Drukhari
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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.

Books

BookKindEditionVersionLast update
  Drukhari
  DrukhariFaction Pack101.1October 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion103.5October 2025
  Aeldari
  AeldariFaction Pack101.0October 2025
  Balance Dataslate
  Balance DataslateRulebook103.1October 2025
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025

Introduction

On this page you will find several DRUKHARI Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Drukhari - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

Power from Pain

The Drukhari feed on suffering and terror. Every arc of blood that jets from a blade-slit artery, every scream of agonised horror, every vertiginous moment of shock or despair experienced by their prey surges through the Drukhari like an intoxicant. As the battle rages, the denizens of the Dark City drink deep of the floodtide of pain. Sinews singing with stolen strength, motions blurred to preternatural swiftness, they howl in exhilarated bloodlust and fight all the harder to extract yet sweeter agonies from those who dare resist them.

Pain Abilities
All DRUKHARI units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below).

Designer’s Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.

Gaining Pain Tokens
If your Army Faction is DRUKHARI, you gain Pain tokens as follows:
  • 1 Pain token at the start of your Command phase.
  • 1 Pain token each time an enemy unit is destroyed.
  • 1 Pain token each time an enemy unit fails a Battle-shock test.
Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount.

Empowered Through Pain
Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities.

Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well).

Corsairs and Travelling Players

If your Army Faction is DRUKHARI, you can include HARLEQUINS and ANHRATHE units in your army, even though they do not have the DRUKHARI Faction keyword. The combined points value of HARLEQUINS and/or ANHRATHE units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts

No HARLEQUINS or ANHRATHE models included in your army in this way can be your WARLORD, and they cannot be given Enhancements.

Realspace Raiders

There are few better ways to display true power in Commorragh than by successfully allying warriors of the kabals, the wych cults and the haemonculus covens in a single raiding force. Only through cunning and flattery, menace and politicking is such a feat achieved. Yet the results achieved by forging such a temporary entente are rarely less than spectacular. Such tripartite realspace raids alloy the psychotraumatic sadism and nightmare weaponry of the covenites to the close-quarters quicksilver ferocity of the Wyches, underpinning the whole with the armoured firepower and paramilitary discipline of massed Kabalites. Augmented by bands of Commorrite sellswords with their esoteric combat specialities, the result is a raiding party as diverse as it is diabolical. Though they would never admit it, the strengths of each facet of Drukhari society cover for each others’ weaknesses, honing the blade of their martial might into something razor-swift and unutterably lethal.

Detachment Rule

Alliance of Agony

A spirit of decidedly unhealthy competition permeates intermingled realspace raids, with each Archon, Succubus and Haemonculus vying with their rivals to spread the most suffering and claim the greatest prizes. Though the Drukhari are canny enough to set aside infighting in the name of a successful raid, this mutual antagonism still spurs them all on to greater efforts.

At the start of the battle, you gain 2 Pain tokens for each of the following combinations your army contains (these do not need to be in the same Attached unit):
  • One or more ARCHON models and one or more KABALITE WARRIORS units.
  • One or more SUCCUBUS models and one or more WYCHES units.
  • One or more HAEMONCULUS models and one or more WRACKS units.

Designer’s Note: These are all cumulative, so if your army contains at least one of all of the combinations listed above, you start the battle with 6 Pain tokens.

Enhancements

  • Dark Vitality 25 pts

Surrounded by terror and pain, this champion of the Dark City is a veritable conduit of cruel vitality.

DRUKHARI model only. The bearer’s unit is always Empowered - you do not need to spend any Pain tokens to activate that unit’s Pain abilities.

  • Labyrinthine Cunning 25 pts

This Archon’s intellect is towering, and their gift for devious politicking and vicious cunning is almost peerless.

ARCHON model only. At the start of your Command phase, if the bearer is on the battlefield, you can do one of the following:

  • Spend 1 Pain token and gain 1CP.
  • Roll one D6: on a 4+, you gain 1CP.

  • Eye of Spite 15 pts

Having battled the most hulking and heavily armoured opponents in the arena, this Succubus can spot and exploit the slightest weakness in their enemy’s defences.

SUCCUBUS model only. Improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 1. Each time the bearer’s unit is selected to fight, you can spend 1 Pain token; if you do, until the end of the phase, improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead.

  • Crucible of Malediction 20 pts

This repulsive artefact contains the tortured souls of psykers. When released, these essences scream across the battlefield, spreading terror and madness.

HAEMONCULUS model only. Once per battle, in your Shooting phase, the bearer can use this Enhancement. If it does, you can spend 1 Pain token. Then, each enemy unit within 12" of the bearer must take a Battle-shock test, subtracting 1 from that test if you spent 1 Pain token. Each time a PSYKER unit fails that test, it suffers 3 mortal wounds.


Stratagems

INSENSIBLE TO PAIN
2CP
Realspace Raiders – Battle Tactic Stratagem
The twisted creations of the haemonculus covens are uncaring of all but the most mortal injuries.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One HAEMONCULUS COVENS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
FIGHTING SHADOWS
1CP
Realspace Raiders – Battle Tactic Stratagem
Even attempting to strike the Drukhari is like trying to lay a blade to smoke, so sly and swift are they.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DRUKHARI unit from your army (excluding HAEMONCULUS COVENS units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
INSTINCTIVE SPITE
1CP
Realspace Raiders – Battle Tactic Stratagem
It is hardwired into the Drukhari psyche to prey upon weakened and suffering victims.
WHEN: Start of your Shooting phase or the start of the Fight phase.

TARGET: Up to two DRUKHARI BATTLELINE units from your army, or one other DRUKHARI unit from your army.

EFFECT: You can spend 1 Pain token. Until the end of the phase, each time a model in each of those units makes an attack that targets an enemy unit that is Below Half-strength, add 1 to the Hit roll. If you spent 1 Pain token, add 1 to the Wound roll as well.
DARK HARVEST
1CP
Realspace Raiders – Strategic Ploy Stratagem
Wicked sickles and serrated blades hack through writhing flesh as the Drukhari harvest agony and suffering.
WHEN: Start of the Fight phase.

TARGET: Up to two WRACKS units from your army, or one other DRUKHARI unit from your army.

EFFECT: Until the end of the phase, melee weapons equipped by models in each of those units have the [LETHAL HITS] ability.
EAGER FOR THE KILL
1CP
Realspace Raiders – Battle Tactic Stratagem
The exhilarating promise of bloodshed goads these warriors into battle with preternatural haste.
WHEN: Start of your Movement phase.

TARGET: Up to two WYCHES units from your army, or one other DRUKHARI unit from your army, that have not been selected to move this phase.

EFFECT: Until the end of the phase, each time one of those units Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit (this is not cumulative with the REAVERS’ Matchless Swiftness ability).
RAID AND FADE
2CP
Realspace Raiders – Strategic Ploy 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.
WHEN: End of your Shooting phase.

TARGET: Up to two KABALITE WARRIORS units from your army, or one other DRUKHARI unit from your army (excluding SCOURGES and AIRCRAFT).

EFFECT: Each of those units can make a Normal move of up to 6".

RESTRICTIONS: You cannot select units that are within Engagement Range of one or more enemy units. Until the end of the turn, those units are not eligible to declare a charge.

Skysplinter Assault

Many raiding parties swoop upon their victims aboard fleets of speeding anti-grav skimmers. Bands of Drukhari ride their nimble craft with perfect poise, whooping in exhilaration with every sharp banking turn and suicidally steep dive. Like airborne predators, the shoals of transports and gunships weave through incoming flak to encircle their prey and rain blistering fire upon them. Explosions leap skyward as enemy strongpoints and war engines are knocked out one after another. Next comes the ground assault, as murderous bands of Drukhari vault from their Raiders and Venoms to plunge into the reeling foe. Even as the bloodshed escalates amidst a whirlwind of whistling blades and cracking lashes, still the Drukhari skimmers streak back and forth to pick off targets of opportunity and rapidly relocate wild-eyed bands of gleeful Commorrite killers. Only once resistance has been utterly shattered do the grav-vessels halt, just long enough for captives and plunder to be heaped aboard their decks for the triumphant return to Commorragh.

Detachment Rule

Rain Of Cruelty

Few warriors in the galaxy are as adept at launching punishing skyborne raids as the Drukhari. Before their prey even realise the peril, the killers of Commorragh are amongst their lines like grinning ghouls. Splinter fire lays low defenders still scrambling into position. Quicksilver assaults leave dozens screaming in maimed agony. Often, the battle is over before it has even truly begun.

Each time a DRUKHARI unit from your army disembarks from a TRANSPORT, until the end of the turn:
  • Ranged weapons equipped by models in that disembarking unit have the [ignores cover] ability.
  • Melee weapons equipped by models in that disembarking unit have the [lance] ability.

Enhancements

  • Phantasmal Smoke 15 pts

Phantasm grenade launchers worked into sweeping hull plates discharge, laying down covering spreads of hallucinogenic vapours that daze and distract the foe.

DRUKHARI model only. While the bearer’s unit is wholly within 6" of a friendly DRUKHARI TRANSPORT:

  • Models in the bearer’s unit have the Stealth ability.
  • Each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack.

  • Sadistic Fulcrum 15 pts

Witnessing this murderous warrior wreaking havoc, the sadistic crew of the Drukhari transports are filled with the vigour only the suffering of others can provide.

DRUKHARI model only. Each time you spend 1 Pain token to Empower the bearer’s unit in the Shooting phase, select one friendly DRUKHARI TRANSPORT within 6" of the bearer’s unit; until the end of the phase, each time that TRANSPORT makes an attack, you can re-roll the Hit roll.

  • Spiteful Raider 10 pts

This cruel realspace raider knows the best reason to take something from the foe is for the simple spite of denying them that which they most desire to keep.

DRUKHARI model only. Each time the bearer’s unit destroys an enemy unit in the Fight phase, if that enemy unit was within range of one or more objective markers when the bearer’s unit was selected to fight, you gain 1 additional Pain token.

  • Nightmare Shroud 20 pts

This strange artefact wreathes its bearer in a cloying cloud of shadow. Flitting into battle under cover of this pall, they are nigh impossible for the prey to see coming.

DRUKHARI model only. Each time the bearer’s unit disembarks from a TRANSPORT, until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.


Stratagems

VICIOUS BLADES
1CP
Skysplinter Assault – Strategic Ploy Stratagem
Wielding a horrifying array of hooked boarding blades, barbed lariats and other specialised tools of agony, these warriors hack and slash at their foes even as their transport skims low overhead.
WHEN: Fight phase, just after a DRUKHARI TRANSPORT from your army has selected its targets.

TARGET: That TRANSPORT.

EFFECT: After your TRANSPORT has fought, select one enemy unit that was the target of one or more of those attacks and roll one D6 for each model embarked within your TRANSPORT, adding 1 to the result if that embarked model is a WRACKS model: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
WRAITHLIKE RETREAT
1CP
Skysplinter Assault – Strategic Ploy Stratagem
Employing smoke grenades, paralysing mists or simple cunning and agility, these warriors slip away like spectres.
WHEN: End of the Fight phase.

TARGET: One DRUKHARI INFANTRY unit from your army that fought this phase.

EFFECT: Your unit can make a Normal or Fall Back move, but unless it is a WYCHES unit, it must end that move wholly within 3" horizontally and 5" vertically of a friendly DRUKHARI TRANSPORT and must embark within that TRANSPORT at the end of that move (otherwise, it cannot make that move).
POUNCE ON THE PREY
1CP
Skysplinter Assault – Strategic Ploy Stratagem
Incredible alien agility and a delight in taking wild risks help these warriors to leap acrobatically from their skimming transports directly into battle.
WHEN: Your Movement phase, just after a DRUKHARI INFANTRY unit from your army disembarks from a TRANSPORT that made a Normal move this phase.

TARGET: That INFANTRY unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge.
SKYBORNE ANNIHILATION
1CP
Skysplinter Assault – Battle Tactic Stratagem
These warriors are well versed in raining suppressing fire on the foe even as they close with them from on high, shredding defences and leaving the survivors easy prey for the raid.
WHEN: Your Shooting phase.

