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
  DrukhariIndex10January 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.7March 2024
  Legends Field Manual
  Legends Field ManualExpansion101.3March 2024
  Balance Dataslate
  Balance DataslateRulebook10January 2024January 2024
  Legends: Drukhari
  Legends: DrukhariDatasheet10July 2023
  Imperial Armour: Drukhari
  Imperial Armour: DrukhariDatasheet10June 2023

Army Rules

Power From Pain

The Drukhari are experts in precise torture, sharp blades, cruel poisons and eldritch abominations. Using the labyrinthine network of webway spars, they strike almost anywhere. Realspace raiding parties prey upon worlds across the galaxy, surging from hidden portals unknown to those they see merely as cattle or playthings. As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines.

If your Army Faction is DRUKHARI, units from your army with this ability can become Empowered Through Pain. This is done using Pain tokens.

GAINING PAIN TOKENS
If your Army Faction is DRUKHARI, you gain Pain tokens as follows:
  • At the start of the battle, depending on the battle size:
COMBAT PATROL1 PAIN TOKEN
INCURSION2 PAIN TOKENS
STRIKE FORCE3 PAIN TOKENS
ONSLAUGHT4 PAIN TOKENS

  • Each time an enemy unit is destroyed, you gain 1 Pain token.
  • Each time an enemy unit fails a Battle-shock test, you gain 1 Pain token.
Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

EMPOWERED THROUGH PAIN
At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

MOVEMENT PHASE or CHARGE PHASE
  • Empowered in the Movement or Charge phase:
    • You can re-roll Advance or Charge rolls made for that unit.

SHOOTING PHASE or FIGHT PHASE
  • Empowered in the Shooting or Fight phase:
    • Each time a model in that unit makes an attack, you can re-roll the Hit roll and, if it is a melee attack, improve the Armour Penetration characteristic of that attack by 1.

Rеalspace Raiders

Detachment Rule

If your Army Faction is DRUKHARI, you can use this Realspace Raiders Detachment rule.

Realspace Raiders

The three factions of the Drukhari are constantly vying for supremacy, each convinced beyond doubt of their own innate superiority. This struggle manifests during their realspace raids as a frenzy of murderously sadistic competition.

At the start of the battle, you gain an additional 1 Pain token for each of the following your army contains:
  • One or more ARCHON models
  • One or more SUCCUBUS models
  • One or more HAEMONCULUS models

Designer’s Note: These are all cumulative, so if your army contains at least one Archon, at least one Succubus and at least one Haemonculus, you would start the battle with an additional 3 Pain tokens.

Stratagems

If you are using the Realspace Raiders Detachment rule, you can use these Realspace Raiders Stratagems.

PREY ON THE WEAK
1CP
Realspace Raiders – Battle Tactic Stratagem
The scent of a foe in pain draws Drukhari to it like hungry predators to an injured beast, their senses sharpening at its tang.
WHEN: Your Shooting phase.

TARGET: One KABAL unit from your army and one enemy unit that is Below Half-strength.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, you can re-roll the Wound roll.
STRIKE AND FADE
2CP
Realspace Raiders – Epic Deed 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: One DRUKHARI unit from your army (excluding AIRCRAFT).

EFFECT: Your unit can immediately make a Normal move.

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge and that unit cannot embark within a TRANSPORT at the end of this move.
ACROBATIC DISPLAY
1CP
Realspace Raiders – Epic Deed Stratagem
Many Wych Cults favour spectacular gymnastic displays. Their fighters are never still, springing from one foot to the other at blinding speed.
WHEN: Your Charge phase.

TARGET: One WYCH CULT unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge even if it Fell Back or Advanced this turn.
ALLIANCE OF AGONY
1CP
Realspace Raiders – Battle Tactic Stratagem
Even the most bloodthirsty Drukhari will veil their enmity to work together against a shared enemy for the same gruesome purpose.
WHEN: Start of any phase.

TARGET: One ARCHON, one SUCCUBUS and one HAEMONCULUS from your army.

EFFECT: Discard one Pain token from your Pain token pool. Until the end of the phase, all three of those models’ units are Empowered.

RESTRICTIONS: You can only use this Stratagem if you are able to select all three of the target models stated above.
QUICKSILVER REACTIONS
1CP
Realspace Raiders – Battle Tactic Stratagem
The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.
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 that targets your unit, subtract 1 from the Hit roll.

RESTRICTIONS: You cannot target a HAEMONCULUS COVENS unit from your army for this Stratagem.
INSENSIBLE TO PAIN
1CP
Realspace Raiders – Battle Tactic Stratagem
The twisted creations of the Haemonculus Covens are insensible to 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 targets your unit, subtract 1 from the Wound roll.

Enhancements

If you are using the Realspace Raiders Detachment rule, you can use these Realspace Raiders Enhancements.

  • Crucible of Malediction 10 pts

When opened, the souls of tortured psykers spew outward, driving any nearby warp-wielders insane.

HAEMONCULUS model only. Once per battle, at the start of any Shooting phase, the bearer can use this Enhancement. When it does, every enemy unit within 12" must take a Battle-shock test, subtracting 1 from that test if the bearer’s unit is currently Empowered. Each time a PSYKER unit fails this test, it suffers D3 mortal wounds.

