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.
| Book | Kind | Edition | Version | Last update | 
   Drukhari | ||||
   Drukhari | Faction Pack | 10 | 1.1 | October 2025 | 
   Munitorum Field Manual | ||||
   Munitorum Field Manual | Expansion | 10 | 3.5 | October 2025 | 
   Aeldari | ||||
   Aeldari | Faction Pack | 10 | 1.0 | October 2025 | 
   Balance Dataslate | ||||
   Balance Dataslate | Rulebook | 10 | 3.1 | October 2025 | 
   Boarding Actions | ||||
   Boarding Actions | Expansion | 10 | 1.1 | July 2025 | 
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.

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.
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):
 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.  | 
 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: 
  | 
 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.  | 
 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.  | 
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.
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:
 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: 
  | 
 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.  | 
 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.  | 
 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.  | 
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.
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.
 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.  | 
 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.  | 
 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.  | 
 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.  | 
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.
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.
 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.  | 
 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.  | 
 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.  | 
 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.  | 
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.
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.
 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.  | 
 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.  | 
 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.  | 
 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.  | 
Reaper’s WagerThe 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.
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.
 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.  | 
 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.  | 
 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.  | 
 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 
  | 
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.
If your Crusade army includes any DRUKHARI units, you can select Agendas from those presented here.
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.
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.
The Drukhari delight in subduing prey during realspace raids and hauling them back to Commorragh as living, screaming plunder.
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.
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.
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.
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.
  | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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.  | 
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.
  | |||||||||||||||
  | 
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.
  | ||||||||||||||||
  | ||||||||||||||
If your Crusade army includes any DRUKHARI units, you can spend Requisition points (RP) on any of the following Requisitions.
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.
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.
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.
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.
Self-indulgent though it may be, the Haemonculi of the Dark City do so love to tinker.
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.
When a DRUKHARI CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.
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.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.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.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.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.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.
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.
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.
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.
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.
The sight of these degenerate fiends is enough to drive foes into such depths of terror that their hearts stop beating.
Fuelled by the darkest technoalchemy, the parasitic weapons grafted to these warriors’ bodies inflict grotesque wounds upon their victims.

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

Cunning experts in deception and misdirection, this band of killers weave like shadowy wraiths around their enemies.
Experience during realspace raids has taught these warriors to strike without warning and stay ever on the move.
The instinct to prey upon already weakened victims drives these Drukhari into an almost feral frenzy.

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.
The sheer disgust these Kabaiites feel towards their foes lends a more aggressive character to their volleys of fire.
Having hunted live prey through the shadow-tangled warrens of Low Commorragh, there are few places victims can hide from these cruel sharpshooters.

This piratical band take pride in seizing the finest prizes during raids and presenting them to their Archon in return for favour.
The slightest chance of wetting their blades with the prey's blood goads these gladiators on with preternatural vigour.
The slightest gap in their victims’ armour is as good as a bared throat to these Drukhari.

Wyches hurl themselves into the foe, using their bladed armour to impale and lacerate.
When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.
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.

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 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.

Boarding ActionsThe 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...
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.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.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.  | 
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.
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.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.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.  | 
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.
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.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.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.  | 
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.
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.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.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.  | 
The CHARACTER keyword is used in the following Drukhari datasheets:
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.
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.The HARLEQUINS keyword is used in the following Drukhari datasheets:
The ANHRATHE keyword is used in the following Drukhari datasheets:
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.

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:
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):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.The HAEMONCULUS COVENS keyword is used in the following Drukhari datasheets:
  | ||||||||||||||
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.The SCOURGES keyword is used in the following Drukhari datasheets:
The AIRCRAFT keyword is used in the following Drukhari datasheets:
The TRANSPORT keyword is used in the following Drukhari datasheets:
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 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:
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.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.
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’.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.The WYCH CULT keyword is used in the following Drukhari datasheets:
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.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.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.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.The KABAL keyword is used in the following Drukhari datasheets:
The BLADES FOR HIRE keyword is used in the following Drukhari datasheets:
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.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.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.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.The DEDICATED TRANSPORT keyword is used in the following Drukhari datasheets:
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".The HARLEQUINS and INFANTRY keywords are used in the following Drukhari datasheets:
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.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.
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.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.
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 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.
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.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.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’.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.
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.
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.
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.
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.
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.