven of Twelve keyword is used in following Drukhari datasheets:

Troops
Dedicated Transport
1CP

ADMINISTER PUNISHMENT

Coven of Twelve Stratagem

Amidst the treacherous Coven of Twelve, any opportunity to inflict suffering upon a fellow member is pounced upon eagerly.

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.
1CP

HUNT FROM THE SHADOWS

Drukhari Stratagem

The denizens of Commorragh live and die in murky twilight, and are expert at using the shadows to their advantage.

Use this Stratagem in your opponent’s Shooting phase, when a Drukhari Infantry unit from your army is selected as the target of an attack. Until the end of the phase, each time a ranged attack is allocated to a model in that unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
2CP

LIGHTNING-FAST REACTIONS

Drukhari Stratagem

The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.

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

RELEASE THE BEASTS

Drukhari Stratagem

A skilled Beastmaster will foster the bloodlust of his creatures right up to the point that it can no longer be contained.

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.

The Cult of the Cursed Blade keyword is used in following Drukhari datasheets:

1CP

CONCEALED BOOBY TRAPS

Cult of the Cursed Blade Stratagem

After luring their enemies towards them, the Cult of the Cursed Blade detonate hidden charges that riddle the attackers with barbed shards of shrapnel.

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.
1CP

PRAY THEY DON’TTAKE YOU ALIVE

Drukhari Stratagem

Few armies are able to maintain their mettle when the sounds of their leader’s tortured screams fill the air.

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

Soul-traps vary in size and appearance, from pyramidal prisms to jewelled skulls engraved with vampiric runes, but all serve to capture the spirit essence of powerful enemies and empower the bearer with stolen energies.

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

THE GREAT ENEMY

Drukhari Stratagem

The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.

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

ONSLAUGHT

Drukhari Stratagem

When loosed upon masses of enemies, Incubi will eagerly demonstrate the speed with which they can kill.

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.

The Cult of the Red Grief and Infantry keywords are used in following Drukhari datasheets:

Troops
Fast Attack
2CP

ATHLETIC AERIALISTS

Cult of the Red Grief Stratagem

Wyches of the Red Grief set foot on solid ground only for as long as it takes to butcher the enemy.

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.

The Kabal of the Obsidian Rose keyword is used in following Drukhari datasheets:

1CP

FAILURE IS NOT AN OPTION

Kabal of the Obsidian Rose Stratagem

Even when faced with insurmountable odds, the Kabalites of the Obsidian Rose know that anything less than the perfect execution of their deadly art is utterly unacceptable.

Use this Stratagem in the Morale phase, when a Kabal of the Obsidian Rose unit from your army fails a Morale test, after Combat Attrition tests have been taken for it. 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

FREAKISH SPECTACLE

Drukhari Stratagem

The very sight of the mutilated Haemonculi and their creations is enough to break the spirits of even the most stalwart warriors.

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.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Perils of the Warp
When a Psyker unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a Psyker unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a Psyker unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The Psyker unit manifesting the power suffers D3 mortal wounds.
  • If Psyker unit is destroyed, the psychic power fails to manifest.
  • If Psyker unit destroyed, every other unit within 6" suffers D3 mortal wounds.

Baleblast used in following datasheets:

Elites

Blast pistol used in following datasheets:

Fast Attack

Blaster used in following datasheets:

Fast Attack

Casket of Flensing used in following datasheets:

INFANTRY/other model

Dark lance used in following datasheets:

Dedicated Transport
Fast Attack
Heavy Support

Dark scythe used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Disintegrator cannon used in following datasheets:

Dedicated Transport
Heavy Support

Eyeburst used in following datasheets:

Elites

Haywire blaster used in following datasheets:

Fast Attack
Heavy Support

Heat lance used in following datasheets:

Fast Attack
Heavy Support

Hexrifle used in following datasheets:

Liquifier gun used in following datasheets:

Troops

Ossefactor used in following datasheets:

Troops

Phantasm grenade launcher used in following datasheets:

Dedicated Transport
Fast Attack
Heavy Support

Plasma grenade used in following datasheets:

Troops
Fast Attack

Pulse-disintegrator used in following datasheets:

Heavy Support

Razorwing missiles used in following datasheets:

Shardcarbine used in following datasheets:

Elites
Fast Attack

Shredder used in following datasheets:

Fast Attack

Spirit syphon used in following datasheets:

Heavy Support

Spirit vortex used in following datasheets:

Heavy Support

Splinter cannon used in following datasheets:

Dedicated Transport
Fast Attack
Heavy Support

Splinter pods used in following datasheets:

Fast Attack

Splinter rifle used in following datasheets:

Fast Attack

Splinterstorm cannon used in following datasheets:

Stinger pistol used in following datasheets:

Stinger pod used in following datasheets:

Heavy Support

Storm vortex projector used in following datasheets:

Heavy Support

Twin liquifier gun used in following datasheets:

Heavy Support

Twin splinter rifle used in following datasheets:

Dedicated Transport

Void lance used in following datasheets:

Voidraven missiles used in following datasheets:

Archite glaive used in following datasheets:

Beastmaster’s scourge used in following datasheets:

Bladevanes used in following datasheets:

Dedicated Transport
Fast Attack
Heavy Support

Chain-flails used in following datasheets:

Heavy Support

Clawed fists used in following datasheets:

Fast Attack

Claws and talons used in following datasheets:

Elites
Fast Attack

Demiklaives used in following datasheets:

Elites

Dire scythe blade used in following datasheets:

Heavy Support

Electrocorrosive whip used in following datasheets:

Flesh gauntlet used in following datasheets:

Glimmersteel blade used in following datasheets:

Elites

Haemonculus tools used in following datasheets:

Troops

Hekatarii blade used in following datasheets:

Troops

Hellglaive used in following datasheets:

Fast Attack

Huskblade used in following datasheets:

Hydra gauntlets used in following datasheets:

Troops

Ichor injector used in following datasheets:

Heavy Support

Impaler used in following datasheets:

Klaive used in following datasheets:

Elites

Macro-scalpel used in following datasheets:

Heavy Support

Mane of barbs and hooks used in following datasheets:

Mindphase gauntlet used in following datasheets:

Monstrous cleaver used in following datasheets:

Penetrating blade used in following datasheets:

Power lance used in following datasheets:

Fast Attack

Razor feathers used in following datasheets:

Fast Attack

Razorflails used in following datasheets:

Troops

Scissorhand used in following datasheets:

Scythevanes used in following datasheets:

Heavy Support

Shaimeshi blade used in following datasheets:

Elites

Shardnet and impaler used in following datasheets:

Troops

Sharpened prow blade used in following datasheets:

Heavy Support

Shock prow used in following datasheets:

Dedicated Transport
Heavy Support

Spirit-leech tentacles used in following datasheets:

Heavy Support

Sslyth battle-blade used in following datasheets:

Elites

Stunclaw used in following datasheets:

Fast Attack

Talos gauntlet used in following datasheets:

Heavy Support

The Executioner’s Demiklaives used in following datasheets:

Venom blade used in following datasheets:

Fast Attack

Chain-snares used in following datasheets:

Dedicated Transport
Heavy Support

Cluster Caltrops used in following datasheets:

Fast Attack

Grav-talon used in following datasheets:

Fast Attack

Grisly trophies used in following datasheets:

Dedicated Transport
Heavy Support

Spirit Probe used in following datasheets:

Heavy Support

Splinter Racks used in following datasheets:

Dedicated Transport
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.
© Vyacheslav Maltsev 2013-2020