TARGET: One DRUKHARI unit from your army that has not been selected to shoot this phase and that disembarked from a TRANSPORT this turn.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, or the [SUSTAINED HITS 2] ability if your unit is a KABALITE WARRIORS or HAND OF THE ARCHON unit.
SWOOPING MOCKERY
1CP
Skysplinter Assault – Strategic Ploy Stratagem
The crew of this skimmer delight in evading and taunting their enemies with mocking ease.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One DRUKHARI TRANSPORT from your army that is within 9" of that enemy unit.

EFFECT: Your TRANSPORT can make a Normal move of up to 6".
NIGHT SHIELD
1CP
Skysplinter Assault – Wargear Stratagem
These powerful Drukhari devices occlude their raiding vehicles from physical sight, targeting sensors, and even psychic senses.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One DRUKHARI VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Spectacle of Spite

When a wych cult unleashes its full fury in a realspace raid, the bloody extravaganza of the arena is brought to the battlefield in spectacular style. Acrobatic gladiators dart into combat, wielding exotic tools of murder, each vying to score the most eye-catching kills. Jetbike-mounted Reavers scream low overhead, fairing blades lopping off their victims’ heads while cluster caltrops raise rippling detonations in their wake. Succubi - the uncontested stars of each frenzied performance - ride into battle aboard personal Venom chariots or stab, slash and weave their way through the melee, alabaster skin spattered with the vivid gore of their victims. Some wych cult raids are lent armoured support by their Kabalite patrons, the better to maximise carnage and ensure victory. Others are trailed by entire audiences of avid fans, Commorrites of every stripe who have come to enjoy the mayhem and feast on a banquet of pain. So involved do some spectators become that they rush in to join the fight alongside the Wyches and add their blades to the fray.

Detachment Rule

Combat Drugs

Wyches abuse an array of potentially lethal performance-enhancing combat stimms.

At the start of your Command phase, select which Combat Drugs will be active for your army until the start of your next Command phase. To do so, either select one from the list below (you cannot select the same Combat Drug more than once per battle), or randomly select two by rolling two D6. When doing so randomly, Combat Drugs you have previously selected can become active again, but if you randomly select one that is already active for your army, it has no additional effect.

1. Adrenalight
Add 1 to the Attacks characteristic of melee weapons equipped by WYCH CULT models from your army.

2. Hypex
Add 2" to the Move characteristic of WYCH CULT models from your army.

3. Serpentin
Improve the Weapon Skill characteristic of melee weapons equipped by WYCH CULT models from your army by 1.

4. Painbringer
Add 1 to the Toughness characteristic of WYCH CULT models from your army.

5. Grave Lotus
Add 1 to the Strength characteristic of melee weapons equipped by WYCH CULT models from your army.

6. Splintermind
Improve the Leadership characteristic of WYCH CULT models from your army by 1, and improve the Ballistic Skill characteristic of ranged weapons equipped by WYCH CULT models from your army by 1.

Enhancements

  • Pharmacophex 15 pts

This inbuilt chem-atomiser wreathes the bearer and their comrades in a hyperstimulant haze.

SUCCUBUS model only. At the start of your Command phase, after selecting which Combat Drugs will be active for your army, roll one D6 and consult the Combat Drugs list. The result rolled applies to the bearer’s unit until the start of your next Command phase in addition to any other Combat Drugs that are active for your army. If you randomly select one that is already active for your army, it has no additional effect.

  • Chronoshard 15 pts

When smashed, this splinter of crystallised time ensnares the foe, forcing them to move with the helpless sluggishness of a nightmare for crucial moments.

SUCCUBUS model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

  • Periapt of Torments 25 pts

This hollow black stone is worn as warrior jewellery. The sinister organism that lurks within it can detect those who intend malice to its bearer and punishes them by lashing their psyches with its psi-barbs.

SUCCUBUS model only. Enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

  • Morghenna’s Curse 20 pts

Archon Aestra Khromys gifted the famed gladiatrix Morghenna this glaive as a symbol of patronage. Yet so exquisitely crafted is the blade that the Succubus was eventually murdered for it by a rival. Such has been the eventual fate of all those reckless and conceited enough to wield it since.

SUCCUBUS model only. Improve the Armour Penetration and Damage characteristics of the bearers melee weapons by 1.


Stratagems

BERSERK FUGUE
2CP
Spectacle of Spite – Strategic Ploy Stratagem
The cult's gladiators enter a killing trance when combat is joined, allowing them to fight on through the most grievous hurts with undimmed ferocity.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One WYCH CULT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
DEADLY DEBUT
1CP
Spectacle of Spite – Battle Tactic Stratagem
Imitating Lelith Hesperax, these warriors begin their gladiatorial bout with an opening so spectacularly violent that none can fail to be impressed.
WHEN: Fight phase.

TARGET: One DRUKHARI unit from your army that made a Charge move this turn and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a WYCHES unit, until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 as well.
FEIGNED WEAKNESS
1CP
Spectacle of Spite – Strategic Ploy Stratagem
Employing a common ruse from the arenas, the Drukhari appear to cower, wounded and exhausted, before surging back at their overconfident opponents with blades and fangs bared.
WHEN: Your Movement phase, just after a DRUKHARI unit from your army Falls Back.

TARGET: That DRUKHARI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in turn in which it Fell Back.
PRETERNATURAL AGILITY
1CP
Spectacle of Spite – Strategic Ploy Stratagem
Bounding and weaving, the Wyches cross the battlefield with unmatched acrobatic agility.
WHEN: Start of your Movement or Charge phase.

TARGET: One WYCH CULT unit from your army.

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, you can ignore any or all modifiers to its Move characteristic and to Advance and Charge rolls made for it and, until the end of the turn, each time a model in your unit makes such a move, it can move horizontally through models (when doing so, such a model can move within Engagement Range of such models but cannot end a Normal or Advance move within Engagement Range of them).
A CHALLENGE MET
2CP
Spectacle of Spite – Battle Tactic Stratagem
The foe's advance is not something to be wary of but rather an opportunity to be seized.
WHEN: End of your opponent’s Movement phase.

TARGET: One WYCH CULT unit from your army that would be able to declare a charge if it were your Charge phase.

EFFECT: Select one enemy unit within 9" of your unit that was set up on the battlefield this phase or that ended a Normal or Advance move this phase. Your unit now declares a charge that targets only that enemy unit, and you resolve that charge.

RESTRICTIONS: Even if that charge is successful, your unit does not receive any Charge bonus this turn.
ACROBATIC DISPLAY
1CP
Spectacle of Spite – Battle Tactic Stratagem
Moving so quickly they seem to blur, the Wyches evade incoming fire with contemptuous elegance.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One WYCH CULT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 5+ invulnerable save.

Covenite Coterie

To face a realspace raid by the Haemonculi of the Dark City is to endure a living nightmare. Ghoulish things with worm-pale flesh and blades for fingers crawl and caper from the shadows, their blood-wet breath rasping eagerly through the slits of their iron masks. Engines of Pain drift through the air on whispering suspensors, loosing stinging blasts of firepower, gathering up screaming victims in nests of needle-tipped tendrils and flensing their flesh with snickering blades. Through it all move the Haemonculi, dealing out unspeakable agonies even as they leer with cruel gratification or hum to themselves with the distracted air of a scientist enjoying their labours. They are the composers of a gruesome flesh symphony, the conductors of an orchestra of despairing shrieks and gibbering glee fit to drive mortal minds to madness. Even those other Drukhari who fight alongside the covenites look askance at their twisted allies and count themselves lucky not to be on the receiving end of their insane attentions.

Detachment Rule

Stitchflesh Abominations

The Haemonculi and their servants have been surgically altered in body and mind beyond any measure of sanity. For beings so twisted as these, pain is little more than a fascinating diversion, while none but the most grievous wounds can lay them low for long.

Each time an attack targets a HAEMONCULUS COVENS unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

Enhancements

  • Master Regenesist 25 pts

Having extensively studied the mechanisms of biological growth and vitality, this Haemonculus is adept at goading flesh to reknit and new muscle and limbs to sprout in ever more grotesque arrangements.

HAEMONCULUS model only. Each time the bearer uses its Fleshcraft ability, you can return up to D3+3 destroyed Bodyguard models to the bearer’s unit instead of D3+1.

  • Master Nemesine 5 pts

Simply for the sake of scientific curiosity and personal entertainment, this twisted poisoner has tailored toxins to kill every single life form they have ever encountered.

HAEMONCULUS model only. The bearer’s weapons have the [anti-beast 2+] and [anti-monster 4+] abilities.

  • Master Artisan 20 pts

This Haemonculus is a savant in the arts of sculpting metal, flesh, sinew and bone alike. Their creations are works of dark and malevolent genius.

HAEMONCULUS model only. Add 1 to the bearers Wounds characteristic and add 1 to the Toughness characteristic of models in the bearer’s unit.

  • Master Repugnomancer (Aura) 15 pts

The Repugnomancers focus all their study on the art of triggering instinctive revulsion and horror. Though considered gauche by many other Haemonculi, the results of their foul craft on the battlefield are undeniable.

HAEMONCULUS model only. Add 3" to the range of the bearer’s Fear Incarnate ability, and each time a friendly DRUKHARI unit within 9" of the bearer fails a Battle-shock test or is destroyed, roll one D6: on a 4+, you gain 1 Pain token.


Stratagems

POSTMORTALITY
1CP
Covenite Coterie – Epic Deed Stratagem
To the greatest Haemonculi, death is but an intriguing and temporary state to be experienced.
WHEN: Any phase.

TARGET: One HAEMONCULUS model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Spend 1-3 Pain tokens. At the end of the phase, set the destroyed model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with a number of wounds remaining equal to the number of Pain tokens you just spent.

RESTRICTIONS: You cannot use this Stratagem if you have 0 Pain tokens, and you cannot target the same HAEMONCULUS model with this Stratagem more than once per battle.
SYMPHONY OF SUFFERING
1CP
Covenite Coterie – Epic Deed Stratagem
So extreme are the foe's agonies that they spread a shock wave of terror through their comrades.
WHEN: Fight phase, just after a DRUKHARI unit from your army destroys an enemy unit.

TARGET: That DRUKHARI unit.

EFFECT: Each enemy unit within 9" of and visible to your unit must take a Battle-shock test, subtracting 1 from that test if your unit is a HAEMONCULUS COVENS unit.
POISONER’S ART
1CP
Covenite Coterie – Epic Deed Stratagem
The venoms wielded by these warriors are potent enough to impress Shaimesh himself.
WHEN: Fight phase, just after a HAEMONCULUS COVENS unit from your army has fought.

TARGET: That HAEMONCULUS COVENS unit.

EFFECT: Select one enemy unit (excluding VEHICLES) hit by one or more of your unit’s attacks this phase. Until the end of the battle, that enemy unit is poisoned. At the start of each Command phase, roll one D6 for each poisoned unit on the battlefield: on a 4+, that unit suffers D3 mortal wounds.
DISTILLERS OF FEAR
2CP
Covenite Coterie – Strategic Ploy Stratagem
By arcane syringe and unholy invocation, the enemy's terror is syphoned out of their bodies, leaving them as little more than contorted husks.
WHEN: Fight phase.

TARGET: One HAEMONCULUS COVENS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit that is Battle-shocked, that attack has the [DEVASTATING WOUNDS] ability.
CONNOISSEURS OF PAIN
1CP
Covenite Coterie – Battle Tactic Stratagem
These epicureans of extreme sensation revel in their agonies as much as those of the foe.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Spend 1 Pain token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a HAEMONCULUS COVENS unit, you gain 1 Pain token.
ENFOLDING NIGHTMARE
1CP
Covenite Coterie – Strategic Ploy Stratagem
Even as the prey seek to drive the covenites back with hails of firepower, the horrors lurch closer.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One HAEMONCULUS COVENS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Roll one D6: your unit can be moved a number of inches up to the result, but it must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.