  • Labyrinthine Cunning 30 pts

This Archon has a mind like steel traps, assimilating every detail of a situation.

Archon model only. Each time you select the bearer’s unit as the target of a Stratagem, roll one D6, adding 3 to the result if the Stratagem being used is Alliance of Agony. On a 4+, you gain 1 Command Point.

  • Blood Dancer 20 pts

This Succubus is renowned for their expertise at close-quarters combat within the arenas of Commorragh. The skills they display before the baying crowds on the blood-soaked sands are equally deadly on the battlefield.

SUCCUBUS model only. Improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 1. While the bearer is Empowered, improve the Attacks and Armour Penetration characteristics of the bearer’s melee weapons by 2 instead.

  • The Art of Pain 25 pts

Some Drukhari elevate their battle plans to another level by creating a spectacle of torment that maims and cripples every foe in order to draw out the moment of the kill, heightening the pleasure they derive before the fatal blow falls.

DRUKHARI model only. In your Command phase, if the bearer is on the battlefield, you gain 1 Pain token.

Skysplinter Assault

Detachment Rule

If your Army Faction is DRUKHARI, you can use this Skysplinter Assault 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, that unit’s ranged weapons have the [IGNORES COVER] ability and that unit’s melee weapons have the [LANCE] ability.

Stratagems

If you are using the Skysplinter Assault Detachment rule, you can use these Skysplinter Assault 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.
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 disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

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 instead if it is a KABALITE WARRIORS 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 not within Engagement Range of one or more enemy units and is within 9" of the enemy unit that just ended that move.

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 not only from physical sight but also 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, your unit has a 4+ invulnerable save.

Enhancements

If you are using the Skysplinter Assault Detachment rule, you can use these Skysplinter Assault Enhancements.

  • Phantasmal Smoke 20 pts

Phantasm grenade launchers, elegantly worked into the curved hull plates of their Raiders, discharge in covering patterns. Hallucinogenic vapours conceal the advancing Drukhari and confuse their foes’ aim.

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 Benefit of Cover and the Stealth ability.

  • Sadistic Fulcrum 15 pts

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

DRUKHARI model only. Each time you expend a Pain token to Empower the bearer’s unit in the Shooting phase, you can select one friendly DRUKHARI TRANSPORT within 3" of the bearer’s unit; until the end of the phase, that TRANSPORT is also Empowered.

  • 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 Drukhari artefact wreathes its bearer and their allies in a cloying cloud of unnatural 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.


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.
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.

  • 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.
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.
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.
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.
Power From Pain

The Drukhari are experts in precise torture, sharp blades, cruel poisons and eldritch abominations. Using the labyrinthine network of webway spars, they strike almost anywhere. Realspace raiding parties prey upon worlds across the galaxy, surging from hidden portals unknown to those they see merely as cattle or playthings. As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines.

If your Army Faction is , units from your army with this ability can become Empowered Through Pain. This is done using Pain tokens.

GAINING PAIN TOKENS
If your Army Faction is , you gain Pain tokens as follows:
  • At the start of the battle, depending on the battle size:
COMBAT PATROL1 PAIN TOKEN
INCURSION2 PAIN TOKENS
STRIKE FORCE3 PAIN TOKENS
ONSLAUGHT4 PAIN TOKENS

  • Each time an enemy unit is destroyed, you gain 1 Pain token.
  • Each time an enemy unit fails a Battle-shock test, you gain 1 Pain token.
Each time you gain a Pain token, keep it to one side – this is your Pain token pool.

EMPOWERED THROUGH PAIN
At the start of any phase, you can expend one or more Pain tokens from your Pain token pool. Each time you do, select one unit from your army with the Power from Pain ability. Until the end of the phase, that unit is Empowered, and gains the abilities listed below, depending on the phase.

MOVEMENT PHASE or CHARGE PHASE

SHOOTING PHASE or FIGHT PHASE
  • Empowered in the Shooting or Fight phase:
    • Each time a model in that unit makes an attack, you can re-roll the Hit roll and, if it is a melee attack, improve the Armour Penetration characteristic of that attack by 1.

The SUCCUBUS keyword is used in the following Drukhari datasheets:

The HAEMONCULUS keyword is used in the following Drukhari datasheets:

The KABAL keyword is used in the following Drukhari datasheets:

Characters
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.

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.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
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.

The TRANSPORT keyword is used in the following Drukhari datasheets:

Dedicated Transports

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

Battleline
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.

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

Battleline
Mortal Wounds

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

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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, 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.
  • 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.
ALLIANCE OF AGONY
1CP
Realspace Raiders – Battle Tactic Stratagem
Even the most bloodthirsty Drukhari will veil their enmity to work together against a shared enemy for the same gruesome purpose.
WHEN: Start of any phase.

TARGET: One ARCHON, one SUCCUBUS and one HAEMONCULUS from your army.

EFFECT: Discard one Pain token from your Pain token pool. Until the end of the phase, all three of those models’ units are Empowered.

RESTRICTIONS: You can only use this Stratagem if you are able to select all three of the target models stated above.
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.
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
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.
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.

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

Dedicated Transports
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.
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.
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.
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.
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, Fall Back or Charge move.

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.

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