Kabalite Cartel

No kabal can survive without the strength of arms to back up its demands and menaces. When the cream of that paramilitary strength is concentrated into a realspace raiding party and unleashed upon unsuspecting victims, the results are devastating. Reaving bands of Kabalites ride to war beneath the flayed-skin banners of their Archons. Each squad vies to outdo its rivals in cruelty and martial conquest, slaying and tormenting with spiteful abandon. At the same time, predatory gunships thrum overhead and bands of vicious mercenaries ply their bloody trade. Moreover, no two kabals are alike - each having its own portfolio of diabolical exploits and murderous predilections - and so each has its own particular agendas to pursue and strengths to bring to bear. One Kabalite raiding band might benefit from exceptionally well-crafted weaponry or a wealth of tailored toxins. Another might field swathes of terror troops, obsess overtaking bloody trophies, call upon the aid of arena gladiators or a myriad of other unique and murderous quirks.

Detachment Rule

Murderous Agenda

Kabalite forces often prize particular targets amongst the enemy ranks, whether as a macabre trophy, the target of a contract killing, or for some other devious reason.

At the start of the first battle round, select one of the Contracts below, then select one unit from your opponent’s army that matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and KABAL and BLADES FOR HIRE units from your army have the ability stated in that Contract. At the start of your Command phase, if your Contract unit is destroyed, that Contract is completed and you gain 3 Pain tokens.

Trophy Hunters
Contract: One CHARACTER unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets the Contract unit, that attack has the [precision] ability.

Sow Fear and Terror
Contract: One INFANTRY or MOUNTED unit (excluding units containing only CHARACTER models). At the start of your Command phase, this Contract is completed if all non-CHARACTER models in that unit are destroyed.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets an INFANTRY or MOUNTED unit, that attack has the [sustained hits 1] ability.

Show of Strength
Contract: One MONSTER or VEHICLE unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [lethal hits] ability.

Enhancements

  • Leechbite Plate 5 pts

Threaded with parasite circuits and fashioned from empathovoric crystalline resins, this armour drinks deep of the lifeblood that spatters it and the pain of the wounded to nourish and heal its wearer.

ARCHON model only. The bearer has a Save characteristic of 3+. At the start of either player’s Command phase, you can spend 1 Pain token: if you do, the bearer regains all of its lost wounds.

  • Webway Awl 25 pts

A recklessly destructive implement modified from ancient Aeldari technology, the Webway awl allows its bearer to bore temporary rents into and out of the labyrinth dimension, careless of the ruin they leave in their wake.

ARCHON model only. Models in the bearer’s unit have the Deep Strike ability, and you can target the bearer’s unit with the Rapid Ingress Stratagem for 0CP.

  • Informant Network 30 pts

A web of infiltrating agents, coerced unfortunates, and infoparasitic organisms keeps this Archon well informed and allows them to plan their realspace raids with insidious accuracy.

ARCHON model only. At the start of the Declare Battle Formations step, select up to three KABALITE WARRIORS and/or HAND OF THE ARCHON units from your army; those units gain the Infiltrators ability.

  • Towering Arrogance 20 pts

So absolute is this war leader’s self-belief so monstrous their ego, that it is virtually a weapon in its own right. Drukhari are drawn in their wake, unable to resist the charismatic certitude they exude. Enemies, meanwhile, give ground and lose heart beneath their witheringly contemptuous glare.

ARCHON model only. While the bearer is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1.


Stratagems

DOUBLE-CROSS
1CP
Kabalite Cartel – Strategic Ploy Stratagem
What better way to eliminate rivals than tricking them into taking the blade meant for your ribs?
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One KABAL or BLADES FOR HIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly DRUKHARI unit (excluding VEHICLES).

EFFECT: Until the end of the phase, each time you would allocate an attack to a model in your KABAL or BLADES FOR HIRE unit, if your DRUKHARI unit is within Engagement Range of the attacking model, no saving throw is made for that attack; instead, your DRUKHARI unit suffers a number of mortal wounds equal to the Damage characteristic of that attack.
TAKEN ALIVE
1CP
Kabalite Cartel – Battle Tactic Stratagem
Borne away screaming into the shadows, everyone knows these unfortunates face a dreadful fate.
WHEN: Fight phase.

TARGET: One DRUKHARI unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your Contract unit is destroyed as a result of those attacks, every unit in your opponent’s army must take a Battle-shock test. You cannot gain more than 3 Pain tokens as a result of failed Battle-shock tests caused by this Stratagem.
TAILORED TOXINS
1CP
Kabalite Cartel – Epic Deed Stratagem
Specially prepared for their chosen prey, these malignant poisons are the anathema of their targets.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One KABAL or BLADES FOR HIRE unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets your Contract unit, an unmodified Hit roll of 5+ scores a Critical Hit.
ENEMIES WITHOUT NUMBER
1CP
Kabalite Cartel – Epic Deed Stratagem
This Archon’s personal kill list of rivals, nemeses and victims is virtually never-ending.
WHEN: Your Command phase, just after you complete a Contract.

TARGET: One ARCHON WARLORD from your army.

EFFECT: Select one new Contract (this can be one you have already completed), then select one unit from your opponent’s army that is on the battlefield and matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and the Murderous Agenda Detachment rule applies as normal.
MAKING A POINT
1CP
Kabalite Cartel – Battle Tactic Stratagem
Whether seeking to impress a watching Archon, show up rivals or revel in their supremacy, these marksmen fire for spiteful effect.
WHEN: Your Shooting phase.

TARGET: One KABALITE WARRIORS or HAND OF THE ARCHON unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Ballistic Skill and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1.
DEADLY DECEIVERS
1CP
Kabalite Cartel – Strategic Ploy Stratagem
A life lived amidst the shadowed spires of Commorragh teaches many ways to creep up on your enemies, unseen and unsuspected.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One KABAL or BLADES FOR HIRE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Reaper’s Wager

The Reaper’s Wager is among the most macabre saedaths, depicting a gruesome tale of murderous bets between merciless killers and mythic executioners. It is a well-known tale that is greatly enjoyed in the depths of the Dark City. When Harlequin and Drukhari go to war as one, Commorrite warriors often perform an accompanying role in its retelling. Bladed Drukhari transports emerge from the Webway alongside scintillating Harlequin skimmers emblazoned with dazzling adornments. Kabalite Warriors open fire upon the foe from firing decks, and Wyches howl and whoop as they leap acrobatically into the fray. As Harlequin troupes begin their gore-slick recital, they inhabit their roles wholeheartedly, competing furiously with their Drukhari allies to score the greatest tally of luridly violent kills.

Detachment Rule

Callous Competition

In this saedath, the Harlequins embody the Reaper, whilst their Drukhari companions are mortal killers.

At the start of the battle, DRUKHARI units from your army are winning the wager.

Each time a DRUKHARI unit from your army destroys an enemy unit, DRUKHARI units from your army are winning the wager.

Each time a HARLEQUINS unit from your army destroys an enemy unit, HARLEQUIN units from your army are winning the wager.

While DRUKHARI units from your army are winning the wager, HARLEQUIN units from your army are losing the wager, and vice versa.

Each time a DRUKHARI or HARLEQUINS model from your army makes an attack, if that model’s unit is winning the wager, re-roll a Hit roll of 1. If that model’s unit is losing the wager, re-roll a Hit roll of 1 and re-roll a Wound roll of 1 instead.

HARLEQUINS
You can include HARLEQUINS units in your army (see Codex: Aeldari). The combined points cost of such units depends on your battle size:
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts

No HARLEQUINS models from your army can be your WARLORD. If you select this Detachment, you cannot use the Corsairs and Travelling Players army rule.

Enhancements

  • Archraider 15 pts

A veteran of countless realspace raids or vehicular saedaths, this warrior champion utilises the speed of their sleek anti-grav craft to surprise their enemies.

HARLEQUINS or DRUKHARI model only. In the Declare Battle Formations step, if the bearer starts the battle embarked within a DEDICATED TRANSPORT, that DEDICATED TRANSPORT has the Scouts 9" ability.

  • Webway Walker 15 pts

This elite combatant possesses intricate knowledge of the Webway’s hidden paths and employs them to enhance this dreadful performance.

HARLEQUINS or DRUKHARI model only. Models in the bearer’s unit have the Deep Strike ability. Each time the bearer’s unit is set up on the battlefield using the Deep Strike ability, if that unit is currently losing the wager, until the end of the turn, you can re-roll Charge rolls made for that unit.

  • Reaper’s Cowl 25 pts

This ebon cloak contains a shadow field generator, which shrouds the bearer in a field of umbral darkness.

HARLEQUINS model only. Models in the bearer’s unit have the Stealth and Infiltrators abilities.

  • Conductor of Torment 20 pts

This cruel champion of Commorragh seeks only to bathe in the agony of the foe. To them, the outcome of any wager is secondary to the symphony of suffering.

DRUKHARI model only. In your Command phase, you
can do one of the following:

  • If your DRUKHARI units are currently losing the wager, you can gain 1 Pain token. If you do, DRUKHARI units from your army are now winning the wager.
  • If your DRUKHARI units are currently winning the wager, you can discard 1 Pain token. If you do, HARLEQUINS units from your army are now winning the wager.


Stratagems

MALICIOUS FRENZY
1CP
Reaper’s Wager – Battle Tactic Stratagem
Jealous competition descends into frenzied carnage as the kill count climbs higher and the intoxicating screams of the dying fill the air.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DRUKHARI or HARLEQUINS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Select [LETHAL HITS] or [SUSTAINED HITS 1]. Until the end of the phase, weapons equipped by models in your unit have the selected ability.
FATEFUL ROLE
1CP
Reaper’s Wager – Strategic Ploy Stratagem
These warriors are so absorbed by their desire to win the wager that they risk death to land their killing blows.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DRUKHARI or HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if that unit is losing the wager: on a 4+, do not remove it from play. That destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
MURDERER’S CIRCUS
1CP
Reaper’s Wager – Battle Tactic Stratagem
In bounding leaps and graceful pirouettes, the cavalcade of capricious killers bounds through hails of fire, cackling gleefully as they come.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DRUKHARI or HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
SHORTEN THE ODDS
1CP
Reaper’s Wager – Strategic Ploy Stratagem
Having selected their victims, these killers strive to complete the kill with speed and brutality whilst moving ever closer to winning their macabre wager.
WHEN: Your Movement phase, just after a DRUKHARI or HARLEQUINS unit from your army has Advanced.

TARGET: That unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
SCINTILLATING TEMPO
1CP
Reaper’s Wager – Strategic Ploy Stratagem
Commorrite or Harlequin, these lithe combatants move with stunning speed, darting in and out of firing lines before their foes can raise their weapons.
WHEN: Your Movement phase or your Charge phase, just after a DRUKHARI or HARLEQUINS unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

TARGET: That unit.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at your unit.
DANCE MACABRE
2CP
Reaper’s Wager – Strategic Ploy Stratagem
The saedath’s victims become unwitting partners in a frantic dance of ghastly slaughter.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One DRUKHARI INFANTRY or HARLEQUINS INFANTRY unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to D6". If your unit is currently losing the wager, it can make a Normal move of up to 6" instead.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to the Drukhari. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following additional rules:

AGENDAS
DRUKHARI armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.

ASCENDANT LORDS
As your Crusade force launches successful raids you will amass power, wealth and infamy, which in turn will fuel your rise in dominance over the regions of Commorragh, reaping many rewards. As your grip over these territories tightens, you will have the opportunity to overthrow rivals, coerce allies and thwart treacherous plots in order to maintain your position as one of Commorragh’s Ascendant Lords. The rules in this section explain how to begin your journey as an aspiring lord in Commorragh, and the benefits should you be successful.

REQUISITIONS
DRUKHARI armies have access to a number of bespoke Requisitions in addition to those found in other publications.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, DRUKHARI CHARACTER models can claim one of the Crusade Relics found here.

BATTLE TRAITS
As they gain experience and prowess, DRUKHARI units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you can set yourself a new goal, or take the opportunity to start a new Crusade force.

Agendas

If your Crusade army includes any DRUKHARI units, you can select Agendas from those presented here.

SUBLIME AGONIES

To inflict extremes of suffering for the sake of cruelty alone is an almost spiritual experience for the Drukhari and saturates them with newfound vitality.

Each time you spend a Pain token to Empower a DRUKHARI unit from your Crusade army, you can spend 1 additional Pain token. If you do, place that token on that unit’s Crusade card.

At the end of the battle:
  • You can select up to 6 units from your Crusade army that have one or more Pain tokens on their Crusade cards: each unit selected gains 1XP for each Pain token on its Crusade card (to a maximum of 3XP).
  • When rolling the D6 to determine whether your ASCENDANT LORD claims a territory, if it gained 2 or more XP from this Agenda at the end of this battle, add 1 to that D6 result.
DEMONSTRATE SUPERIORITY

Leading realspace raids offers a plethora of ways in which high-status Drukhari can win renown at the expense of the people they prey upon.

At the end of the battle, your ASCENDANT LORD gains 1XP for each of the following that apply:
  • Beasts for the Arena: Your ASCENDANT LORD’s unit destroyed one or more enemy MONSTER or BEASTS units during the battle.
  • Trophy-hunter: Your ASCENDANT LORD’s unit destroyed one or more CHARACTER units during the battle.
  • Deadly Reaver: Your ASCENDANT LORD’s unit is wholly within your opponent’s deployment zone.
  • Send a Message: Your ASCENDANT LORD’s unit is within range of an objective marker you control that is not within your deployment zone.
  • Power Monger: Your ASCENDANT LORD’s unit was Empowered two or more times during the battle.
Note that even if your ASCENDANT LORD is leading a unit, any XP gained from this Agenda must be awarded to the CHARACTER model that is your ASCENDANT LORD. If your ASCENDANT LORD gains 3 or more XP from this Agenda, the next time your ASCENDANT LORD claims a territory, do not roll to randomly generate that territory - you can select that territory instead.
TO FEED THE DARK CITY

The Drukhari delight in subduing prey during realspace raids and hauling them back to Commorragh as living, screaming plunder.

Each time an enemy unit is destroyed by a melee attack made by a DRUKHARI unit from your Crusade army, that DRUKHARI unit gains 1XP (if the destroyed unit was a CHARACTER or MONSTER unit, that DRUKHARI unit gains 2XP instead). A unit cannot gain more than 4XP from this Agenda during a battle. Once after the battle, after rolling on the Rival Activity table for a Rival Lord, if your ASCENDANT LORD gained 3 or more XP from this Agenda, you can re-roll that result.
FEAR’S COLD GRIP

Waves of extreme terror and dismay nourish the souls of the Drukhari like the finest nectar and delight the Commorrite indolents spectating upon the proceedings from their pleasure barges above.

  • Each time an enemy unit fails a Battle-shock test, select one DRUKHARI unit within 12" of that unit; that DRUKHARI unit gains 2XP.
  • Each time a DRUKHARI unit from your Crusade army destroys an enemy unit that is Battle-shocked, that DRUKHARI unit gains 2XP.
A unit cannot gain more than 4XP per battle from this Agenda.
HERD THE PREY

To capture masses of defeated enemy combatants, it is best to corral them like livestock before deploying hallucinogenic toxins or air-dropped barb nets to lay them low en masse.

At the end of the battle, select three DRUKHARI units from your Crusade army that are on the battlefield (if you have fewer than three units on the battlefield, you cannot complete this Agenda). Draw imaginary straight lines between one model in each of those three units to form a triangle; if one or more enemy units are wholly within that triangle, the selected units each gain 2XP; if two or more enemy units are wholly within that triangle, the selected units each gain 3XP instead and you gain 1RP.

Ascendant Lords

Drukhari raids provide many valuable spoils. Worthy captives, trophies of exotic kills and stolen soul fragments are among the most desirable resources hauled back to Commorragh. Power-hungry Drukhari lords trade portions of these spoils to gain leverage or bribe interested parties, allowing them to bring more of the Dark City’s nightmarish territories under their control.


When you start a Crusade force, if there are one or more DRUKHARI CHARACTERS on your Order of Battle (excluding EPIC HEROES), you can select one of them. That CHARACTER has the potential to become an Overlord of Commorragh and gains the ASCENDANT LORD keyword. In addition to gaining XP as you play through your Crusade battles, that model will gain Power by claiming territories, which you must keep track of on its Crusade card. If your ASCENDANT LORD is removed from your Order of Battle, its Power is lost. If your Crusade army includes an ASCENDANT LORD, that model must be your WARLORD.

Territories

Your influence increases with every victory secured in realspace, every bounty of dismayed captives, and priceless esoterica snatched back to Commorragh. Material wealth and reputation soon translate into paramilitary power, increasing your reach within the Dark City and allowing you to grasp more territory for yourself

When you add an Ascendant Lord unit to your Order of Battle, it starts with 0 territories - you will need to play a battle to claim one.

While you have an ASCENDANT LORD unit on your Order of Battle, after each battle, in the Update Crusade Cards step, roll one D6, adding 1 to the result if your ASCENDANT LORD was in your Crusade army, and adding 2 to the result if you were the Victor (for a total possible bonus of +3): on a 4+, your ASCENDANT LORD claims 1 territory (see right); on a 6+, your ASCENDANT LORD claims 2 territories.

Claiming Territory

Each time a rule instructs you to claim a territory, first roll one D6 to select one of the two tables below (on a 1-3, use table A; on a 4-6, use table B), before rolling a D66 to generate a territory on that table. If that territory is unclaimed, you claim it - make a note of that territory on your Order of Battle. Each territory is unique and cannot be generated more than once for your ASCENDANT LORD. If you randomly generate a territory that is already controlled by your ASCENDANT LORD, generate another. If you randomly generate a territory that is claimed by a Rival Lord, immediately resolve a Hostile Takeover (see below). Keep a note of any territories claimed on your Order of Battle.

Hostile Takeovers

To resolve a Hostile Takeover, roll one D6 for each lord that is involved in that takeover. If one of the lords has a higher Power than the other, add 1 to that lord’s result. Whichever lord has the highest result claims that territory. In the case of a tie, roll one further D6: on a 1-3, that territory remains claimed by the current owner; on a 4-6, the current owner loses that territory (it becomes unclaimed), and neither lord claims it.

TERRITORIES TABLE AD66
WEAPON FORGE
The Splinterforge11
The Hall of Hooks12
The Sharpeners13
Murder Cove14
Talonforge15
The Gallery of Blades16
TOXIN DISTILLERY
Sorrowseep21
Well of Phantasms22
The Cauldron23
Vale of Vapours24
Tormentia’s Boutique25
The Fractal Alembic26
ARENA
Howling Gulf31
Mesmoria32
The Flensing Ground33
The Coreloop Gauntlet34
The Gallery of Glass35
Rethvhyr’s Veinyard36
SCOURGE SPIRE
Spire of the Seven Talons41
The Screaming Roost42
The Gorenests43
Pinion44
The Stratus Sphere45
Bladefeather Den46
INCUBI SHRINE
The Bloodrazor51
Shrine of Naked Hatred52
Shrine of the Cursed Night53
The Covenant of Anguish54
Shrine of the Crimson Hundred55
Shrine of The Severed56
DOCK
Crimson Point61
Shardbreak62
Bleakharbour63
Blodhavn64
The Whisperdome65
Dock of Thieves66
TERRITORIES TABLE BD66
SPRAWL SLUM
Drudge Pit11
The Choke12
Sufferer’s Row13
The Fiendscape14
The Parchway15
Vect’s Heel16
FLESH MARKET
The Whispers21
The Emporium of Tears22
The Skinmongers23
The Nervery24
The Fleshpits25
Traitor’s Auction26
SHADOW DISTRICT
The Evergloom31
Direside32
The Twilight Aisle33
Netherweir34
The Eyelid35
Hope’s Horizon36
NOBLE SPIRE
Bleak Spiral41
Ghal-Harrow42
The Crimson Spine43
The Bonehalls44
Knife of the Muses45
Grovenspire46
GANG TERRITORY
The Splinters51
Broken Noose52
The Harrows53
Backstab Alleys54
Ebonspite Corner55
Bladewrought Lanes56
RAIDCRAFT WORKSHOP
Ironveil Tontine61
The Shadowloom62
Forge of the Connoisseur63
The Fear Smeltery64
Blackforge65
Wingcast Spire66

Districts and Power

Almost every service, craft and esoteric resource imaginable can be found within the labyrinthine ways of the Dark City. The more extensive a network of subrealms and districts a Commorrite lord controls, the more such sources of power they gain access to.

Each territory belongs to a district (as shown alongside its name in the territory tables). While your ASCENDANT LORD has claimed more territories from the same district than all Rival Lords, they control that district and you have access to the relevant district ability while they control that district (see below).

An ASCENDANT LORD’s Power is equal to the number of districts they control. This is used when attempting Hostile Takeovers and when rolling on the Rival Activity table, so it is a good idea to keep a note of it on your Order of Battle.

As each district increases the overall efficacy of your Crusade force, when you muster a DRUKHARI Crusade army, its Crusade points total is increased by 1 for every 2 districts your ASCENDANT LORD controls (rounding up).

District Abilities

Weapon Forge

This lord’s string of arcane armourers and energy-wreathed testing facilities give them access to exotic weapons technologies.

At the start of the Declare Battle Formations step, select one DRUKHARI unit from your Crusade army (you cannot select an EPIC HERO or a unit that has the Weapon Modification Battle Honour). Until the end of the battle, one weapon equipped by one model in that unit has the Weapon Modification Battle Honour.

Toxin Distillery

Be they elegantly appointed venom salons in the spires of High Commorragh or shadowed oubliettes of the Haemonculi, these facilities provide a flow of refined poisons for use in battle.

While your ASCENDANT LORD is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.

Arena

The warriors of the Wych Cults will fight all the harder during realspace raids to impress their lordly patron and retain that beneficial patronage.

In the Update Crusade Cards step, if a DRUKHARI unit from your Crusade army would gain XP from Dealers of Death, it gains 1 additional XP.

Scourge Spire

By winning the allegiance of the Scourges in their high eyries, a Drukhari lord ensures the support of skilled spies, messengers and gun-toting airborne murder squads.

In the Update Crusade Cards step, if a SCOURGES unit from your Crusade army would gain XP from Battle Experience, it gains 1 additional XP.

Incubi Shrine

It requires tact - with fearless arrogance and ready wealth - to truly secure the allegiance of even a single shrine of Incubi. The reward is a cadre of murderously skilled bodyguards well worth any expense.

In the Declare Battle Formations step, your ASCENDANT LORD can be attached to an INCUBI unit (if your ASCENDANT LORD is an ARCHON, while it is leading an INCUBI unit, your ASCENDANT LORD model has the Feel No Pain 5+ ability). If your ASCENDANT LORD is attached to an INCUBI unit, at the end of the battle, unless all of those Bodyguard models have been destroyed, you can re-roll all Leadership tests required as the result of Assassination Attempts during that battle’s Rival Activities.

Dock

Control of trade in and out of Conimorragh’s many ports is essential to maintaining an iron grip over the rest of the city.

After each battle, in the Update Crusade Cards step, roll one D6, adding 1 to the result if you were the victor: on a 4+, you gain 1 additional RP.

Sprawl Slum

When a deed needs doing, or machinations need putting into effect, it can be beneficial to have a ready supply of Drukhari desperate to elevate themselves no matter the risks.

At the start of the Select Crusade Blessings step, roll one D6, adding 2 to the result if you are the Underdog: on a 6+, you can use one additional Crusade Blessing this battle (even if you are not the Underdog).

Flesh Market

Many mundane and esoteric goods pass through these regions, exchanged with the masters of the haemonculus covens for their dubious services in surgery and resurrection through pain.

Once at the end of each battle, you can re-roll one Out of Action test taken for one DRUKHARI INFANTRY or DRUKHARI MONSTER unit from your Crusade army.

Shadow District

There are many risks in dealing with the denizens of Aelindrach, and they are terrible. Yet there are few better spies or saboteurs than supernatural beings against whom no door can be barred, nor chamber warded.

Each time a Rival Lord makes an Activity roll, you can subtract 1 from the result.

Noble Spire

Having such enviable estates means this lord is never short of trusted agents to help achieve their schemes and plots, whether through bribery, blandishment, intimidation, or making bloody examples.

At the start of the Select Agendas step, roll one D6: on a 4+, you can select one additional Drukhari Agenda to use in that battle.

Gang Territory

There are those lordly residents who sneer at the idea of claiming territories in Low Commorragh. Those same arrogant fools are the first to have their heads hoisted atop a trophy rack when a less blinkered rival unleashes the fury of the many vicious gangs over which they rule.

Each time your ASCENDANT LORD attempts a Hostile Takeover, add 1 to its D6 result and, if that ASCENDANT LORD claims a territory as a result, increase your Crusade forces Supply Limit by 50 points.

Raidcraft Workshop

Commanding the finest workshops gives a lord of Commorragh access to exceptional anti-grav attack skiffs, which can be deployed to bear their warriors into battle at a breakneck pace.

In the Declare Battle Formations step, you can select one DRUKHARI VEHICLE or DRUKHARI MOUNTED unit from your Crusade army. Until the end of the battle, that unit has the Scouts 6" ability.


Rival Lords

Drukhari society is both ruthless and mercenary. The accumulation of power is vital to survival, yet at the same time, its acquisition inevitably attracts hostile attention. The higher up the charnel heap a Drukhari lord climbs, the greater the risk that rivals - or even an agent ofVect himself - will take steps to knock them back down.

When you add an ASCENDANT LORD to your Order of Battle, generate 3 Rival Lords, one at a time. Each time you do, roll one D6 and consult the table below to determine which kind of lord they are.

RIVAL LORDS
D6RIVAL LORDDISTRICT OF FIRST STARTING TERRITORY
1-2ArchonNoble Spire
3-4SuccubusArena
5-6HaemonculusFlesh Market

Each Rival Lord starts with 3 territories. The first of these is randomly selected from those that are unclaimed within the relevant district shown above. For example, for each ARCHON Rival Lord, randomly select one unclaimed territory from those in the Noble Spire district. When doing so, if there are no unclaimed territories in the relevant district, randomly select any other unclaimed territory for that Rival Lord. To determine each Rival Lord’s remaining starting territories, randomly generate two further unclaimed territories just as you would when your ASCENDANT LORD would claim a territory, except that if a claimed territory is generated, roll again until an unclaimed territory is generated.

Like your ASCENDANT LORD, each Rival Lord’s Power is equal to the number of districts they control.

After you have determined starting territories for a Rival Lord, roll one D6 and consult the table below to generate a Rival Trait for them, and record this information on your
Rival Lords tracker
.

RIVAL TRAIT
D6
Ruthless Machinator: This Rival Lord’s Power is 1 greater than the number of districts they control.
Trueborn Heir: Generate one additional starting territory for this Rival Lord.
Devious Opportunist: At the end of the battle, if your Ascendant Lord fails an Out of Action test, roll one additional time on the Rival Activity table for this Rival Lord.
Master of Murder: Each time you roll an Ominous Plotting result for this Rival Lord on the Rival Activity table (see below), treat that result as Assassination Attempt instead.
Ruthless Expansionist: Each time you roll an Ominous Plotting result for this Rival Lord on the Rival Activity table, treat that result as Under New Management instead.
Lord of Thieves: Each time you roll an Ominous Plotting result for this Rival Lord on the Rival Activity table, treat that result as Districts Raided instead.

Rival Activity

One of the most significant risks any Drukhari lord faces when leading a realspace raid is that, in their absence, their rivals in Commorragh will not sit idly by. There is every chance of returning from even the most successful raid to find their territories in flames and their allies poisoned, butchered, or turned against them.


After each battle, your ASCENDANT LORD’s rivals may unleash their plots to undermine and thwart your ambitions. At the end of the Update Order of Battle step, if your ASCENDANT LORD currently claims 3 or more territories, make one Activity roll for each of your Rival Lords, in an order of your choosing. To do so, roll one D6 and consult the table below, adding 1 to the result if that Rival Lord’s Power is greater than that of your ASCENDANT LORD, and subtracting 1 from the result if it is less.

RIVAL ACTIVITY
RESULTRIVAL ACTIVITY
6+Assassination Attempt: Your ASCENDANT LORD gains 1XP and must take a Leadership test; if that test is failed, your ASCENDANT LORD gains 1 Battle Scar.
5Gang War: Randomly select D3 non-CHARACTER DRUKHARI units on your Order of Battle. Each of those units gains 1XP and must take an Out of Action test. If one of those units fails that test, randomly select one territory you claim - you lose that territory (remove it from your Order of Battle; it becomes unclaimed). If two or more of those units fail those tests, randomly select one territory you claim - you lose that territory (remove it from your Order of Battle) and this Rival Lord automatically claims it.
4Districts Raided: You lose 1RP (to a minimum of 0). If you now have 0RP, randomly select one territory you claim - you lose that territory (remove it from your Order of Battle) and this Rival Lord automatically claims it.
3Under New Management: Randomly generate one additional territory for this Rival Lord. If that territory is already claimed by your ASCENDANT LORD or by another Rival Lord, it will attempt a Hostile Takeover.
2Power Vacuum: Randomly generate one additional territory for this Rival Lord. If that territory is already claimed by your ASCENDANT LORD or by another Rival Lord, roll again until an unclaimed territory is generated (if there are no unclaimed territories, treat this result as Ominous Plotting instead). In addition, if you have fewer than 3 Rival Lords, generate a new one as described below, with D3+3 starting territories, then immediately roll again on this table for that Rival Lord.
1 or lessOminous Plotting: This Rival Lord does not unleash a plot against you, for now...

PRICE OF SUCCESS
D6
If your ASCENDANT LORD ever controls all 12 districts, they come to the attention of Asdrubael Vect himself: roll one D6 and consult the following table.
SUFFER NO RIVALS

Having determined that your lord has the potential to be a genuine irritant and sensing the opportunity to make a bloody example, Vect sees to it that they suffer a fate so horrible that it is best left to the imagination.

Remove your ASCENDANT LORD from your Order of Battle.

AGENT OF VECT

Your lord’s skill and audacity have piqued Vect’s interests. They are swiftly - and forcibly - recruited to serve at the Supreme Overlord’s pleasure.

Remove your ASCENDANT LORD from your Order of Battle.

INTO SHADOW

A last-minute tip-off comes in time to save your lord from Vect’s closing talons. They flee into the underbelly of Commorragh, hoping one day to return for vengeance.

Remove your ASCENDANT LORD from your Order of Battle.


Death of a Lord

If your ASCENDANT LORD is removed from your Order of Battle for any reason, you must select a new DRUKHARI CHARACTER model from your Order of Battle (excluding EPIC HEROES) to be your new ASCENDANT LORD. To represent the internecine intrigues that invariably follow such a transition of leadership, you must then immediately remove D6 randomly selected territories from your Order of Battle (to a minimum of 0). If your ASCENDANT LORD was removed from your Order of Battle as the result of the Price of Success rules (see above), you instead lose all of your territories except one, which you can choose.

A Rival Lord is defeated when they have no territories remaining, at which point you must remove them from your
Rival Lords tracker
. If all Rival Lords are defeated, at the end of your next battle, generate D3 new Rival Lords to replace them.

Requisitions

If your Crusade army includes any DRUKHARI units, you can spend Requisition points (RP) on any of the following Requisitions.

EXPANSIONIST PLOT2RP

Having lured a supposed ally’s forces out on a realspace raid, your lord sent agents to seize their all-but-unguarded territories before their return.

Use this Requisition in the Update Crusade Cards step. Your ASCENDANT LORD claims 1 additional territory at the end of that battle. You can only purchase this Requisition once after each battle.
SERVE ME OR DIE1RP

Cruelly slaying a defeated rival provides a short-term thrill, and nothing says fear me like a bloodied head on a spike. Still, sometimes, there is wisdom - and spiteful satisfaction - in preserving an enemy’s life in exchange for their service.

Purchase this Requisition when a Rival Lord is defeated or when you have just claimed a territory with a Hostile Takeover against a Rival Lord that has 0 Power. Roll one D6, adding 3 to the result if that Rival Lord was defeated: on a 4+, that Rival Lord loses all of its current territories (if any), which become unclaimed, and you can add one ARCHON, SUCCUBUS or HAEMONCULUS model to your Crusade force (this must match the lord type of the defeated Rival Lord). That model has 16XP (and therefore has the Battle-hardened rank). Select two Battle Honours for it. While that model is on your Order of Battle, for the purposes of Requisitions, your ASCENDANT LORD counts as having the same lord type as that new model (so, for example, if that new model is a SUCCUBUS, you could use the Patron of the Killing Arts Requisition, even if your ASCENDANT LORD is an ARCHON). You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.
SOURCE OF DISAPPOINTMENT1RP

Sometimes, an example needs to be made, and those who have failed their commander find themselves thrust into the arena to be slaughtered or disposed of in some other showily gruesome manner.

Purchase this Requisition when a DRUKHARI unit from your Crusade force (excluding your ASCENDANT LORD) that has the Blooded rank or better gains a Battle Scar. Remove that unit from your Crusade force. Each other DRUKHARI unit from your Crusade force gains 1XP.
MASTER SCHEMER1RP

Archons are well-practised at playing the long game, drawing out labyrinthine plans to outwit their foes and placing counteragents and ploys at every turn to thwart their rivals’ intrigues.

You can only purchase this Requisition if your ASCENDANT LORD is an ARCHON, or if you control the Noble Spires district. Purchase this Requisition after making a Rival Activity roll. Ignore that result - that Rival Lord’s plots are thwarted.
INVOLUNTARY PROCEDURES1RP

Self-indulgent though it may be, the Haemonculi of the Dark City do so love to tinker.

You can only purchase this Requisition if your ASCENDANT LORD is a HAEMONCULUS, or if you control the Flesh Market district. Purchase this Requisition before a battle. Select one DRUKHARI INFANTRY or DRUKHARI MONSTER unit from your Order of Battle that has one or more Battle Traits. You can remove any number of that unit’s Battle Traits; for each Battle Trait removed, select one new Drukhari Battle Trait to replace it.
PATRON OF THE KILLING ARTS1RP

As unforgiving as this lord might be with those who fail them, they are equally as indulgent of their chosen favourites. So long as their hand-picked coterie of killers continues to perform on the battlefield, they will be offered the best of everything and a chance to advance themselves further in their patron’s graces.

You can only purchase this Requisition if your ASCENDANT LORD is a SUCCUBUS, or if you control the Arenas district. Purchase this Requisition in the Update Crusade Cards step. Select one WYCH CULT or BLADES FOR HIRE unit from your Crusade army that destroyed one or more enemy units with melee attacks during the battle; that unit is Marked for Greatness in addition to any other units from your Crusade army.

Crusade Relics

When a DRUKHARI CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.


Artificer Relics

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.

Models in the bearer’s unit have the Feel No Pain 5+ ability against mortal wounds and Psychic Attacks.
MASK OF SCREAMING SKULLS

This foul veil is fashioned from the still-living flayed face of a Farseer and embedded with fragments of spirit stones. The trapped souls within constantly whisper maddening glimpses of potential futures, allowing a canny and strong-willed wearer to avoid some unfortunate fates.

Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of the bearer.

Antiquity Relics

ARMOUR OF MISERY

Crafted using psychoempathic sections of poisoned wraithbone, this armour emanates crippling waves of dread, causing foes to quail.

ARCHON model only. The bearer has a Save characteristic of 3+ and each time a melee attack targets the bearer’s unit, subtract 1 from the Hit roll.
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, the freshly harvested gore is used to rehone its crimson edge.

SUCCUBUS model only. The bearer’s melee weapons have the [twin-linked] ability and add 1 to the Damage characteristic of those weapons.
NIGHTMARE DOLL

Should the owner of the Nightmare Doll be harmed in battle, their injuries are transferred to this cadaverous mommet, which is fashioned from stolen flesh and fed on drops of its owner’s blood. If its Haemonculus is riddled with bullets, tiny holes appear in the thing’s writhing body whilst its master remains unhurt. Should the owner be burned, it is the doll that whimpers and blackens.

HAEMONCULUS model only.
  • The first time the bearer is destroyed, roll one D6 at the end of the phase. On a 2+, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.
  • You can re-roll Out of Action tests taken for the bearer, but you cannot target the bearer’s unit with the Postmortality Stratagem.

Legendary Relics

DELIRIUM COWL

Clone fields are a popular defensive measure amongst those Drukhari lords who can acquire them, projecting a pair of perfect illusory doppelgangers of the bearer to confound assassination attempts. The Delirium Cowl goes further, burning these clone images onto the visual field of all who look upon the bearer so they cannot tell facsimile from reality or unsee the leering reflections for many hours.

  • The bearer has a 4+ invulnerable save. While the bearer is leading a unit, models in that unit have a 5+ invulnerable save.
  • Once per battle, in your opponent’s Shooting phase or the Fight phase, just after an enemy unit has shot or fought, if the bearer’s unit was the target of one or more of those attacks, the bearer can use this Crusade Relic. If it does, remove the bearer’s unit from the battlefield and set it back up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

Designer’s Note: If an ARCHON has this Crusade Relic, it will have a 4+ invulnerable save after the first time you fail an invulnerable saving throw for it (see the Shadowfield ability).

Battle Traits

When a DRUKHARI unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.


The following Battle Traits can be given to specific units from your Crusade force, and can only be given to units with the Battle-hardened rank or better.
KABALITE TRUEBORN

Many kabals include amongst their ranks those who were born through natural means rather than by the accelerated processes of the Haemonculi. These so-called Trueborn consider themselves superior to all other Drukhari and are afforded better training and the finest wargear.

KABALITE WARRIORS or HAND OF THE ARCHON unit only. Improve the Leadership characteristic of models in this unit by 1 and improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
HEKATRIX BLOODBRIDES

In many wych cults, the most supremely skilled Hekatrixes band together to form units that answer to none but the highest authority of that cult. Often accompanying prestigious Succubi into battle, these paragons of the arena have mastered the killing arts, their esoteric fighting styles proving deadly to any who face them.

WYCHES unit only. Improve the Leadership characteristic of models in this unit by 1 and improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
HAEMOXYTES

Highly prized by their masters, the Haemoxytes consider themselves the pinnacle of the fieshcrafting art. Grafted with a bewildering array of internal augmentations derived from both Aeldari gene stock and that of other species, they exhibit enhanced abilities and are often tasked with particularly vital duties by their masters. Although they are viewed with disgust by other Drukhari, it is not unusual for a Wrack to viciously slay any rivals to secure a chance to become a Haemoxyte.

WRACKS unit only. Improve the Leadership and Save characteristics of models in this unit by 1.

HAEMONCULUS COVENS UNITS
D6

LIVING ATROCITIES (AURA)

The sight of these degenerate fiends is enough to drive foes into such depths of terror that their hearts stop beating.

While an enemy unit is within 6" of this unit, each time that enemy unit fails a Battle-shock test, it suffers D3 mortal wounds (a unit cannot suffer more than 3 mortal wounds per turn as a result of this Battle Trait).
BALEFUL ARMAMENTS (PAIN)

Fuelled by the darkest technoalchemy, the parasitic weapons grafted to these warriors’ bodies inflict grotesque wounds upon their victims.

In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, ranged weapons equipped by models in this unit have the [HAZARDOUS] ability and each time an attack is made with such a weapon, add 1 to the Damage characteristic of that attack.
SCABHIDE

Thanks to surgically implanted subcutaneous gland grafts, the flesh of these foul beings weeps modified lymph and gore that hardens in successive layers to form clotted scab masses of natural armour.

Each time an attack with an unmodified Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.

DRUKHARI UNITS
D6

FUELLED BY ANGUISH

The worse agonies these Drukhari inflict upon their victims, the greater heights of malicious savagery they are goaded to.

Once per battle, after you spend 1 Pain token to Empower this unit, you can use this Battle Trait. If you do, you gain 1 Pain token.
RAZOR'S EDGE (PAIN)

When suffused by the suffering of their victims, these warriors achieve a blade-keen marksman’s trance that helps them hammer their victims with hails of shots.

In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
ILLUSIVE

Cunning experts in deception and misdirection, this band of killers weave like shadowy wraiths around their enemies.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FLEET RAIDERS

Experience during realspace raids has taught these warriors to strike without warning and stay ever on the move.

Add 1" to the Move characteristic of models in this unit. Add 1 to Advance and Charge rolls made for this unit.
DRAWN TO SUFFERING (PAIN)

The instinct to prey upon already weakened victims drives these Drukhari into an almost feral frenzy.

In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes an attack that targets an enemy unit that is below its Starting Strength, add 1 to the Hit roll.
CLONE GENERATOR

This squad has acquired a small but potent device that generates a short-lived phantasmal image of them and projects it to where they are not.

After both players have deployed their armies, you can redeploy this unit. When doing so, you can set this unit up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

KABAL UNITS
D6

SPITEFIRE

The sheer disgust these Kabaiites feel towards their foes lends a more aggressive character to their volleys of fire.

Assault weapons equipped by models in this unit have the [RAPID FIRE 1] ability. All other ranged weapons equipped by models in this unit have the [ASSAULT] ability.
INESCAPABLE (PAIN)

Having hunted live prey through the shadow-tangled warrens of Low Commorragh, there are few places victims can hide from these cruel sharpshooters.

In your Shooting phase, when you select this unit to shoot, you can spend 1 Pain token to Empower this unit. While Empowered, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability.
CLAWS OF THE ARCHON

This piratical band take pride in seizing the finest prizes during raids and presenting them to their Archon in return for favour.

Add 1 to the Objective Control characteristic of models in this unit.

WYCH CULT UNITS
D6

SCENT OF THE KILL

The slightest chance of wetting their blades with the prey's blood goads these gladiators on with preternatural vigour.

Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
KNIFE DANCERS (PAIN)

The slightest gap in their victims’ armour is as good as a bared throat to these Drukhari.

In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [LETHAL HITS] ability.
SLASHING IMPACT

Wyches hurl themselves into the foe, using their bladed armour to impale and lacerate.

Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.


Dark Star Rising

Your first raids into realspace have borne bloody fruit and cemented your fearful reputation with your followers. Through guile and violence, you have begun to carve out your territory in the Dark City, and with these new holdings have come fresh warrior underlings, new opportunities and - of course - some thrillingly deadly rivals.

  • You have won three or more battles.
  • You control two or more districts.
  • You have used the Source of Disappointment Requisition to remove a unit from your Order of Battle.


Malevolent Master

Your name is whispered from the depths of Commorragh’s underbelly to its jagged spires, and your deeds are spoken of with a mixture of envy and profound unease. Your power spreads like bloodstains, and your enemies multiply with a most complimentary swiftness. True power is within your grasp.

  • You have won six or more battles.
  • You control four or more districts.
  • You have claimed two or more territories that were claimed by Rival Lords using the Hostile Takeover rules.
  • One or more units from your Crusade force have been given one of the following Battle Traits: Kabalite Trueborn; Hekatrix Bloodbrides; Haemoxytes.


Commorrite Overlord

You have murdered, betrayed, raided and politicked your way to the pinnacles of power in the Dark City. From here, there is only the fight to preserve what is yours or, perhaps, a different fate within the deep shadow of Asdrubael Vect himself.

Or:
  • You have won ten or more battles.
  • You control six or more districts.
  • You have used the Serve Me or Die Requisition to add one or more new units to your Order of Battle.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Space Lane Raiders

The Drukhari delight in launching piratical attacks on their victims’ voidships, gathering realspace raiding parties just as they would to assail an enemy world. Such close and nightmarish confines suit these raiding bands particularly well. Soon enough, the voidship rings to the screams of its defenders...

Mustering a Boarding Patrol

You can include up to one of the following unit if you include one or more KABALITE WARRIORS units:
  • ARCHON
You can include up to one of the following units if you include one or more WRACKS units:
You can include up to one of the following units if you include one or more WYCHES units:
You can include up to three of each of the following units:
You can include up to one of each of the following units:

Rules Adaptations


Army Rule

Feast of Pain

Rooting out every last defender aboard a voidship and devouring their fear and agony is an epicurean delight over which the Drukhari take their time.

Units from your army with the Power From Pain ability retain that ability and gain this one.

At the start of the battle, you gain 1 Pain token.

Detachment Rule

Commorrite Rivalries

Even in the midst of battle, the Drukhari indulge in politicking and factionalism, seeking to outdo their rivals and cover themselves in dark glory with every murderous triumph.

Each time a DRUKHARI CHARACTER model from your army destroys an enemy CHARACTER unit, you gain 1 Pain token. In addition, each time you use the Battlefield Command Stratagem, you can expend 1 Pain token from your Pain token pool. If you do, decrease that Stratagems cost by 1CP for that usage.

Enhancements

Power and Greed

This warrior is addicted to the heady rush of battle and suffering, each fresh taste driving them to crave more.

The first lime in each turn that the bearer is Empowered, roll one D6: on a 3+, you gain 1 Pain token.

Spiteful Demise

Knowing all too well that the carnage they cause during this void battle may be all that pays for their revivification by the Haemonculi, this warrior strikes out viciously until their very last breath.

When the bearer is destroyed, if it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The bearer can fight after the attacking unit has finished making its attacks, and is then removed from play.

Stratagems

SHIPBOARD SHADES
1CP
Space Lane Raiders – Battle Tactic Stratagem
Amidst the strobing lumens and gouting steam of voidship combat, the Drukhari flicker and flit like malevolent, half-seen shadows.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
CREW-THIEVES
1CP
Space Lane Raiders – Battle Tactic Stratagem
The fast-acting incapacitation toxins on the blades of these Wracks allow them to lay low the defenders, before dragging them away, alive but powerless, to a far more horrible fate than death.
WHEN: Fight phase.

TARGET: One WRACKS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [ANTI-INFANTRY 3+] ability.
VOIDSHIP GLADIATORS
1CP
Space Lane Raiders – Strategic Ploy Stratagem
Treating the vessel they have boarded as just another arena to perform in, these Wyches turn every iota of their skill and agility to the task.
WHEN: Your Movement phase.

TARGET: One WYCHES unit from your army that has not been selected to move this phase.

EFFECT: Roll one D6: on a 2+, until the end of the turn, enemy units cannot fire Overwatch at your unit.
VETERAN PIRATES
1CP
Space Lane Raiders – Strategic Ploy Stratagem
No strangers to shipboard warfare, these warriors are skilled in loosing volleys then vanishing swiftly back behind corners and bulkheads to avoid reprisals.
WHEN: Your Shooting phase, just after a KABALITE WARRIORS unit from your army has shot.

TARGET: That KABALITE WARRIORS unit.

EFFECT: Your unit can make a Normal move of up to 3".

Kabalite Corsairs

Every Drukhari Kabal is as much malevolent crime syndicate as it is private army, often with its own specialist areas of insidious expertise. Some Archons have a predilection for piratical boarding and raiding of voidships, their warbands honing their skills in these areas above all others.

Mustering a Boarding Patrol

You can include up to two of the following unit (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of each of the following unit :

Rules Adaptations

  • The ARCHON model loses the Devious Mastermind ability.
  • The KABALITE WARRIORS unit loses the Sadistic RAIDERs ability.
  • The MANDRAKES unit loses the Fade Away ability.

Army Rule

Feast of Pain

Rooting out every last defender aboard a voidship and devouring their fear and agony is an epicurean delight over which the Drukhari take their time.

Units from your army with the Power From Pain ability retain that ability and gain this one.

At the start of the battle, you gain 1 Pain token.

Detachment Rule

Raid and Pillage

These warriors reap a bounty of both material plunder and precious pain during their raids, leaving only shattered storage reliquaries and the twisted bodies of tortured victims in their wake.

Each time a DRUKHARI unit from your army destroys an enemy unit, if that enemy unit was within range of an objective marker controlled by your opponent at the start of the phase, you gain 1 Pain token. In addition, in your Command phase, you can select one objective marker you control that has one or more KABAL units from your army within range of it, then expend 1 Pain token from your Pain token pool. If you do, that objective marker is Secured by your army.

Enhancements

Dark Charisma

The masters of such piratical Kabals lead by example, spitting scorn upon peril, standing tall as avatars of malevolent elan, and overcoming the odds with devilish daring time and again.

The bearer has an Objective Control characteristic of 5 and you can re-roll Battle-shock tests taken for the bearer.

Malevolent Cunning

Having fought countless bloody battles aboard the voidships of their prey, this warrior knows well how to turn such environments against their prey. Swiftly deployed booby traps and devious ruses staged with inhuman speed and skill confound the foe at every turn.

The first time in each battle round that your opponent targets a unit from their army that is within 3" of the bearer with a Stratagem, increase that Stratagems cost by 1CP for that usage.

Stratagems

ELUSIVE DUELLISTS
1CP
Kabalite Corsairs – Battle Tactic Stratagem
These warriors delight in the close-quarters blade-duels of boarding actions, weaving around their enemies' blows and cutting them down in droves.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One DRUKHARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and, if your unit has the INCUBI keyword, models in your unit have a 4+ invulnerable save.
DECKPLATE SWEEPERS
1CP
Kabalite Corsairs – Battle Tactic Stratagem
Indiscriminate hails of splinter fire fill chambers and corridors, leaving nowhere to hide in the enclosed space.
WHEN: Your Shooting phase.

TARGET: One KABAL unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of splinter cannons, splinter rifles and splinter pistols equipped by models in your unit by 1.
TAKE THEM ALIVE
1CP
Kabalite Corsairs – Strategic Ploy Stratagem
Aiming to maim rather than slag, and employing psychotropic or paralysing venoms, the Kabalites seek to incapacitate their victims so that they too may be taken as plunder.
WHEN: Your Shooting phase, just after a KABAL unit from your army has shot.

TARGET: That KABAL unit.

EFFECT: Select one enemy unit hit by one or more of your unit’s attacks this phase (excluding those made with Pistols). That enemy unit must take a Battle-shock test, subtracting 1 from the result if your unit is within 6” of it.
OPPORTUNISTIC THIEVES
1CP
Kabalite Corsairs – Strategic Ploy Stratagem
Any undefended source of riches or power is fair game to these fast-moving raiders.
WHEN: End of your Fight phase.

TARGET: One KABAL unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Select one objective marker you do not control that is visible to your unit. Your unit can make a Normal move of up to D6", but if it does, every model in that unit must end that move as close as possible to that objective marker.

Ship-killer Cult

Employing esoteric technologies to transmit their exploits back to debauched audiences in Commorragh, some Wych Cults board voidships as a kind of murderous death-sport. Here, the voidship becomes the arena, and the Wyches’ every violent action the entertainment for their baying fans.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of each of the following units:

Rules Adaptations


Army Rule

Feast of Pain

Rooting out every last defender aboard a voidship and devouring their fear and agony is an epicurean delight over which the Drukhari take their time.

Units from your army with the Power From Pain ability retain that ability and gain this one.

At the start of the battle, you gain 1 Pain token.

Detachment Rule

Appetite for Adulation

Thriving upon the praise their sadistic deeds will earn from their twisted audience, the Wyches fight all the harder and inflict ever-more excessive torments upon their victims.

In the Fight phase, if two or more enemy units were destroyed by DRUKHARI units from your army that phase, you gain 1 Pain token. In addition, each time a WYCH CULT unit from your army becomes Empowered in the Fight phase, until the end of the phase, melee weapons equipped by models in that unit have the [ANTi-iNFANTRY 4+] ability.

Enhancements

Stimm-Fervour

Propelled like a living missile through the voidship’s corridors by a near-toxic cocktail of combat stimms, this Wych strikes like dark lightning and fights with blistering savagery.

The bearer is eligible to declare a charge in a turn in which it Advanced.

Blood-Drenched Champion

This murderous star of the arenas delights in graphically and agonisingly taking their enemies to pieces, much to the delight of their audiences and the abject terror of surrounding foes.

In the Battle-shock step of your opponent’s Command phase, for each enemy unit that is below its Starting Strength and is within Engagement Range of the bearer, that unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.

Stratagems

HYPERAGILITY
1CP
Ship-killer Cult – Battle Tactic Stratagem
Driven by combat drugs and the elation of their victims'fear and pain, the Wyches weave around their enemies' blades with easy scorn.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One WYCH CULT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
TOYING WITH THE PREY
1CP
Ship-killer Cult – Strategic Ploy Stratagem
More than simply besting their victims in combat, the Wyches slowly take them apart, one perfectly placed cut and slice at a time, making a terrifying example to shatter enemy morale.
WHEN: Fight phase, just after a WYCH CULT unit from your army has fought.

TARGET: That WYCH CULT unit.

EFFECT: If your unit destroyed one or more enemy models this phase, select one of those enemy models. Until the end of your opponent’s next turn, subtract 1 from the Objective Control characteristic of models in that enemy model's unit (to a minimum of l).
NO OBSTACLE
1CP
Ship-killer Cult – Strategic Ploy Stratagem
Scenting their prey's fear sweat, tracking their fluttering heartbeats, the Wyches beardown unerringly on their victims through corridors and chambers.
WHEN: Your Charge phase.

TARGET: One WYCH CULT unit from your army that opened a Hatchway this turn.

EFFECT: Until the end of the phase, your unit can declare a charge that includes one or more targets that are not visible to it, provided each of those units that are not visible to it are wholly on the opposite side of that Hatchway from your unit.
PHANTASM GRENADES
1CP
Ship-killer Cult – Wargear Stratagem
These hallucinogenic atomisers spew clouds of nightmare-inducing gasses that leave the foe glassy-eyed and reeling.
WHEN: Your Movement phase, just after a WYCH CULT unit from your army ends a Normal move, before any enemy units fire Overwatch.

TARGET: That WYCH CULT unit.

EFFECT: Select one enemy unit within 9" of and visible to your unit. That enemy unit must take a Battle-shock test, subtracting 1 from the result: if failed, until the end of the turn, that enemy unit cannot fire Overwatch.

Painbringers

The twisted fleshcrafters of the Haemonculus Covens seek to seize fresh captives for their laboratories. Boarding enemy vessels, they rely upon their menageries of mutant creations to smash through bulkheads and rip open hatches. The Haemonculi and their creations are empowered by pain both given and received, and will fight on through injuries that would spell doom for lesser beings.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of the following unit:
You can include up to one of each of the following units:

Forming Boarding Squads

In the Form Boarding Squads step, GROTESQUES units containing 6 models are each split into two Boarding Squads, both containing 3 models.

Rules Adaptations


Army Rule

Feast of Pain

Rooting out every last defender aboard a voidship and devouring their fear and agony is an epicurean delight over which the Drukhari take their time.

Units from your army with the Power From Pain ability retain that ability and gain this one.

At the start of the battle, you gain 1 Pain token.

Detachment Rule

Regenerative Agony

The twisted physiologies of the Haemonculus fleshcrafters’ creations are inured to all but the most terrible injuries. The greater and more terrible the agonies inflicted upon their hideous forms, the more formidable their regenerative abilities become.

Each time four or more Feel No Pain rolls are successful for HAEMONCULUS COVENS models from your army in a single phase, you gain 1 Pain token. In addition, each battle round, the first time a HAEMONCULUS COVENS unit from your army becomes Empowered in that battle round, roll one D6: on a 2-5, one model in that unit regains 1 lost wound or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining; on a 6, one model in that unit regains up to 2 lost wounds or, if that unit has the WRACKS keyword, one destroyed model is returned to it with its full wounds remaining.

Enhancements

Rending Chain-Flails

This Haemonculus fleshcrafter has adorned their grotesque form with bladed chain-flails with which to ensnare fleeing foes and tear them to bloody shreds.

Each time an enemy unit within Engagement Range of the bearer is selected to Fall Back, roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.

Vile Surgeon

This cruel chirurgeon seeks out particularly worthy subjects upon whom to practice the most agonising surgical experiments.

The bearers Haemonculus tools and scissorhands have a Damage characteristic of 3 while targeting CHARACTER units.

Stratagems

HORRIFYING FORM
1CP
Painbringers – Strategic Ploy Stratagem
The hulking monsters of the Haemonculus Covens are terrifying indeed, cowing enemy warriors with their grotesque and intimidating forms.
WHEN: End of any phase, when an objective marker Secured by your army would be Seized by an enemy unit.

TARGET: One HAEMONCULUS COVENS unit from your army within range of that objective marker.

EFFECT: Until the end of your next turn, while you have one or more DRUKHARI units within range of that objective marker (excluding Battle-shocked units), that objective marker remains Secured by your army and cannot be Seized by enemy units.

RESTRICTIONS: You can only use this Stratagem once per battle round.
UNFEELING ABOMINATIONS
1CP
Painbringers – Battle Tactic Stratagem
The creations of the Haemonculi are capable of enduring terrible wounds and continuing to fight.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HAEMONCULUS COVENS unit from your army that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 if your unit has the GROTESQUES keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

RESTRICTIONS: If your unit has the GROTESQUES keyword, until the end of the phase, it loses the Mindless Killing Machines ability.
MOULDED MUSCULATURE
1CP
Painbringers – Battle Tactic Stratagem
The muscular fleshcraft monstrosities fielded by the Haemonculi can punch through hatchways and bulkheads to reach their cowering victims.
WHEN: Fight phase.

TARGET: One HAEMONCULUS COVENS unit from your army that has not been selected to fight this phase.

EFFECT: Select any number of models in your unit. Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by the selected models by 1, and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
TERRIFYING AURA
1CP
Painbringers – Strategic Ploy Stratagem
The disturbing nature of these creatures causes weapons to quiver, even in the hands of veteran soldiers.
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets.

TARGET: One HAEMONCULUS COVENS unit from your army that was selected as the target of one or more of the attacking unit's attacks and is within 6" of the attacking unit.

EFFECT: That enemy unit must take a Leadership test, subtracting 1 if it is within 3" of your unit: if failed, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers.

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.

The HARLEQUINS keyword is used in the following Drukhari datasheets:

Dedicated Transports

The ANHRATHE keyword is used in the following Drukhari datasheets:

Power from Pain

The Drukhari feed on suffering and terror. Every arc of blood that jets from a blade-slit artery, every scream of agonised horror, every vertiginous moment of shock or despair experienced by their prey surges through the Drukhari like an intoxicant. As the battle rages, the denizens of the Dark City drink deep of the floodtide of pain. Sinews singing with stolen strength, motions blurred to preternatural swiftness, they howl in exhilarated bloodlust and fight all the harder to extract yet sweeter agonies from those who dare resist them.

Pain Abilities
All units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is , you can Empower units from your army with Pain abilities by spending Pain tokens (see below).

Designer’s Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.

Gaining Pain Tokens
If your Army Faction is , you gain Pain tokens as follows:
  • 1 Pain token at the start of your Command phase.
  • 1 Pain token each time an enemy unit is destroyed.
  • 1 Pain token each time an enemy unit fails a Battle-shock test.
Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount.

Empowered Through Pain
Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities.

Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well).

The ARCHON keyword is used in the following Drukhari datasheets:

The SUCCUBUS keyword is used in the following Drukhari datasheets:

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.

The HAEMONCULUS COVENS keyword is used in the following Drukhari datasheets:

Battleline
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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.

The SCOURGES keyword is used in the following Drukhari datasheets:

The AIRCRAFT keyword is used in the following Drukhari datasheets:

Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models. A unit cannot make more than one Normal move per phase.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.

The TRANSPORT keyword is used in the following Drukhari datasheets:

Dedicated Transports
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

The and TRANSPORT keywords are used in the following Drukhari datasheets:

Dedicated Transports
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Embark
If a unit makes a Normal, Advance or Fall Back move, 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 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 that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.

The WYCH CULT keyword is used in the following Drukhari datasheets:

Battleline
Combat Drugs
Spectacle of Spite Detachment

Wyches abuse an array of potentially lethal performance-enhancing combat stimms.

At the start of your Command phase, select which Combat Drugs will be active for your army until the start of your next Command phase. To do so, either select one from the list below (you cannot select the same Combat Drug more than once per battle), or randomly select two by rolling two D6. When doing so randomly, Combat Drugs you have previously selected can become active again, but if you randomly select one that is already active for your army, it has no additional effect.

1. Adrenalight
Add 1 to the Attacks characteristic of melee weapons equipped by WYCH CULT models from your army.

2. Hypex
Add 2" to the Move characteristic of WYCH CULT models from your army.

3. Serpentin
Improve the Weapon Skill characteristic of melee weapons equipped by WYCH CULT models from your army by 1.

4. Painbringer
Add 1 to the Toughness characteristic of WYCH CULT models from your army.

5. Grave Lotus
Add 1 to the Strength characteristic of melee weapons equipped by WYCH CULT models from your army.

6. Splintermind
Improve the Leadership characteristic of WYCH CULT models from your army by 1, and improve the Ballistic Skill characteristic of ranged weapons equipped by WYCH CULT models from your army by 1.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.

The KABAL keyword is used in the following Drukhari datasheets:

The BLADES FOR HIRE keyword is used in the following Drukhari datasheets:

Characters
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Murderous Agenda
Kabalite Cartel Detachment

Kabalite forces often prize particular targets amongst the enemy ranks, whether as a macabre trophy, the target of a contract killing, or for some other devious reason.

At the start of the first battle round, select one of the Contracts below, then select one unit from your opponent’s army that matches the ‘Contract’ description in that Contract. Until that Contract is completed, that unit is your Contract unit and KABAL and BLADES FOR HIRE units from your army have the ability stated in that Contract. At the start of your Command phase, if your Contract unit is destroyed, that Contract is completed and you gain 3 Pain tokens.

Trophy Hunters
Contract: One CHARACTER unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets the Contract unit, that attack has the [precision] ability.

Sow Fear and Terror
Contract: One INFANTRY or MOUNTED unit (excluding units containing only CHARACTER models). At the start of your Command phase, this Contract is completed if all non-CHARACTER models in that unit are destroyed.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets an INFANTRY or MOUNTED unit, that attack has the [sustained hits 1] ability.

Show of Strength
Contract: One MONSTER or VEHICLE unit.
Ability: Each time a KABAL or BLADES FOR HIRE model in this unit makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [lethal hits] ability.
Corsairs and Travelling Players
If your Army Faction is , you can include HARLEQUINS and ANHRATHE units in your army, even though they do not have the Faction keyword. The combined points value of HARLEQUINS and/or ANHRATHE units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts

No HARLEQUINS or ANHRATHE models included in your army in this way can be your WARLORD, and they cannot be given Enhancements.

The DEDICATED TRANSPORT keyword is used in the following Drukhari datasheets:

Dedicated Transports
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.

The HARLEQUINS and INFANTRY keywords are used in the following Drukhari datasheets:

Other
Territories

Your influence increases with every victory secured in realspace, every bounty of dismayed captives, and priceless esoterica snatched back to Commorragh. Material wealth and reputation soon translate into paramilitary power, increasing your reach within the Dark City and allowing you to grasp more territory for yourself

When you add an Ascendant Lord unit to your Order of Battle, it starts with 0 territories - you will need to play a battle to claim one.

While you have an ASCENDANT LORD unit on your Order of Battle, after each battle, in the Update Crusade Cards step, roll one D6, adding 1 to the result if your ASCENDANT LORD was in your Crusade army, and adding 2 to the result if you were the Victor (for a total possible bonus of +3): on a 4+, your ASCENDANT LORD claims 1 territory (see right); on a 6+, your ASCENDANT LORD claims 2 territories.
When you start a Crusade force, if there are one or more CHARACTERS on your Order of Battle (excluding EPIC HEROES), you can select one of them. That CHARACTER has the potential to become an Overlord of Commorragh and gains the ASCENDANT LORD keyword.

Hostile Takeovers
To resolve a Hostile Takeover, roll one D6 for each lord that is involved in that takeover. If one of the lords has a higher Power than the other, add 1 to that lord’s result. Whichever lord has the highest result claims that territory. In the case of a tie, roll one further D6: on a 1-3, that territory remains claimed by the current owner; on a 4-6, the current owner loses that territory (it becomes unclaimed), and neither lord claims it.
Claiming Territory
Each time a rule instructs you to claim a territory, first roll one D6 to select one of the two tables below (on a 1-3, use table A; on a 4-6, use table B), before rolling a D66 to generate a territory on that table. If that territory is unclaimed, you claim it - make a note of that territory on your Order of Battle. Each territory is unique and cannot be generated more than once for your ASCENDANT LORD. If you randomly generate a territory that is already controlled by your ASCENDANT LORD, generate another. If you randomly generate a territory that is claimed by a Rival Lord, immediately resolve a Hostile Takeover (see below). Keep a note of any territories claimed on your Order of Battle.

The EPIC HERO keyword is used in the following Drukhari datasheets:

Weapon Forge

This lord’s string of arcane armourers and energy-wreathed testing facilities give them access to exotic weapons technologies.

At the start of the Declare Battle Formations step, select one unit from your Crusade army (you cannot select an EPIC HERO or a unit that has the Weapon Modification Battle Honour). Until the end of the battle, one weapon equipped by one model in that unit has the Weapon Modification Battle Honour.

Toxin Distillery

Be they elegantly appointed venom salons in the spires of High Commorragh or shadowed oubliettes of the Haemonculi, these facilities provide a flow of refined poisons for use in battle.

While your ASCENDANT LORD is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.

Arena

The warriors of the Wych Cults will fight all the harder during realspace raids to impress their lordly patron and retain that beneficial patronage.

In the Update Crusade Cards step, if a unit from your Crusade army would gain XP from Dealers of Death, it gains 1 additional XP.

Scourge Spire

By winning the allegiance of the Scourges in their high eyries, a Drukhari lord ensures the support of skilled spies, messengers and gun-toting airborne murder squads.

In the Update Crusade Cards step, if a SCOURGES unit from your Crusade army would gain XP from Battle Experience, it gains 1 additional XP.

Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.

Incubi Shrine

It requires tact - with fearless arrogance and ready wealth - to truly secure the allegiance of even a single shrine of Incubi. The reward is a cadre of murderously skilled bodyguards well worth any expense.

In the Declare Battle Formations step, your ASCENDANT LORD can be attached to an INCUBI unit (if your ASCENDANT LORD is an ARCHON, while it is leading an INCUBI unit, your ASCENDANT LORD model has the Feel No Pain 5+ ability). If your ASCENDANT LORD is attached to an INCUBI unit, at the end of the battle, unless all of those Bodyguard models have been destroyed, you can re-roll all Leadership tests required as the result of Assassination Attempts during that battle’s Rival Activities.

Dock

Control of trade in and out of Conimorragh’s many ports is essential to maintaining an iron grip over the rest of the city.

After each battle, in the Update Crusade Cards step, roll one D6, adding 1 to the result if you were the victor: on a 4+, you gain 1 additional RP.

Sprawl Slum

When a deed needs doing, or machinations need putting into effect, it can be beneficial to have a ready supply of Drukhari desperate to elevate themselves no matter the risks.

At the start of the Select Crusade Blessings step, roll one D6, adding 2 to the result if you are the Underdog: on a 6+, you can use one additional Crusade Blessing this battle (even if you are not the Underdog).

The and MONSTER keywords are used in the following Drukhari datasheets:

Flesh Market

Many mundane and esoteric goods pass through these regions, exchanged with the masters of the haemonculus covens for their dubious services in surgery and resurrection through pain.

Once at the end of each battle, you can re-roll one Out of Action test taken for one INFANTRY or MONSTER unit from your Crusade army.

Shadow District

There are many risks in dealing with the denizens of Aelindrach, and they are terrible. Yet there are few better spies or saboteurs than supernatural beings against whom no door can be barred, nor chamber warded.

Each time a Rival Lord makes an Activity roll, you can subtract 1 from the result.

Noble Spire

Having such enviable estates means this lord is never short of trusted agents to help achieve their schemes and plots, whether through bribery, blandishment, intimidation, or making bloody examples.

At the start of the Select Agendas step, roll one D6: on a 4+, you can select one additional Drukhari Agenda to use in that battle.

Gang Territory

There are those lordly residents who sneer at the idea of claiming territories in Low Commorragh. Those same arrogant fools are the first to have their heads hoisted atop a trophy rack when a less blinkered rival unleashes the fury of the many vicious gangs over which they rule.

Each time your ASCENDANT LORD attempts a Hostile Takeover, add 1 to its D6 result and, if that ASCENDANT LORD claims a territory as a result, increase your Crusade forces Supply Limit by 50 points.

Raidcraft Workshop

Commanding the finest workshops gives a lord of Commorragh access to exceptional anti-grav attack skiffs, which can be deployed to bear their warriors into battle at a breakneck pace.

In the Declare Battle Formations step, you can select one VEHICLE or MOUNTED unit from your Crusade army. Until the end of the battle, that unit has the Scouts 6" ability.

Death of a Lord
If your ASCENDANT LORD is removed from your Order of Battle for any reason, you must select a new CHARACTER model from your Order of Battle (excluding EPIC HEROES) to be your new ASCENDANT LORD. To represent the internecine intrigues that invariably follow such a transition of leadership, you must then immediately remove D6 randomly selected territories from your Order of Battle (to a minimum of 0). If your ASCENDANT LORD was removed from your Order of Battle as the result of the Price of Success rules (see above), you instead lose all of your territories except one, which you can choose.

A Rival Lord is defeated when they have no territories remaining, at which point you must remove them from your
Rival Lords tracker
. If all Rival Lords are defeated, at the end of your next battle, generate D3 new Rival Lords to replace them.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
POSTMORTALITY
1CP
Covenite Coterie – Epic Deed Stratagem
To the greatest Haemonculi, death is but an intriguing and temporary state to be experienced.
WHEN: Any phase.

TARGET: One HAEMONCULUS model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Spend 1-3 Pain tokens. At the end of the phase, set the destroyed model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with a number of wounds remaining equal to the number of Pain tokens you just spent.

RESTRICTIONS: You cannot use this Stratagem if you have 0 Pain tokens, and you cannot target the same HAEMONCULUS model with this Stratagem more than once per battle.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
Assault

Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.

Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.

  • Can be shot even if the bearer’s unit Advanced.
Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
SOURCE OF DISAPPOINTMENT1RP

Sometimes, an example needs to be made, and those who have failed their commander find themselves thrust into the arena to be slaughtered or disposed of in some other showily gruesome manner.

Purchase this Requisition when a unit from your Crusade force (excluding your ASCENDANT LORD) that has the Blooded rank or better gains a Battle Scar. Remove that unit from your Crusade force. Each other unit from your Crusade force gains 1XP.
KABALITE TRUEBORN

Many kabals include amongst their ranks those who were born through natural means rather than by the accelerated processes of the Haemonculi. These so-called Trueborn consider themselves superior to all other Drukhari and are afforded better training and the finest wargear.

KABALITE WARRIORS or HAND OF THE ARCHON unit only. Improve the Leadership characteristic of models in this unit by 1 and improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
HEKATRIX BLOODBRIDES

In many wych cults, the most supremely skilled Hekatrixes band together to form units that answer to none but the highest authority of that cult. Often accompanying prestigious Succubi into battle, these paragons of the arena have mastered the killing arts, their esoteric fighting styles proving deadly to any who face them.

WYCHES unit only. Improve the Leadership characteristic of models in this unit by 1 and improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
HAEMOXYTES

Highly prized by their masters, the Haemoxytes consider themselves the pinnacle of the fieshcrafting art. Grafted with a bewildering array of internal augmentations derived from both Aeldari gene stock and that of other species, they exhibit enhanced abilities and are often tasked with particularly vital duties by their masters. Although they are viewed with disgust by other Drukhari, it is not unusual for a Wrack to viciously slay any rivals to secure a chance to become a Haemoxyte.

WRACKS unit only. Improve the Leadership and Save characteristics of models in this unit by 1.
SERVE ME OR DIE1RP

Cruelly slaying a defeated rival provides a short-term thrill, and nothing says fear me like a bloodied head on a spike. Still, sometimes, there is wisdom - and spiteful satisfaction - in preserving an enemy’s life in exchange for their service.

Purchase this Requisition when a Rival Lord is defeated or when you have just claimed a territory with a Hostile Takeover against a Rival Lord that has 0 Power. Roll one D6, adding 3 to the result if that Rival Lord was defeated: on a 4+, that Rival Lord loses all of its current territories (if any), which become unclaimed, and you can add one ARCHON, SUCCUBUS or HAEMONCULUS model to your Crusade force (this must match the lord type of the defeated Rival Lord). That model has 16XP (and therefore has the Battle-hardened rank). Select two Battle Honours for it. While that model is on your Order of Battle, for the purposes of Requisitions, your ASCENDANT LORD counts as having the same lord type as that new model (so, for example, if that new model is a SUCCUBUS, you could use the Patron of the Killing Arts Requisition, even if your ASCENDANT LORD is an ARCHON). You cannot purchase this Requisition if doing so would cause your Crusade force to exceed its current Supply Limit.
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).

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